roarinflames
2010-06-06, 09:40 PM
so i was hanging out with friends at the local highland games and we got on the topic of nanobots, and i happened to blurt out "im gona be a nanomancer" kind of tongue-in-cheek. after we realized how awesome it sounded i had to make a homebrew, though it really has nothing to do with nanobots.
i essentially am looking for input on the creation but this is my first time posting here so go easy on me. let me know if its overpowered or underpowered, as i tried to discourage dipping. thanks.
Nanomancer
Deconstructors, Bladeweavers, Entropic Mage.
Base Class
Once the distorted pride of ambitious, yet mad biophysicists, Nanomancers have become a hidden destructive force governed by the laws of elements and metacreation. Nanomancers are not simply created; they are born and then strictly refined to form a pure element of destruction. Within them lies a force powerful to disintegrate any obstacle they happen upon within a matter of seconds. Despite their common name, they do not require arcane energies to obtain the power that courses through their veins.
Adventures: Like most others, nanomancers venture for their own reasons, most being to understand their purpose in the world, as they see themselves as the scales to balance nature, not just between good and evil, but between harmonious and discordant.
Characteristics: Most nanomancers do not carry weapons; if necessary they can always integrate a blade. They tend to have a holier-than-thou attitude around others, though not unfounded considering what they feel their purpose to be. Typically avoiding a fight, they are not helpless when in a threatening situation. If they were killed, it would not happen without leaving their foes with severe wounds.
Alignment: Nanomancers tend to lean in the more lawful and neutral area of morals. Very few are chaotic in nature as that defeats their main purpose as a nanomancer.
Religion: No specific patron deity, though as a general practice, they tend to seek out harmony between other bio-currents, though they know when such practices have become unsuccessful. When attacked by a creature it is their practice to kill the creature to remove its dysrhythmia from the current conglomerate. They believe in the practice of reworking the world, so that many structures built by nanomancers are eventually torn down to be reborn.
Background: The entire basis of the nanomancer’s ability starts at birth. It is known that the mind of the body has a measureable electric current pulsing through; however nanomancers are born with abnormally strong current. Many biophysicists began to study these enhanced currents and soon realized that upon intense concentration, the subjects could project their bio-current to affect the space around them. Over time many of these enhanced subjects found ways to affect the molecular particles that inhabit substances short distances away. This is how the nanomancer became so powerful, through intense refining of abilities and much training.
Hit die: d8
Skill points: (4 + int) x 4 for 1st level, 4 + int each level after
Class Skills: Appraise, Concentration, Craft (taken individually), Disable Device, Knowledge (arcana, architecture, dungeoneering, nature), Listen, Open Lock, Profession, Search, Sleight of Hand, Spellcraft, Spot, Use Magic Device.
Nanomancer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Body Flux, Integrate Weapon
2nd|
+1|
+3|
+0|
+3|
3rd|
+2|
+3|
+1|
+3|Great Fortitude
4th|
+3|
+4|
+1|
+4|
5th|
+3|
+4|
+1|
+4|Body Flux (+3), Endoelectrum (10)
6th|
+4|
+5|
+2|
+5|
7th|
+5|
+5|
+2|
+5|
8th|
+6/+1|
+6|
+2|
+6|Reformulate Material
9th|
+6/+1|
+6|
+3|
+6|Body Flux (+4)
10th|
+7/+2|
+7|
+3|
+7|Endoelectrum (20)
11th|
+8/+3|
+7|
+3|
+7|
12th|
+9/+4|
+8|
+4|
+8|Current Presence 3/day
13th|
+9/+4|
+8|
+4|
+8|Body Flux (+5)
14th|
+10/+5|
+9|
+4|
+9|
15th|
+11/+6/+1|
+9|
+5|
+9|Endoelectrum (Immunity), Molecular Extraction
16th|
+12/+7/+2|
+10|
+5|
+10|
17th|
+12/+7/+2|
+10|
+5|
+10|Atomic Inbalance
18th|
+13/+8/+3|
+11|
+6|
+11|
19th|
+14/+9/+4|
+11|
+6|
+11|
20th|
+15/+10/+5|
+12|
+6|
+12|Endoelectrum (Perfect)[/table]
Proficiencies:The nanomancer is proficient with all simple weapons, as well as short swords, long swords, rapiers, and scimitars. Nanomancers are only proficient with light armors as they take a penalty on all concentration check equal to the armor check penalty of the armor worn. They are not proficient with any shields. If a nanomancer integrates a weapon he is not proficient with, he still incurs all penalties for non-proficiency.
Class Abilities
Body Flux: At 1st level a nanomancer becomes more in tune with the overwhelming natural current within his blood. This attunement gives him a +2 bonus on all Concentration checks. At 5th level the bonus becomes +3, at 9th level it becomes +4, and 13th level it becomes +5.
Integrate Weapon: At 1st level a nanomancer gains the ability to integrate a one-handed or smaller weapon of his size using surrounding particles. This ability requires a standard action concentration check DC 15 to complete. The weapon created is a mundane weapon with no enhancement bonus. The weapon lasts a number of minutes equal to your nanomancer level and is useable 4+Con modifier times per day. If the nanomancer chooses he can halve the remaining uses of this ability to make the weapon permanently integrated. This requires a DC 25 Concentration check to complete.
Great Fortitude: The nanomancer’s body becomes able to withstand attacks that would cripple others. He gains Great Fortitude as a bonus feat.
Endoelectrum: upon reaching 5th level a nanomancer’s internal current becomes resistant to other electrical currents. He gains resistance to electricity 10, and at 10th level it increases to 20. At 15th level he becomes immune to all electricity damage. At 20th level, electricity damage of any source heals him of 1/3 of the damage dealt.
Reformulate Material: At 8th level, the nanomancer masters the creation of his integrated weapons. As a full round action the nanomancer can roll a Concentration check in an attempt to increase the molecular structure of his integrated weapon. The weapon’s hardness becomes equal to (check result – 5) with hit points equal to half of check result. The weapon gains an enhancement bonus for every increment of 5 above 15 on their check. For example, a check result of 25 would provide a +2 enhancement, while a 38 would provide a +4 enhancement. The perfected weapon lasts a number of minutes equal to the nanomancer’s class level and cannot be made permanent like a normally integrated weapon; however a permanently integrated weapon can be temporarily improved by this ability. Using this ability does provoke attacks of opportunity and takes up a use of the nanomancer’s Integrate Weapon ability.
Current Presence: At 12th level, the nanomancer learns how to expand their internal current outward from their body, damaging foes with the electrical current flowing through them. 3 times per day as a standard action that does not provoke attacks of opportunity, the nanomancer can create a shockwave of energy around him that deals 1d6 per class level points of electricity damage to all creatures within a 20ft. radius. Reflex Half DC (16 + Con modifier). Creatures adjacent to the nanomancer must make a separate reflex save of the same DC or be stunned for 1 round. Creatures immune to electricity cannot be stunned by this effect.
Molecular Extraction: At 15th level, a nanomancer gains the ability to draw the polar ends of ferrous molecules from his opponent’s body up to 50ft. away, causing excruciating pain and sickness as iron and other mineral particles force their way out of the skin. As the intensifying burning increases in their body, they take damage based on their size; 10d4 if they are small, 10d6 if they are medium, 10d8 if they are large, 10d10 if they are huge, 10d12 if they are gargantuan, and 10d20 if they are colossal. Fortitude Half DC 18 + Con Modifier. If the target fails the save they become nauseated for 2d4 rounds as blood seeps from their skin (creatures immune to sickness still take initial damage). This ability can be used a number of times per day equal to half the nanomancer’s current class level. Using this ability is a standard action that does provoke attacks of opportunity
Atomic Inbalance: Upon reaching 17th level, twice per day a nanomancer can take a full-round to concentrate on an enemy’s metaphysical construction and work their way through the body’s molecular conglomerate, pick out atoms of stable elements within and separate them from their electrons. Based on the elemental structure of the target’s body, the results are never exactly the same. The creature or object must be within 30ft. of the nanomancer. The creature targeted must make a fortitude save, DC 19 + Con modifier, or die in agonizing pain. Objects targeted by this ability have specific effects; metals corrode, glass turns to powder, wood becomes petrified, water boils, and stone erodes. Any creatures within 10ft. of the target must make a reflex save (same DC for Half) to move out of the area or be affected by the now dispersed electrons reacting with unstable particles in the air and take 5d6 acid damage.
i essentially am looking for input on the creation but this is my first time posting here so go easy on me. let me know if its overpowered or underpowered, as i tried to discourage dipping. thanks.
Nanomancer
Deconstructors, Bladeweavers, Entropic Mage.
Base Class
Once the distorted pride of ambitious, yet mad biophysicists, Nanomancers have become a hidden destructive force governed by the laws of elements and metacreation. Nanomancers are not simply created; they are born and then strictly refined to form a pure element of destruction. Within them lies a force powerful to disintegrate any obstacle they happen upon within a matter of seconds. Despite their common name, they do not require arcane energies to obtain the power that courses through their veins.
Adventures: Like most others, nanomancers venture for their own reasons, most being to understand their purpose in the world, as they see themselves as the scales to balance nature, not just between good and evil, but between harmonious and discordant.
Characteristics: Most nanomancers do not carry weapons; if necessary they can always integrate a blade. They tend to have a holier-than-thou attitude around others, though not unfounded considering what they feel their purpose to be. Typically avoiding a fight, they are not helpless when in a threatening situation. If they were killed, it would not happen without leaving their foes with severe wounds.
Alignment: Nanomancers tend to lean in the more lawful and neutral area of morals. Very few are chaotic in nature as that defeats their main purpose as a nanomancer.
Religion: No specific patron deity, though as a general practice, they tend to seek out harmony between other bio-currents, though they know when such practices have become unsuccessful. When attacked by a creature it is their practice to kill the creature to remove its dysrhythmia from the current conglomerate. They believe in the practice of reworking the world, so that many structures built by nanomancers are eventually torn down to be reborn.
Background: The entire basis of the nanomancer’s ability starts at birth. It is known that the mind of the body has a measureable electric current pulsing through; however nanomancers are born with abnormally strong current. Many biophysicists began to study these enhanced currents and soon realized that upon intense concentration, the subjects could project their bio-current to affect the space around them. Over time many of these enhanced subjects found ways to affect the molecular particles that inhabit substances short distances away. This is how the nanomancer became so powerful, through intense refining of abilities and much training.
Hit die: d8
Skill points: (4 + int) x 4 for 1st level, 4 + int each level after
Class Skills: Appraise, Concentration, Craft (taken individually), Disable Device, Knowledge (arcana, architecture, dungeoneering, nature), Listen, Open Lock, Profession, Search, Sleight of Hand, Spellcraft, Spot, Use Magic Device.
Nanomancer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Body Flux, Integrate Weapon
2nd|
+1|
+3|
+0|
+3|
3rd|
+2|
+3|
+1|
+3|Great Fortitude
4th|
+3|
+4|
+1|
+4|
5th|
+3|
+4|
+1|
+4|Body Flux (+3), Endoelectrum (10)
6th|
+4|
+5|
+2|
+5|
7th|
+5|
+5|
+2|
+5|
8th|
+6/+1|
+6|
+2|
+6|Reformulate Material
9th|
+6/+1|
+6|
+3|
+6|Body Flux (+4)
10th|
+7/+2|
+7|
+3|
+7|Endoelectrum (20)
11th|
+8/+3|
+7|
+3|
+7|
12th|
+9/+4|
+8|
+4|
+8|Current Presence 3/day
13th|
+9/+4|
+8|
+4|
+8|Body Flux (+5)
14th|
+10/+5|
+9|
+4|
+9|
15th|
+11/+6/+1|
+9|
+5|
+9|Endoelectrum (Immunity), Molecular Extraction
16th|
+12/+7/+2|
+10|
+5|
+10|
17th|
+12/+7/+2|
+10|
+5|
+10|Atomic Inbalance
18th|
+13/+8/+3|
+11|
+6|
+11|
19th|
+14/+9/+4|
+11|
+6|
+11|
20th|
+15/+10/+5|
+12|
+6|
+12|Endoelectrum (Perfect)[/table]
Proficiencies:The nanomancer is proficient with all simple weapons, as well as short swords, long swords, rapiers, and scimitars. Nanomancers are only proficient with light armors as they take a penalty on all concentration check equal to the armor check penalty of the armor worn. They are not proficient with any shields. If a nanomancer integrates a weapon he is not proficient with, he still incurs all penalties for non-proficiency.
Class Abilities
Body Flux: At 1st level a nanomancer becomes more in tune with the overwhelming natural current within his blood. This attunement gives him a +2 bonus on all Concentration checks. At 5th level the bonus becomes +3, at 9th level it becomes +4, and 13th level it becomes +5.
Integrate Weapon: At 1st level a nanomancer gains the ability to integrate a one-handed or smaller weapon of his size using surrounding particles. This ability requires a standard action concentration check DC 15 to complete. The weapon created is a mundane weapon with no enhancement bonus. The weapon lasts a number of minutes equal to your nanomancer level and is useable 4+Con modifier times per day. If the nanomancer chooses he can halve the remaining uses of this ability to make the weapon permanently integrated. This requires a DC 25 Concentration check to complete.
Great Fortitude: The nanomancer’s body becomes able to withstand attacks that would cripple others. He gains Great Fortitude as a bonus feat.
Endoelectrum: upon reaching 5th level a nanomancer’s internal current becomes resistant to other electrical currents. He gains resistance to electricity 10, and at 10th level it increases to 20. At 15th level he becomes immune to all electricity damage. At 20th level, electricity damage of any source heals him of 1/3 of the damage dealt.
Reformulate Material: At 8th level, the nanomancer masters the creation of his integrated weapons. As a full round action the nanomancer can roll a Concentration check in an attempt to increase the molecular structure of his integrated weapon. The weapon’s hardness becomes equal to (check result – 5) with hit points equal to half of check result. The weapon gains an enhancement bonus for every increment of 5 above 15 on their check. For example, a check result of 25 would provide a +2 enhancement, while a 38 would provide a +4 enhancement. The perfected weapon lasts a number of minutes equal to the nanomancer’s class level and cannot be made permanent like a normally integrated weapon; however a permanently integrated weapon can be temporarily improved by this ability. Using this ability does provoke attacks of opportunity and takes up a use of the nanomancer’s Integrate Weapon ability.
Current Presence: At 12th level, the nanomancer learns how to expand their internal current outward from their body, damaging foes with the electrical current flowing through them. 3 times per day as a standard action that does not provoke attacks of opportunity, the nanomancer can create a shockwave of energy around him that deals 1d6 per class level points of electricity damage to all creatures within a 20ft. radius. Reflex Half DC (16 + Con modifier). Creatures adjacent to the nanomancer must make a separate reflex save of the same DC or be stunned for 1 round. Creatures immune to electricity cannot be stunned by this effect.
Molecular Extraction: At 15th level, a nanomancer gains the ability to draw the polar ends of ferrous molecules from his opponent’s body up to 50ft. away, causing excruciating pain and sickness as iron and other mineral particles force their way out of the skin. As the intensifying burning increases in their body, they take damage based on their size; 10d4 if they are small, 10d6 if they are medium, 10d8 if they are large, 10d10 if they are huge, 10d12 if they are gargantuan, and 10d20 if they are colossal. Fortitude Half DC 18 + Con Modifier. If the target fails the save they become nauseated for 2d4 rounds as blood seeps from their skin (creatures immune to sickness still take initial damage). This ability can be used a number of times per day equal to half the nanomancer’s current class level. Using this ability is a standard action that does provoke attacks of opportunity
Atomic Inbalance: Upon reaching 17th level, twice per day a nanomancer can take a full-round to concentrate on an enemy’s metaphysical construction and work their way through the body’s molecular conglomerate, pick out atoms of stable elements within and separate them from their electrons. Based on the elemental structure of the target’s body, the results are never exactly the same. The creature or object must be within 30ft. of the nanomancer. The creature targeted must make a fortitude save, DC 19 + Con modifier, or die in agonizing pain. Objects targeted by this ability have specific effects; metals corrode, glass turns to powder, wood becomes petrified, water boils, and stone erodes. Any creatures within 10ft. of the target must make a reflex save (same DC for Half) to move out of the area or be affected by the now dispersed electrons reacting with unstable particles in the air and take 5d6 acid damage.