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Sacrieur
2011-03-26, 02:17 AM
Arcane Khaos
- There's no such thing as too much firepower. -

http://i137.photobucket.com/albums/q206/SilverCrusader/ArcaneKhaos-3.png?t=1301208300
Image Source (http://oreno.imouto.org/post/show/106600/black_rock_shooter-black_rock_shooter_-character-g)


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"Of course I had to destroy that mountain, it was in my way."

Enter the Arcane Khaos: she can destroy mountains, lay waste to cities, and decimate entire armies. The only defense is offense, and the only respectable offense is the one that goes boom. She finds other spellcasters woefully inefficient at the task of channeling magic into destructive power, and does it justice by meticulously maximizing the power output.

The Arcane Khaos uses a special weapon to channel her power. Called the Arcane Channeler, the device latches to her arm and operates at will. It's a mixture of the arcane and the mechanical, requiring both skills to make and service. To an Arcane Khaos, her Arcane Channeler is as much part of her as her arm, and as she grows in power and knowledge, so does her channeler as she develops it to suit her needs.

She operates entirely off of arcane magic, and manifests it similar to a sorcerer, but rather than trying to shape and control it, she merely channels her magic into the device, which transforms it into pure destructive force.

Abilities: The Arcane Khaos benefits from a high Cha, since it improves her blast damage. Additionally, a high Int score is also useful, since it can make it easier to improve her arcane channeler. Because the Arcane Khaos must aim her arcane channeler at distant targets and because of her low hit die, she needs a good Dex score.

Adventurers: The Arcane Khaos can seek practically anything. Though, often, she seeks nothing but battle and employment in war or as a protector. Her large offensive power is useful for only destroying things, and is hired by adventurers when they go on particularly dangerous quests.

Alignment: No particular alignment stands out for the Arcane Chaos, she fights for whatever she chooses.

Religion: The Arcane Khaos is much like sorcerers, but may often worship gods who value destruction or power.

Background: Surprisingly, most who become an Arcane Khaos come from orphanages and many have been influenced by both the Sorcerer's arcane magic and the Gnome's creations.

Races: Any race can become an Arcane Khaos, but most typically humans, who are most willing to experiment with magic.

Role: Functioning as a specialized wizard blaster, the Arcane Khaos is practically a mobile artillery, capable of delivering massive amounts of damage. She works best when heavily guarded and at long distance, taking out enemies from afar. Any enemy getting close is a serious concern, since her blasts are quite useless in melee combat. Out of combat, the Arcane Khaos may find herself useful solving practical problems using her engineering skills.


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GAME RULE INFORMATION

Alignment
Any.

Hit Die
d4.

Class Skills
Concentration, Craft (Arcane Channeler), Knowledge (Arcana), Knowledge (Engineering), Knowledge (all skills, taken individually), Spellcraft, and Spot.

Skill Points at 1st Level
2 + [Int modifier] x 4 at first level.

Skill Points at Each Additional Level
2 + [Int modifer].


Level|Base Attack Bonus|Fort Save|Reflex Save|Will Save|Special|Clicks per Day
1st|+0|
+0|
+0|
+2|Arcane Channeler|4|
2nd|+1|
+0|
+0|
+3|Bonus Feat|8|
3rd|+2|
+1|
+1|
+3||12|
4th|+3|
+1|
+1|
+4|Bonus Augmentation|16|
5th|+3|
+1|
+1|
+4|Bonus Feat|20|
6th|+4|
+2|
+2|
+5||24|
7th|+5|
+2|
+2|
+5|Bonus Augmentation|28|
8th|+6/+1|
+2|
+2|
+6|Bonus Feat|32|
9th|+6/+1|
+3|
+3|
+6||36|
10th|+7/+2|
+3|
+3|
+7|Bonus Augmentation|40|
11th|+8/+3|
+3|
+3|
+7|Bonus Feat|44|
12th|+9/+4|
+4|
+4|
+8||48|
13th|+9/+4|
+4|
+4|
+8|Bonus Augmentation|52|
14th|+10/+5|
+4|
+4|
+9|Bonus Feat|56|
15th|+11/+6/+1|
+5|
+5|
+9||60|
16th|+12/+7/+2|
+5|
+5|
+10|Bonus Augmentation|64|
17th|+12/+7/+2|
+5|
+5|
+10|Bonus Feat|68|
18th|+13/+8/+3|
+6|
+6|
+11||72|
19th|+14/+9/+4|
+6|
+6|
+11|Bonus Augmentation|76|
20th|+15/+10/+5|
+6|
+6|
+12|Bonus Feat|80|


Class Features

Weapon and Armor Proficiency
Arcane Khaoses are proficient with all simple weapons, light martial weapons, and light armor. They are not proficient with any shield. She is also proficient with arcane channelers.

Clicks (Su)
Clicks are a unit to measure raw magical power used by Arcane Khaoses. They operate different than spell slots, and must be readied before use. Readying a single click can be done as a swift action, while readying a two or more takes a longer amount of time.

{table=head]Clicks|
Time to Ready

1|
Swift Action|

2|
Move Action|

4|
Full Round Action|[/table]

Like casting spells, readying clicks for a full round action provokes an attack of opportunity.

Once a click has been readied, it is available to be used for the rest of the encounter.

Bonus Feat
At second level and every three levels thereafter, the Arcane Khaos may select a feat from the list of Arcane Khaos bonus feats.

Bonus Augmentation
As the Arcane Khaos grows in knowledge, she upgrades and changes her arcane channeler. At fourth level and every three levels thereafter, the Arcane Khaos gains an augmentation slot that may be used to improve the arcane channeler.

Arcane Channeler

Arcane Channeler
{table=head]Size|Cost|Damage|Crit|Range|Weight|Type|Armor Check Penalty
Small|2000 gp|
1d6|
x2|
200 ft.|
25 lbs.|
-|
0|
Medium|3000 gp|
1d8|
x2|
225 ft.|
50 lbs.|
-|
-1|
Large|4000 gp|
1d10|
x2|
250 ft.|
75 lbs.|
-|
-2|[/table]


Description
At first level, the Arcane Khaos possesses a device called an arcane channeler. The device latches to the user's arm, and provides her with a means to use her innate magical power. Arcane channelers come in different and personalized shapes, but there are three key components.


Gauntlet: the upper part; it connects the user to the core, and may run all the way up the arm to the shoulder, or just barely cover the elbow. It includes latches to attach the device to arm. Additionally, the gauntlet absorbs magical power and transfers it to the core.



Latches: Latches are most often buckles that help secure the device to the arm; however, other methods of attachment exist, depending on design.


Composition: The gauntlet is always composed of metal with tough leather straps. The metal used is always extremely light, but also extremely durable and requires special tools to craft. Due to the necessity of decreasing weight, extremely expensive materials, such as mithral, are used to construct the gauntlet and chassis.


Glove: This is the most obscure part of the gauntlet. The hand slips directly inside of the core, and fits snugly into the glove, which then allows the user to grasp a metal bar that runs inside of the core. The bar is made out of blended quartz, and helps channel magical energy while also supplying the extra support needed to wield the device.



Core: the heart and soul of the device; it connects the gauntlet to the focus. More importantly, it turns the magical power into destructive energy. Cores range in size, though most are slim.



Input: The magical power is transferred directly through the glove into an blended quartz (or similar metal) bar. The bar then conduits the magic to the converter.


Converter: Through special processes and configurations, the magical power is changed into destructive energy. The methods of doing this vary, but most involve special types of crystals arranged in particular orders. These materials are very hard to find, and the converter is the most expensive part of the arcane channeler.


Output: After the magical power has been converted into destructive energy, it is then launched towards the focus.



Focus: the "barrel" of the arcane channeler, this conduits the destructive energy by accelerating and directing it towards the target. The focus usually is several feet in length, and oftentimes longer than the one using it. It has a special quality that pulls the destructive energy towards it, and thus directs the energy along the focus and towards the target.



Attacking
The arcane channeler expends one click for an attack, and then emits a single blast of destructive energy at the target with no lag time. To attack with the arcane channeler, first select your target, roll attack dice, and finally, if the attack succeeds, roll damage + Cha modifier.

Damage (Under Construction)
As the Arcane Khaos grows in power, so too does her ability to increase the potency of her blasts.

Damage per Blast*
{table=head]Level|Small|Medium|Large|Critical
1st|
3rd|
5th|
7th|
9th|
11th|
13th|
15th|
17th|
19th|[/table]

If the user has Weapon Focus (arcane channeler), the weapon size may be one step higher than the user's size with no penalty.

Arcane channelers behave like any other ranged weapon, and feats that affect ranged weapons also affect the arcane channeler. Because it is so unwieldy, characters who are not proficient in using arcane channelers receive a -8 penalty instead of the normal -4. The arcane channeler does not work under the presence of Antimagic Field or a similar effect.

Maintenance
The arcane channeler requires meticulous upkeep to run smoothly. The arcane channel requires one hour of maintenance every day. The Arcane Khaos must make a Craft (arcane channeler) check with DC 10 + 2 x [number of augmentations]. Every day that this is skipped adds a cumulative -4 penalty on attack roles when using the device.

Calibration
Carefully tuning the arcane channeler will allow it to operate at peak condition. By spending an hour (in addition to maintenance), the arcane channeler grants a +2 competence bonus to attacks used with it for the next 24 hours. An arcane channeler may only calibrated when if it is not in need of maintenance.

Use by Other Classes
The arcane channeler may be used by other classes. To power the arcane channeler without clicks, the user may use spell slots. By expending spell slots, the user may then power the arcane channeler with a single click. The damage is determined by the spell level: it is the same damage dealt by an Arcane Khaos with a level equal to the spell level.

Building an Arcane Channeler

Designs and Schematics
Crafting an arcane channeler without any designs to reference is an extremely difficult task due to their complexity, the Arcane Khaos often devote a large amount of time to make obsessively detailed illustrations and schematics of their weapon, so they may be referenced at any time to make repairs or upgrades. The blueprints of an arcane channeler give a bonus on craft checks to make parts. To create blueprints, the Arcane Khaos rolls her Knowledge (engineering) with a DC equal to 20 + 5 x . Additionally, she must have access to drafting tools, a place to draw, and sufficient paper and pen with ink.

Attempting to craft without blueprints results is a -5 penalty to all Craft (arcane channeler) checks.

{table=head][b]DC|Bonus|Time

-|
-5|0 hours

0|
+0|5 hours
20|
+1|10 hours
25|
+2|12 hours
30|
+3|14 hours
35|
+4|16 hours
40|
+5|18 hours[/table]

Crafting the Arcane Channeler
Should an Arcane Khaos's arcane channeler be destroyed, she may craft a new one. Additionally she may craft a new one as she learns and discovers new techniques and designs.

Materials
To start, the Arcane Khaos must have various materials with which to construct the device. Higher quality materials are used to cut down weight.

{table=head]Component|
Common Materials Used

Latches|
leather, metal buckles and clasps|

Chassis/Casing|
steel, mithral, adamantine|

Glove|
blended quartz|

Core|
blended quartz, various lacrimas|

Focus|
steel, mithral, adamantine|[/table]

Required Tools
{table=head]Item|Cost|Weight
Forger's Kit|
25 gp|
2 lbs.|
Anvil|
550 gp|
200 lbs.|
Forge|
-|
-|
Arcane Channeler Tools|
40 gp|
4 lbs.|[/table]

Crafting DC & Enhancements
Arcane channelers, unlike other weapons, come with enhancement bonuses due to excellent craftsmanship.

...

Crafting Components
After collecting the proper amount of material, the Arcane Khaos can begin to make her weapon. Doing so requires the use of two skills, Knowledge (arcana) and Craft (arcane channeler). Each component of the arcane channeler must be crafted, the pieces may then be assembled and bolted together.

Gauntlet
The gauntlet may be constructed without any knowledge of arcana, and is crafted by using a Craft (arcane channeler) or Craft (armorsmithing) check.

...

Sacrieur
2011-03-26, 02:18 AM
http://i137.photobucket.com/albums/q206/SilverCrusader/ArcaneKhaos2-1.png?t=1301207949
Image Source (http://oreno.imouto.org/post/show/109664/reiuji_utsuho-shirogane_usagi-touhou-wings)


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Arcane Khaos Feats



Rapid Onslaught

Prerequisites
Weapon Proficiency (arcane channeler)
Rapid Shot

Benefit
While using Rapid Shot, you may make a number of extra attacks at your highest base attack bonus equal to your Dex bonus or until you run out of readied clicks, whichever comes first.







Prerequisites
Weapon Proficiency (arcane channeler)

Benefit



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Arcane Channeler Augmentation

Augmentation Slots
An arcane channeler may be upgraded and changed: called augmentations, these changes use up augmentation slots and provide enhancements for the arcane channeler. At fourth level, and every three levels thereafter, the Arcane Channeler gains an augmentation slot.

Level|Slots Available
1st|
0|
4th|
1|
7th|
2|
10th|
3|
13th|
4|
16th|
5|
19th|
6|

Modification Types
Augmentations come in three different modification types: light, medium, and heavy. Light and medium modifications attach to the chassis quickly, while heavy modifications require a lengthy installation.

Type|
Weight|Time
Light|
1 - 15 lbs.|
Move Action|
Medium|
16 - 30 lbs.|
Full Round Action|
Heavy|
31+ lbs.|
5+ minutes|


Augmentation List

Scopes
A scope is used to increase the range of the arcane channeler, making extremely long range attacks a possibility. Using a scope allows the Arcane Khaos to make a shot at virtually any range. To successfully make the shot, the Arcane Khaos must make a Concentration check with DC [distance of target]/10 (rounded up). They are always a light modification.

{table=head]Range|DC
250 ft.|
25|
300 ft.|
30|
350 ft.|
35|
400 ft.|
40|

...|
...[/table]

A scope with an enhancement decreases the DC by 2 x [enhancement].

{table=head]Level|Bonus to DC

+1|
-2|

+2|
-4|

+3|
-6|

+4|
-8|

+5|
-10|[/table]

Crafting Scopes
Scopes can have various components added in, with multiple lenses contributing various effects. Because the Arcane Khaos cannot cast spells, she cannot enchant them herself, and instead must buy the lenses.

{table=head]Lens Enchantment|
Cost

Arcane Sight|
7500 gp|

Dark Vision|
5000 gp|

See Invisibility|
5000 gp|[/table]


Cores

Focuses

Lacrimas
Lacrimas are a special type of crystal that can hold clicks. By adding lacrimas, the Arcane Khaos can store clicks that may be used at any time, enabling her to make use of feats without taking a move action.

Crafted out of an extremely dense material, while not big in size, they add much weight. A standard lacrima can hold one click, while a heavy lacrima can hold twice as much.

{table=head]Lacrima|Storage Space|Weight|Installation Time|
Cost|
Standard|
1 click|
16 - 20 lbs.|
6 seconds|
250 gp|
Heavy|
2 clicks|
31+ lbs.|
5 - 10 minutes|
1000 gp|[/table]

An enhanced lacrima can hold extra clicks.

{table=head]Level|Standard Bonus Clicks|Heavy Bonus Clicks

+1|
+1|
+2|

+2|
+2|
+4|

+3|
+3|
+6|

+4|
+4|
+8|

+5|
+5|
+10|[/table]


Magical Enchantments

Mechanical Improvements

Sacrieur
2011-03-26, 02:25 AM
Making this class for funsies. I thought it would be fun to have an arcane blaster who actually does blast stuff.

It is a respectable tier 2 - tier 3 class. Capable of dishing out lots of damage (more on that later), but also able to solve other problems as well... Depending on how you play. Because technically, every problem can be solved through the use of high powered explosions. If you don't think so, enjoy your tier 3.

"Sooo, you wanna give me what I want? If not I swear I will blow this entire city to the Abyss."

radmelon
2011-03-26, 12:18 PM
It looks very interesting. A little more detail on the arrangement of the components of an Arcane Channeler would be nice though.

Welknair
2011-03-26, 06:58 PM
So, this is a bit like the Warlock, just with an even narrower focus on blasting? I hope to see the Augmentations soon.

Sacrieur
2011-03-27, 02:29 AM
So, this is a bit like the Warlock, just with an even narrower focus on blasting? I hope to see the Augmentations soon.

Slowly but surely... Augmentations are actually turning out to be making the class more tier 2, which is always a good thing.

A bit like the warlock, but I hate warlocks because they're just so terrible to play. At tier 4, they're no better than a knight or some other class that sucks even at what it is supposed to do (Eldritch Blast is woefully underpowered). This isn't a warlock fix, and Arcane Khaoses despise warlocks because how pitiful their Eldtrich Blast is. I changed damage statistics, she does more damage starting out and more damage later now. Eldritch Blast was too close in raw power.

The flip-side is, however, is that the Arcane Khaos is high-maintenance. The single most high-maintenance class there is. In addition to needing a full 8 hours of sleep every night, the player will be making blueprints, servicing her arcane channeler, and crafting augmentations-- all of which take a good chunk of time. In addition, without the arcane channeler, she is quite vulnerable, and is vulnerable in close range always.

Augmentations are definitely going to add some diversity, increase power, and allow for some good versatility in the class other than, "imma blast stuff!" The feats too will give the player some options and allow for some battle control. There's a lot I still need to add, and every time I edit the post I get a little more done. I realize there are terrible writing errors every once in a while, and it needs some better organization... But getting there.

I do plan on adding some serious improvements on the arcane channeler, and have all ready begun to describe it better.

I'll mention it here, but will in include it in the game rules soon:

1 click = swift action
2 clicks = move action
4 clicks = full round action

This will come into play with feats and lacrimas, since feats are actually going to require expending more than a single click. Lacrimas will allow you to bypass the above time restriction, so you can make a full attack and still employ feats.

Ziegander
2011-03-27, 04:05 AM
I must say that, as presented (in what I assume to be a very incomplete form), this class is not even close to Tier 3. It's probably more like Tier 5. Right now, all the class is able to do is pump out raw damage (to a maximum of 45d6 per round if all her medium BAB attacks hit, an average damage of 157.5).

Tier 3 is dealing 150 damage as a standard action with a better bonus to hit as well as several additional combat options and some out of combat utility. Right now this class doesn't do any of that, so the augmentations are really going to have to do A LOT, more than they reasonably should be able to do, in order to bring this class up to the level of power and versatility you are expecting.

Sacrieur
2011-03-27, 06:38 AM
I must say that, as presented (in what I assume to be a very incomplete form), this class is not even close to Tier 3. It's probably more like Tier 5. Right now, all the class is able to do is pump out raw damage (to a maximum of 45d6 per round if all her medium BAB attacks hit, an average damage of 157.5).

Tier 3 is dealing 150 damage as a standard action with a better bonus to hit as well as several additional combat options and some out of combat utility. Right now this class doesn't do any of that, so the augmentations are really going to have to do A LOT, more than they reasonably should be able to do, in order to bring this class up to the level of power and versatility you are expecting.

Noted, her base damage will be increased. I was actually afraid of overpowering her, but now I can go all willy nilly.

--

It's actually turning out to be a much more complex and advanced class than I was originally planning, and the goal is to reach a borderline tier 2/tier 3.

Ziegander
2011-03-27, 09:00 AM
Noted, her base damage will be increased. I was actually afraid of overpowering her, but now I can go all willy nilly.

There is a point after which MOAR damage is getting unnecessary. You're borderline at that point. 20d12 is an average of 130 damage per attack action, and adding Charisma modifier to that makes it around 140 damage. Medium BAB cuts that down 25% compared to a Warblade to 105 damage per attack that hits. Not only is this a little high for unoptimized damage per attack, that's 60 dice being rolled during the Khaos's turn every round, which is pretty silly.


It's actually turning out to be a much more complex and advanced class than I was originally planning, and the goal is to reach a borderline tier 2/tier 3.

I think you'd be better off shooting for middle of the road Tier 3. Tier 2 is reserved for classes that only get one or two powers on the level of Gate, Genesis, Wish, Time Stop, Greater Celerity, etc (rather than all of them and more which is Tier 1). The tricky thing with Tier 3s is that, the output statistics for these classes are really well-balanced with the rest of the game. Those on the lower end of Tier 3 may have slightly underpowered numbers, or may be just barely versatile enough to squeak by. Those on the higher end of Tier 3 either have numbers that are comparatively stronger than necessary, or may have balanced numbers with the ability to perform too many roles too well.

Your class could deal 5000 damage per attack and it still would never be Tier 2, unless it could also totally **** up reality. I'd suggest adding more of a static component to the damage roll of the Arcane Channeler. Maybe it deals 10d12 + Charisma modifier damage per attack (allowing for full attacks at 30d12 + triple Cha for an average of 225 damage), but the Khaos has the option to stand and fire it as a standard action to add +1 per four Arcane Khaos class levels damage per die, as well as 1 and 1/2 times her Charisma modifier. Meaning at 20th level by spending her standard action, we're looking at 10d12 + 1 and 1/2 times Charisma modifier +50 damage (average 130). As raw unoptimized damage this is much more reasonable. Feats and augmentations, etc can increase this further just like a Barbarian can deal thousands, if not millions of damage on a pouncing charge with the right gear and feats.

But again, on top of dealing that much damage she needs to be able to do awesome and fun stuff like fly, purge invisibility, battlefield control, banish outsiders, frighten/charm/daze/nauseate foes, etc, etc. Teleportation wouldn't be out of place here. Basically, she needs a whole hell of a lot of utility, and some of it needs to be independent of her ability to shoot people with her BFG.

The-Mage-King
2011-03-27, 09:26 AM
This intrigues me. I wish to see more.

Sacrieur
2011-03-27, 01:30 PM
There is a point after which MOAR damage is getting unnecessary. You're borderline at that point. 20d12 is an average of 130 damage per attack action, and adding Charisma modifier to that makes it around 140 damage. Medium BAB cuts that down 25% compared to a Warblade to 105 damage per attack that hits. Not only is this a little high for unoptimized damage per attack, that's 60 dice being rolled during the Khaos's turn every round, which is pretty silly.



I think you'd be better off shooting for middle of the road Tier 3. Tier 2 is reserved for classes that only get one or two powers on the level of Gate, Genesis, Wish, Time Stop, Greater Celerity, etc (rather than all of them and more which is Tier 1). The tricky thing with Tier 3s is that, the output statistics for these classes are really well-balanced with the rest of the game. Those on the lower end of Tier 3 may have slightly underpowered numbers, or may be just barely versatile enough to squeak by. Those on the higher end of Tier 3 either have numbers that are comparatively stronger than necessary, or may have balanced numbers with the ability to perform too many roles too well.

Your class could deal 5000 damage per attack and it still would never be Tier 2, unless it could also totally **** up reality. I'd suggest adding more of a static component to the damage roll of the Arcane Channeler. Maybe it deals 10d12 + Charisma modifier damage per attack (allowing for full attacks at 30d12 + triple Cha for an average of 225 damage), but the Khaos has the option to stand and fire it as a standard action to add +1 per four Arcane Khaos class levels damage per die, as well as 1 and 1/2 times her Charisma modifier. Meaning at 20th level by spending her standard action, we're looking at 10d12 + 1 and 1/2 times Charisma modifier +50 damage (average 130). As raw unoptimized damage this is much more reasonable. Feats and augmentations, etc can increase this further just like a Barbarian can deal thousands, if not millions of damage on a pouncing charge with the right gear and feats.

But again, on top of dealing that much damage she needs to be able to do awesome and fun stuff like fly, purge invisibility, battlefield control, banish outsiders, frighten/charm/daze/nauseate foes, etc, etc. Teleportation wouldn't be out of place here. Basically, she needs a whole hell of a lot of utility, and some of it needs to be independent of her ability to shoot people with her BFG.

Om nom nom, well that's some delicious food for thought. I'll finish up the feats and augmentations then have a whir at damage.

EdroGrimshell
2011-03-27, 08:43 PM
please put the pics in spoilers.

Now that's out of the way, i suggest giving utility augmentations, like a augment that lets the channeler be used like a hoverboard or something similar.

Sacrieur
2011-03-27, 09:10 PM
please put the pics in spoilers.

Now that's out of the way, i suggest giving utility augmentations, like a augment that lets the channeler be used like a hoverboard or something similar.

Maybe it is the artist in me, but I don't know if I could bear putting those pretty pictures away D=

---

Utility augmentations... Hmm. It is an interesting thought, but I don't quite know yet. I'll see if I can get the other stuff out of the way first. Also, I do plan to add rules for destroying terrain. I feel as though a distinguishing feature is that she can actually destroy things, like stone walls and buildings.

This could be used pretty creatively to achieve some interesting directions for the part. Stuck between a rock and a hard place? Blow up the rock.

EdroGrimshell
2011-03-27, 09:37 PM
Maybe it is the artist in me, but I don't know if I could bear putting those pretty pictures away D=

---

Utility augmentations... Hmm. It is an interesting thought, but I don't quite know yet. I'll see if I can get the other stuff out of the way first. Also, I do plan to add rules for destroying terrain. I feel as though a distinguishing feature is that she can actually destroy things, like stone walls and buildings.

This could be used pretty creatively to achieve some interesting directions for the part. Stuck between a rock and a hard place? Blow up the rock.

I only ask because it widens the screen, a lot, and makes it harder to read.

I may be able to help out with the augments after i get my laptop back, also, you may wish to look at the inventor class from the Blackmoor Campaign Setting book Clock & Steam, could give you some ideas.

If you're stuck between a rock and a hard place wouldn't you risk blowing yourself (and your companions) to dust if you tried to blast the rock? I say use a concussive blast to shove back the "hard place" part then blow it's head to ashes with a more concentrated blast :smalltongue:

Tacitus
2011-03-27, 09:40 PM
Giant pictures that stretch the screen are a bane to people trying to read the boards. Please link to files larger than 400pixels wide, or 500kb, rather than coding them into the post. You may also post images that exceed the width limit under a Spoiler tag along with a note that it is a large image. Please note that images under spoilers still load every time someone views the thread, so large file sizes are still a concern.

That image grossly violates both criteria. I haven't reported it, but you really should read the rules for posting images.

Sacrieur
2011-03-27, 09:58 PM
I only ask because it widens the screen, a lot, and makes it harder to read.

I may be able to help out with the augments after i get my laptop back, also, you may wish to look at the inventor class from the Blackmoor Campaign Setting book Clock & Steam, could give you some ideas.

If you're stuck between a rock and a hard place wouldn't you risk blowing yourself (and your companions) to dust if you tried to blast the rock? I say use a concussive blast to shove back the "hard place" part then blow it's head to ashes with a more concentrated blast :smalltongue:

If you want to chip in additional augmentations by all means. And I'll take a looksy at that book, it sounds like it could have some reaaaaaaally nice materials in it that I can steal. One thing about augments is that I want to leave it up to the player how to craft it.

One augmentation all ready planned is one that allows you to add a huge chunk of metal onto it and call it a tower shield, additionally bypassing the proficiency requirements by granting it with the augmentation. The Arcane Khaos is soft and squishy, having a large AC bonus is always a nice option to have.

Magical enhancements are in a different direction. I'm all ready considering the arcane channeler to have a halfweight enchantment. An augmentation to say, permanently levitate it as to negate any and all weight would be extremely nice.

AoE blasts will be included with feats, but will not discriminate friend or foe. Also including a charge blast feat, that allows you to pull what you probably have already been wanting: a way to make a blast as powerful as you want it, time permitting. GRAH so much to add, and I've been working on this class practically nonstop since friday.

Also, blow up the hard place, then blow up the rock, out of spite.

Edit: put the pictures in spoilers for now, they'll be resized and put back up. Right now they're sized at 1000p, They seem to be 50p too big. Easy fix.

Benly
2011-03-27, 10:15 PM
So what do you envision a low level Arcane Khaos doing other than her one or two bullets per encounter? Because... yeah, not even seeing T3 here.

Sacrieur
2011-03-27, 11:56 PM
So what do you envision a low level Arcane Khaos doing other than her one or two bullets per encounter? Because... yeah, not even seeing T3 here.

At what tier do you place a low level caster? I realize I need to fudge up the details here to measure everything out precisely. Despite appearance, at heart she is a caster, and is going to have a slower start, like other casters. I may increase the number of augmentations (every 2 levels instead of 3) since the suggestion of utility augmentations. I also included light martial weapon proficiency, so she can wield a short sword. I'll make it so she doesn't get a -4 for attack roles with weapon focus (the arcane channeler is pretty much part of her arm).

I really do want to boost it up to tier 3, and I know it is at a really low tier right now, but hopefully augmentations and feats can do just that.

Ziegander
2011-03-28, 12:15 AM
It seems to me that you're trying to build a class that is 100% about using a special type of weapon really well. That honestly doesn't hold up as a class in game play well at all. If that's what you want it would be easier for you and more effective as a game play option if you just made the Arcane Channeler a piece of equipment, an exotic weapon most likely, and then made a bunch of weapon enchantments and feats and secondary equipment specific to the Channeler itself.

That way, a Rogue, for example, could purchase a Channeler, take a bunch of feats and buy special Channeler enhancements and equipment and become a total machine with it, but at the end of the day she's still a Rogue. Does that make any sense to you?

Sacrieur
2011-03-28, 12:50 AM
It seems to me that you're trying to build a class that is 100% about using a special type of weapon really well. That honestly doesn't hold up as a class in game play well at all. If that's what you want it would be easier for you and more effective as a game play option if you just made the Arcane Channeler a piece of equipment, an exotic weapon most likely, and then made a bunch of weapon enchantments and feats and secondary equipment specific to the Channeler itself.

That way, a Rogue, for example, could purchase a Channeler, take a bunch of feats and buy special Channeler enhancements and equipment and become a total machine with it, but at the end of the day she's still a Rogue. Does that make any sense to you?

Well that's the problem, it makes too much sense =P.

Ziegander
2011-03-28, 01:20 AM
So, maybe an exotic weapon that weighs like 10lbs at small, 15lbs at medium, and 30lbs at large, that inflicts a -1 penalty to AC and a -3 check penalty to skills.

Nonproficient users take double the standard penalty for -8 to attack rolls, as well as receiving -2 to AC and -6 to skills.

A small Channeler deals 2d6 damage, a medium one 3d6, and a large one 4d8 and it's a ranged weapon with a range increment of 250ft. As normal for a ranged weapon, the wielder's attack roll is modified by his Dexterity, but if the wielder's Charisma modifier is positive he may add it to the damage roll of the Channeler.

It probably costs at least as much as Plate Mail, if not double or triple the price. It it probably requires an extended time to "don" and to remove, just like armors do. Sleeping with the Channeler still on may leave the character fatigued in some way like sleeping in armor can.

Rather than requiring Cliks or spell slots to power the device, just require ammunition in the form of crystals or lacrimas, heck even make up different types. Ease of use, fire rate, and reliability could all be manipulated by the types of lacrima used. For example, the cheapest type of lacrima might be good for just one shot, and a full round action would be required to fit the Channeler with a new one. A higher-end lacrima might be good for 50 shots (like a wand), but attacking with a Channeler more than once per round causes it to overheat, making the whole device unusable for a number of rounds equal to the number of attacks beyond the first you make. A different type of lacrima altogether might be good for 10 shots, but it could be rechargeable in some way so you don't have to buy a new one.

At the end of every encounter in which you fire the Channeler maybe you should roll to see whether the device needs maintenance or not. Overheating the Channeler increases the chance that it will need maintenance. You can continue to fire the Channeler even when it needs maintenance, but doing so can damage the device further so that repairs take much more time and materials, and you may well damage the device beyond repair.

You could even go so far as to write benefits and drawbacks for different designs of Channeler Gauntlets, Cores, and Focuses, and outline how different special materials such as cold iron, mithral, and adamantine effect these components.

Sacrieur
2011-03-29, 06:10 PM
Yes and thank you all for all of your input and interest.

I am going to be totally giving this class a HUGE reboot to boost it to tier 3, perhaps even tier 2, what I have now just can't do that. Name will change too, I'll be creating a new thread soon with more information. Please note it will still be very much a work in progress.