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Lord_Gareth
2010-10-06, 01:42 AM
Presenting the first of four elemental blasting PrCs, the Infernomancer! Others for Earth, Electricity, and Cold will be forthcoming at a later date; PEACHing is deeply appreciated!

Infernomancer

http://i741.photobucket.com/albums/xx54/Vorpail/FireBender.jpg

An Infernomancer prepares to lay down the law.

"Everything burns."

- Infernomancer Motto

Infernomancers burn things.

The statement is very simple, but its applications are very complex. Certainly, there are those Infernomancers who choose to act as living seige engines, ripping their way through armies and fortifications like a knife made of sunfire, but there are others who sear their way through spells, assassinate nobles with lances of magma, or even ferment unrest in societies until one faction or another boils over into civil war. Aiding them in these tasks is their connection to flame and heat, enabling them to bring Fire's touch to even those beings normally immune to it, see great distances through flame, and even ignite the soul to passionate frenzy - or utter destruction.

Becoming an Infernomancer
Almost all Infernomancers start out as wizards or sorcerers, though clerics with the fire domain form the next-most populous group, with druids in the distinct minority. The vast majority of them are self-taught, learning on their own how to bend Fire to their will, though some apprentice with other Infernomancers or recieve training from the agents of fire deities.

Entry Requirements
Skills: Knowledge (Arcana) 9 ranks, Knowledge (the Planes) 9 ranks, Spellcraft 9 ranks
Spells: Must be able to cast 3rd level spells and know at least six spells with the fire descriptor (or that deal fire damage).
Feats: Controlled Immolation, Precise Shot, Skill Focus (Concentration)
Special: Upon becoming an Infernomancer, the character must forswear all spells with the water and/or cold descriptors (see the Fire Magic class feature, below).


Class Skills
The Infernomancer's class skills (and the key ability for each skill) are: Appraise (Int), Craft (Int), Decipher Script (Int), Knowledge (Any, chosen individually) (Int), Listen (Wis), Search (Int), Spellcraft (Int), Spot (Wis)
Skills Points at Each Level: 2 + Intelligence modifier

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day/Spells Known

1st|
+0|
+0|
+2|
+0|Fire Magic, Evasion, Spontaneous Combustion|-

2nd|
+1|
+0|
+3|
+0|Pyromancer's Grace (5' Sphere)|+1 existing spellcaster class level

3rd|
+1|
+1|
+3|
+1|Blazing Potence, Sunflash|+1 existing spellcaster class level

4th|
+2|
+1|
+4|
+1|Out With a Bang|+1 existing class level

5th|
+2|
+1|
+4|
+1|Fire Sight, Everything Burns|+1 existing spellcaster class level

6th|
+3|
+2|
+5|
+2|Pyromancer's Grace (Individual Targets)|+1 existing spellcaster class level

7th|
+3|
+2|
+5|
+2|Blazing Sunder, Ignite Spells|+1 existing spellcaster class level

8th|
+4|
+2|
+6|
+2|Ignis Daemonia|+1 existing spellcaster class level

9th|
+4|
+3|
+6|
+3|Pyroclasm, Burn the Soul|+1 existing spellcaster class level

10th|
+5|
+3|
+7|
+3|Decree of Annihilation|-[/table]

Weapon Proficiencies: The Infernomancer gains no new weapon or armor proficiencies. Because of their instinctive connection to flames and heat, Infernomancers may cast any spell with the fire descriptor (or that deals fire damage) in light armor without invoking the normal chance for arcane spell failure.

Spells per Day/Spells Known: At every level except first and tenth, the Infernomancers gains new spells per day and/or spells known as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (such as bonus feats, increased familiar capability, et cetera) except for an increase in effectice spellcaster level. If a character had more than one spellcasting class before becoming an Infernomancer, the character must choose which class to increase (this choice may be made on a level-by-level basis).

Fire Magic (Su): Infernomancers possess a deep, instinctive connection to Fire; many turn to outright worship of Fire as a universal force worthy of reverence in its own right. Regardless of their religious convictions, however, Infernomancers are rendered forever incapable of casting spells with the water or cold descriptor, spells that deal cold damage, or spells that conjure ice, cold, water, et cetera. Any such spells previously known vanish from the Infernomancer's list of known spells and cannot be re-learned; the Infernomancer cannot even use items that draw upon water or cold (such as a scroll of cone of cold or a wand of frost). He may, however, continue to cast spells which grant an energy resistance against cold.

Fire knows its children, however, and protects them in turn. Spells that the Infernomancer casts which have the fire descriptor or deal fire damage enjoy a +2 sacred bonus to their save DCs, as well as a +2 bonus to their effective caster level. Additionally, the Infernomancer gains fire resistance equal to six times his class level. This resistance may not be augmented by magic, though it does stack with fire resistance granted by templates, feats, or racial abilities.

Evasion (Ex): The Infernomancer learns lightning-fast reflexes over the course of his studies; starting at first level, the Infernomancer takes no damage whenever he succeeds at a Reflex save against an effect that would normally deal half damage on a successful Reflex save. He still takes full damage in the event of a failed save.

Spontaneous Combustion (Su): The Infernomancer may spontaneously cast spells with the fire descriptor (or that deal fire damage) in the same manner that a cleric spontaneously casts cure or inflict spells, but only if they originally possessed the fire descriptor (or dealt fire damage); that is, he cannot spontaneously cast substituted spells or spells that gained the fire descriptor through this class. An Infernomancer who does not prepare spells gains no benefit from this ability.

Pyromancer's Grace (Su): An Infernomancer of second level or higher has exceptional control over the flames he invokes; he may exclude a number of five-foot spheres from the area of any spell he casts which has the fire descriptor or that deals fire damage equal to his intelligence modifier. These squares are not treated as part of the spell's area, and are not affected by the spell in any way.

At sixth level, the Infernomancer's control refines to the point where he may exclude any number of individual targets from the effects of his spells with the fire descriptor or that deal fire damage. He may still choose to instead exclude any number of five-foot spheres from the effect, or even combine the two (for example, he could exclude two five-foot spheres and six individual targets from the same spell).

Regardless of level, an Infernomancer of second level or higher may exclude any number of beings from the areas of supernatural abilities granted by this class.

Blazing Potence (Su): The destruction wreaked by an Infernomancer of third level or higher is horrific indeed; spells he casts which deal fire damage deal an additional amount of dice worth of damage equal to his class level (for example, a burning hands spell cast by a sixth level Infernomancer deals 6d4 additional points of damage, whereas a fireball cast by the same Infernomancer deals an additional 6d6 points of damage). This damage can exceed any and all limits normally imposed by the spell itself, but is not added to spells that don't normally deal damage (such as true strike or dispel magic, even if the Infernomancer causes the spells to deal damage via a class feature (such as Ignite Spells) or a metamagic feat.

Sunflash (Su): An Infernomancer of third level or higher can unleash a flash of blinding flame once per encounter that reels and disorients his victims as a move action which provokes attacks of opportunity. Beings within one hundred feet of the Infernomancer (with the obvious exception of beings excluded via his Pyromancer's Grace class feature) take 10d6 points of fire damage and are stunned for one round unless they succeed at a Fortitude save (DC 10 + the Infernomancer's class level + his Intelligence modifier). A successful save indicates that they take half damage and are merely dazzled for one round instead of being stunned.

Out With a Bang (Su): Starting at fourth level, the Infernomancer treats all conjuration spells with the teleportation, summoning, or calling descriptors as having the fire descriptor. Furthermore, whenever the Infernomancer casts a spell with the teleportation descriptor, they disappear (and reappear) in a flash of superheated smoke that deals 1d4 points of damage per class level to all beings within ten feet of their departure and/or arrival points. The Infernomancer may choose not to include the flash of smoke in his spell if he so wishes.

Fire Sight (Su): An Infernomancer of fifth level or higher may treat divination spells as though they had the fire descriptor, provided he stares into an open flame at least the size of a torch while casting the spell. Additionally, an Infernomancer is always aware of divination spells or effects which are affecting him, provided that he is within ten feet of an open flame the at least the size of a torch.

Everything Burns (Su): An Infernomancer of fifth level or higher is a dire thing indeed, able to combust even creatures which would normally be immune to the flames. He ignores an amount of fire resistance equal to six times his class level. Furthermore, creatures which would normally be immune to fire damage are instead treated as having fire resistance 100 (which is then reduced by this ability). Everything Burns does not stack with feats or metamagic effects which reduce or eliminate fire resistance or immunity.

Additionally, the Infernomancer ignores half of an objects hardness when attacking it with a spell that has the fire descriptor or that deals fire damage.

Blazing Sunder (Su): An Infernomancer of seventh level or higher may attempt to sunder items and other objects using his magic; when using a fire spell (that is, any spell with the fire descriptor or that deals fire damage) that requires an attack roll, he may designate an object as the target instead of a being, even if that object is attended.

The Infernomancer may not sunder armor with this ability, though he may still sunder shields.

Ignite Spells (Su): Also starting at seventh level, the Infernomancer treats dispel magic and all similar spells (such as greater dispel magic and disjunction) as having the fire descriptor. Furthermore, a being or object subjected to a targeted dispel magic (or similar spell) cast by the Infernomancer takes 1d8 points of fire damage per spell or effect dispelled if the Infernomancer so chooses.

Ignis Daemonia (Su): An Infernomancer of eighth level or higher draws upon the unstoppable fury of hellfire; whenever he would deal fire damage (such as with a fireball or a flask of alchemist's fire), he instead deals half fire damage, and half damage that stems directly from unholy power, and is thus not subject to any kind of resistance. Upon gaining this class feature, flames invoked, held, or created by the Infernomancer turn black and guttering, as though made of darkness. The Infernomancer may choose not to invoke hellfire when dealing fire damage.

Pyroclasm (Su): At ninth level, the Infernomancer adds all spells with the fire descriptor (or that deal fire damage) to his list of spells known. Additionally, once per day, he may maximize one of his spells that deals fire damage without extending its casting time, preparing the spell specially in advance, or increasing its effective level.

Burn the Soul (Su): Starting at ninth level, the Infernomancer may make a vicious, blazing assault on a being's psyche. Twice per day, as a standard action which provokes attacks of opportunity, he may attempt to burn a being's soul. Should that being fail a Will save (DC 10 + the Infernomancer's class level + her Wisdom modifier), it recieves 2d6 points of intelligence, wisdom, and charisma damage and is struck blind for a number of rounds equal to the Infernomancer's Wisdom modifier as smoke and soot pour out of their mouth, nose, and eyes. Needless to say, suffering the effects of Burn the Soul is excrutiatingly painful.

Decree of Annihilation (Su): An Infernomancer of tenth level or higher can unleash the awesome destructive power of elemental Fire. Once per day, as a full-round action that provokes attacks of opportunity, the Infernomancer can unleash a blast of pure flame that deals 60d6 fire damage to all beings and objects within a 100 foot radius (obviously not including beings excluded by the Infernomancer's Pyromancer's Grace ability). Each being in the area is entitled to a Reflex save (DC 10 + the Infernomancer's class level + her Intelligence modifier) for half damage, but the flames are exceptionally hard to dodge; beings with Evasion are treated as though they did not have it, while beings with Improved Evasion are treated as though they merely had Evasion.

After using this ability, the Infernomancer is treated as exhausted until he can get at least six hours of sleep.

Playing an Infernomancer
Blow things up. Aside from blowing things up, an Infernomancer is a fiery personality in a lot of ways - play that up! Is he a frenzied researcher, turning pages so fast that they smoke and curl? Does he have a passionate rhetoric that calls the common folk to revolution? A smoldering sexuality? Fire expresses itself in a lot of ways, and this is your chance to explore those options.
Combat: Infernomancers are, by and large, not morons. They know their powers lie in magical destruction, augmented by just a touch of variety. As such, most Infernomancers lay down the law with mass-destruction spells that cheerfully exclude their allies from the worst of the damage. Feats such as Energy Substitution open up even more options to deal fiery death, and many Infernomancers will hit the opposition where it hurts (targeting spellcasters with Ignite Passions, or sundering a barbarian's equipment with a spread of searing rays). Regardless of how they lay down the law, Infernomancers often cause a hell of a lot of collateral damage - try and bend that to your advantage if at all possible.
Advancement: Most Infernomancers advance as members of whatever class they were before taking up this path, though a few choose to advance as Fighters or Rogues to improve their accuracy and/or their ability to inflict precision damage on a regular basis.
Resources: Infernomancers differ little from normal mages or clerics; their resources likewise match typical members of those professions.

Infernomancers in the World
"Black flames! Take cover!"

- Private Nathaniel Mravin, sole survivor of the Battle of Horizon Keep

Infernomancers, regardless of whether the reputation is deserved or not, are treated as living weapons or forces of wanton destruction. They are not often liked by the common folk, especially city-dwellers (whose homes are oh-so-flammable), but are widely held as useful in breaking seiges or enemy armies. It certainly doesn't help matters any that so many of them hire themselves out as mercenaries, fueling the stereotype.
Daily Life: Wake up. Memorize spells. Adventure, research, fight battles, and/or blow things up (in any combination of the above, in any order you please). Eat. Divide the spoils. Sleep. Honestly, they're mages with a serious fire fetish - what did you expect?
Notables: Brian Zeli (Human Wizard 9/Infernomancer 10) is a living legend. Devotees of fire gods call him a saint. Devotees of healing gods call him a demon incarnate. Mr. Zeli hires his services out to the highest bidder, and his prices aren't cheap, but he has single-handedly turned the tides of battles and even entire wars. His most famous exploit remains his most destructive, however; to defeat an army encroaching upon his patron, Zeli caused the eruption of a volcano. The resultant fallout slaughtered the army and choked their city-state with ash - their surrender followed as quickly as a surviving mage could be found to send it.
Organizations: Infernomancers do not have any class-specific organizations, though they often join armies and mage's guilds.

NPC Reaction
Your average commoner or citizen does not trust an Infernomancer, but they aren't about to offend one - after all, they and their property are highly flammable. Nobles and other potential employers, on the other hand, often give the Infernomancer quite the bit of professional respect, hoping to be able to secure their services or, at the very least, protect their property (as mansions are also highly flammable, and gold melts easily). Most mages tend to view Infernomancers as needlessly focused.

Infernomancers in the Game
Infernomancers up the damage rolls, no doubt about it - mass damage, burning dispells, and the awe-inspiring Decree of Annihilation seriously put the hurt on their opposition. DMs should be ready, providing monsters that can take a beating or with decent Reflex saves.
Adaptation: The easiest way to adapt the Infernomancers is to give them an organization or re-design them around a new element, such as acid or electricity.
Encounters: In all likelihood, players encountering an Infernomancer are either witnessing his awe-inspiring destructive prowess or fighting him. It won't be an easy battle; he can afford to fling massive area-of-effect spells right and left without fearing for his allies, while they cannot afford the same luxury. Combine this with the potential for impressive manueverability, and the Infernomancer can wreak death and havoc from a distance, forcing the players to fight through his allies inch by bloody inch to get at the flame-weilding destroyer behind them.

Rising Phoenix
2010-10-06, 02:50 AM
This is... H. O. T. :P ;)

A couple of notes:

Controlled immolation: Where is this feat from?

And Sunflash: The damage dealt IS fire damage right?

Otherwise this looks good and will create terrifying pyromaniacs with style.

I'll be stealing this once a few more experienced forumers have laid some input.

Thanks for sharing!

R.P.

Edit: On second thought. How does one counter an Infernomancer without near certainly turning into a pile of ash? I think a cold vulnerability is appropriate.

J.Gellert
2010-10-06, 02:57 AM
Edit: On second thought. How does one counter an Infernomancer without near certainly turning into a pile of ash?.

Weak, but sweet: Spell turning would be awesome, it looks like the infernomancer can break his own damage reduction. Teeheheheh.

The spontaneous casting bit is looking to be on the powerful side, however, especially since he can also spontaneously cast summons and dispels.

Lord_Gareth
2010-10-06, 02:58 AM
Weak, but sweet: Spell turning would be awesome, it looks like the infernomancer can break his own damage reduction. Teeheheheh.

They can, so hoist them by their own petard all you want.

Lix Lorn
2010-10-06, 03:37 AM
I remember seeing this class somewhere...
Anyway, I do like it. Althoughm I wish there was a way around Fire Magic... maybe a feat you can take if you take both the fire and cold class? Hmm...

Rising Phoenix
2010-10-06, 05:25 AM
Weak, but sweet: Spell turning would be awesome, it looks like the infernomancer can break his own damage reduction. Teeheheheh.

The spontaneous casting bit is looking to be on the powerful side, however, especially since he can also spontaneously cast summons and dispels.

The other way is counterspelling but at +2 CL it will be hard (er).

Also agree on the spontaneity. Make it just spells that originaly have the fire descriptor and not the ones that gain it via this prestige class.

SHAZAM
2010-10-06, 05:29 AM
Is that Level 4 +1 class level a typo?

Does Energy Substituion (Fire) allow an Infernomancer to cast new "fire-typed" cold spells?

Does Blazing Potenence stack with Empower/Maximise?

Ignis Daemonia: The flavour of the character points towards Elemental planes than fiendish. Why does he have hellfire?

Burn the Soul: First look makes me eee, and then I remember enemy casters around this level should have some way of dealing with ability damage.

Decree of Annihilation: Ouch. a Level 16 character running around with a 60d6 attack that can ignore fire resistance/immunity, 100' radius, breaks Evasion, reduces improved evasion, damages items. Can choose not to affect some allies and areas with it. Minimum DC 23(10+10[Infernomancer level] +1 [Minimum 13 int] +2 [Fire magic]).

Cost? Exhaustation until 6 hours of sleep. 1/day.

Egad. :smalleek:

Lord_Gareth
2010-10-06, 05:38 AM
The discussion about the capstone has been had before - Mailman beats it by a mile.

Ignis Daemonia is in mostly because I wanted another resistance breaker and there wasn't another one already available besides, theoretically, positive energy, and there's a big POSITIVE ENERGY EQUALS ULTIMATE GOODNESS vibe in the community.

Morph Bark
2010-10-06, 05:41 AM
Ahuh. My earlier post apparently did not register somehow. Re-question then,

Anyhoo, this seems familiar. Have you posted this before? I've seen that picture used for a class (forgot if it was a base of prestige) that I think also had the same name.

One thing I'm wondering about is the unusual quartet of fire-electricity-cold-earth. What made you choose those four together? Most would have traded earth for acid, or electricity and cold for air and water (though those don't seem very blasty, I suppose).

Lord_Gareth
2010-10-06, 05:44 AM
This class HAS been posted before, but I'm reposting with the promise of the quartet.

In the D&D universe, air = lightning, water = cold, earth = acid. Make somewhat more sense?

Blazing Potence does stack with metamagic.

Controlled Immolation can be found in the SRD under Spelltouched feats.

Rising Phoenix
2010-10-06, 05:44 AM
The discussion about the capstone has been had before - Mailman beats it by a mile.

That doesn't mean that it should be like the mailman. I am fuzzy on the build but didn't it require a fair bit of optimization. This prestige class here, while extreemely flavourful, is too powerful. Of course it all depends on what level of optimization you have at the table, but I wouldn't allow this as is in my group without nerfing it somewhat.


Ignis Daemonia is in mostly because I wanted another resistance breaker and there wasn't another one already available besides, theoretically, positive energy, and there's a big POSITIVE ENERGY EQUALS ULTIMATE GOODNESS vibe in the community.

I don't think it needs more, this thing will pretty much kill nearly everything in its path.

Again, thanks for sharing.

R.P.

Morph Bark
2010-10-06, 05:46 AM
This class HAS been posted before, but I'm reposting with the promise of the quartet.

In the D&D universe, air = lightning, water = cold, earth = acid. Make somewhat more sense?

Ahh, I see.

I presume then that the Earth one will use a lot of acid, hm?

Lord_Gareth
2010-10-06, 05:47 AM
Tons. The theme for the Terramancer will be "Repeating damage", whereas the Levinmancer will get to play around with shaping AoEs and bouncing targets and the Frigimancer gets SoS attached to his spells.

Lord_Gareth
2010-10-06, 06:18 AM
Levinmancer

http://i127.photobucket.com/albums/p145/devil-darkness/lightning_child.jpg
A Levinmancer is tired of your crap.

"You may feel a slight stinging sensation."

Jessica Levinquick, a Levinmancer, immediately before unleashing her power on a group of unsuspecting soldier.

Levinmancers are mages that specialize in the power of air and electricity, drawing upon the destructive power of storms and hurricanes to blow away the opposition. Flexible and mercurial, their tempers flare like thunderheads, only to calm down to a gentle breeze when the murder is done. They specialize in flinging lightning at a distance, focusing it into arcs that explode into other enemies that dare stand before them.

Becoming a Levinmancer
Almost all Levinmancers start out as wizards or sorcerers, with clerics and druids forming a distinct second place in terms of frequency of entry. Most are self-taught, seeking out the secrets of air and lightning of their own volition, but nothing stops a Levinmancer from taking on an apprentice.

Entry Requirements
Skills: Knowledge (Arcana) 9 ranks, Knowledge (The Planes) 9 ranks, Spellcraft 9 ranks.
Spells: Must be able to cast third level spells, including at least 6 with the air or electricity descriptors (or that deal electricity damage).
Feats: Conductivity, Precise Shot, Skill Focus (Concentration)
Special: Upon becoming a Levinmancer, the character must forswear all spells with the earth and/or acid descriptors (or that deal acid damage; see the Air Magic class feature, below).


Class Skills
The Levinmancer's class skills (and the key ability for each skill) are: Appraise (Int), Craft (Int), Decipher Script (Int), Knowledge (Any, chosen individually) (Int), Listen (Wis), Search (Int), Spellcraft (Int), Spot (Wis)
Skills Points at Each Level: 2 + Intelligence modifier

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day/Spells Known

1st|
+0|
+0|
+2|
+0|Air Magic, Evasion, Rapidity|-

2nd|
+1|
+0|
+3|
+0|Lightning Arc (Area Conversion)|+1 existing spellcaster class level

3rd|
+1|
+1|
+3|
+1|Unerring Levinbolt, Control Weather|+1 existing spellcaster class level

4th|
+2|
+1|
+4|
+1|Magnetic Defense|+1 existing spellcaster class level

5th|
+2|
+1|
+4|
+1|Powered Enhancements, Piercing Levinbolt|+1 existing spellcaster class level

6th|
+3|
+2|
+5|
+2|Lightning Arc (Secondary Targets)|+1 existing spellcaster class level

7th|
+3|
+2|
+5|
+2|Forked Lightning, Electrify Spells|+1 existing spellcaster class level

8th|
+4|
+2|
+6|
+2|Wind's Reach|+1 existing spellcaster class level

9th|
+4|
+3|
+6|
+3|Thunderhead, Storm's Chosen|+1 existing spellcaster class level

10th|
+5|
+3|
+7|
+3|Levin Supremacy|-[/table]

Weapon Proficiencies: The Levinmancer gains no new weapon or armor proficiencies. Because of their instinctive connection to air and lightning, Levinmancers may cast any spell with the air or electricity descriptors (or that deal electricity damage) in light armor without invoking the normal chance for arcane spell failure.

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Teaser post, to be edited as I have time ^_^

J.Gellert
2010-10-06, 06:27 AM
You can give free "Searing Spell" (Sandstorm, I think?) as a resistance breaker. Not that your way is bad, but if that's the way it's usually done...

On the capstone: I don't think 60d6 is too high (heck, blasting stinks anyway... you're probably only going to really get cold-subtyped stuff with it), but you're going to be needing a whole bag of d6's, or a dice roller on your laptop. 20d20 is a little faster, though it "looks" less elegant.

Lord_Gareth
2010-10-06, 06:28 AM
Bonus points to people who wanna guess what the abilities named on the Levinmancer table actually DO.

Lix Lorn
2010-10-06, 06:53 AM
That picture rules. Where is it from?

Lord_Gareth
2010-10-06, 09:43 AM
I looked up "Lightning Mage" on Photobucket and that was the most awesome one I could find.

KaganMonk
2010-10-06, 09:29 PM
Gonna guess based off of some of the abilities from the Pyro

Rapidity: Spontaneous Conversion Electricity

Lightning Arc
Area Conversion: Change the shape between Cone, Line, ect.
Secondary Targets: Arcing the lightning in a chain from one target to the next

Unerring Levinbolt: Electric Damage boost

Magnetic Defense: Defensive boost to repel metallic weapons

Piercing Levinbolt: Get past Resistance

Forked Lightning: Hit two targets or two directions

Wind's Reach: Extend range of spells
That's about all the guesses I care to make, except that the capstone will be another nova, similar to the Pyro.

blackjack217
2010-10-06, 09:50 PM
The discussion about the capstone has been had before - Mailman beats it by a mile.

Ignis Daemonia is in mostly because I wanted another resistance breaker and there wasn't another one already available besides, theoretically, positive energy, and there's a big POSITIVE ENERGY EQUALS ULTIMATE GOODNESS vibe in the community.

You could also just make it so that you would ether take Ignis Daemonia or "Holy/cleansing Fire" Which is same thing with different fluff. Alternatively I seem to recall that in BoED there was some type of divine lightning that bypassed resistance.