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Sacrieur
2013-01-06, 01:33 AM
Arcane Composer
- It's a beautiful thing, destruction. -

http://i.imgur.com/eKcQh.png

---


"Warlock? Those fools could not even light a torch with that pitiful thing they call power."

Enter the Arcane Composer: 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 her own strength by any means necessary.

The Arcane Composer uses a special weapon to channel her power. Called the arcane invoker, 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 Composer, her Arcane invoker is as much part of her as her arm, and as she grows in power and knowledge, so does her invoker as she develops it to suit her needs.

She operates entirely with 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. Although, the use of magic in its traditional form is not eschewed.

Abilities: The Arcane Composer 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 invoker and increase the number of spells she can cast. Because the Arcane Composer must aim her arcane invoker at distant targets and because of her low hit die, she needs a good Dex score.

Adventurers: The Arcane Composer 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 known to be hired by adventurers when they go on particularly dangerous quests.

Alignment: No particular alignment draws the Arcane Composer, she fights for whatever she chooses.

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

Background: The Arcane Composers is not for one weak of mind, and because there exists no formal study for their art, only those of highest intellect and ambition succeed.

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

Role: Functioning as a specialized wizard blaster, the Arcane Composer 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 Composer may find herself useful solving practical problems using her engineering skills or using her natural genius and charm diplomatically.


---

GAME RULE INFORMATION

Alignment
Any.

Hit Die
d6.

Class Skills
Appraise, Craft (Arcane invoker), Diplomacy, Knowledge (Arcana), Knowledge (Engineering), Knowledge (all), Perception, Sense Motive, Spellcraft, and Use Magic Device.

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|0th|1st|2nd|3rd|4th|5th
1st|+0|
+0|
+0|
+2|Arcane Invoker|
4|
1|
-|
-|
-|
-|
-|
2nd|+1|
+0|
+0|
+3|Bonus Feat|
8|
1|
-|
-|
-|
-|
-|
3rd|+2|
+1|
+1|
+3||
12|
2|
1|
-|
-|
-|
-|
4th|+3|
+1|
+1|
+4||
16|
2|
1|
-|
-|
-|
-|
5th|+3|
+1|
+1|
+4|Bonus Feat|
20|
2|
2|
1|
-|
-|
-|
6th|+4|
+2|
+2|
+5||
24|
3|
2|
1|
-|
-|
-|
7th|+5|
+2|
+2|
+5||
28|
3|
2|
2|
1|
-|
-|
8th|+6/+1|
+2|
+2|
+6|Bonus Feat|
32|
3|
3|
2|
1|
-|
-|
9th|+6/+1|
+3|
+3|
+6||
36|
3|
3|
2|
2|
1|
-|
10th|+7/+2|
+3|
+3|
+7||
40|
4|
3|
3|
2|
1|
-|
11th|+8/+3|
+3|
+3|
+7|Bonus Feat|
44|
4|
3|
3|
2|
2|
1|
12th|+9/+4|
+4|
+4|
+8|Enchanted Strike|
48|
4|
4|
3|
3|
2|
1|
13th|+9/+4|
+4|
+4|
+8||
52|
4|
4|
3|
3|
3|
2|
14th|+10/+5|
+4|
+4|
+9|Bonus Feat|
56|
4|
4|
4|
3|
2|
2|
15th|+11/+6/+1|
+5|
+5|
+9||
60|
4|
4|
4|
3|
3|
2|
16th|+12/+7/+2|
+5|
+5|
+10||
64|
4|
4|
4|
4|
3|
3|
17th|+12/+7/+2|
+5|
+5|
+10|Bonus Feat|
68|
4|
4|
4|
4|
3|
3|
18th|+13/+8/+3|
+6|
+6|
+11||
72|
4|
4|
4|
4|
4|
3|
19th|+14/+9/+4|
+6|
+6|
+11||
76|
4|
4|
4|
4|
4|
3|
20th|+15/+10/+5|
+6|
+6|
+12|Fusion|
80|
4|
4|
4|
4|
4|
4|

Class Features

Weapon and Armor Proficiency
Arcane Composeres 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 invokers.

Spells
The Arcane Composer casts spells the same way a sorcerer casts spells. She may choose spells from the Arcane Composer list.

Additionally, she may cast an additional number of spells per day equal to her intelligence modifier.

She possesses a spell book, the same as a wizard. She need not prepare spells, but she must have the spell in her spell book to cast it. She may learn spells that are not on the Arcane Composer spell list by other means, but each level she gains spells from her spell list according to the table below.

{table=head]Level|0th|1st|2nd|3rd|4th|5th
1st|
1|
-|
-|
-|
-|
-|
2nd|
2|
-|
-|
-|
-|
-|
3rd|
2|
-|
-|
-|
-|
-|
4th|
3|
1|
-|
-|
-|
-|
5th|
3|
2|
-|
-|
-|
-|
6th|
3|
2|
1|
-|
-|
-|
7th|
4|
3|
2|
-|
-|
-|
8th|
4|
3|
2|
-|
-|
-|
9th|
4|
3|
3|
1|
-|
-|
10th|
4|
4|
3|
2|
-|
-|
11th|
5|
4|
3|
2|
-|
-|
12th|
5|
4|
4|
3|
1|
-|
13th|
5|
4|
4|
3|
2|
-|
14th|
5|
4|
4|
3|
2|
-|
15th|
5|
4|
4|
4|
3|
1|
16th|
6|
4|
4|
4|
3|
2|
17th|
6|
4|
4|
4|
3|
2|
18th|
6|
4|
4|
4|
4|
3|
19th|
6|
4|
4|
4|
4|
3|
20th|
6|
4|
4|
4|
4|
3|[/table]


Clicks (Su)
Clicks are a unit to measure raw magical power used by Arcane Composeres. 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. An Arcane Composer may ready a specific number of clicks per day depending on her level, as shown in the table above.

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

Enchanted Strike (Su)
At twelfth level, the Arcane Composer may expend an additional click to enchant her next blast with a charged touch attack spell. The spell discharges only if the blast hits the target.

Fusion
At twentieth level, the Arcane Composer masters combining the mechanical and arcane into something that is both, but also neither. Her arcane invoker can now be stored in a special extra-dimensional space and withdrawn as a swift action. While in this space, it does not exist in the material or ethereal plane.

In addition, the invoker does not need to be maintained or calibrated. It no longer requires the use of straps, the metal morphs into esoterium, and gains SR equal to the Arcane Composer's level + [Cha].

Arcane Invoker

Arcane Invoker
{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 Composer possesses a device called an arcane invoker. The device latches to the user's arm, and provides her with a means to use her innate magical power. Arcane invokers 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 typically 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 invoker.


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



Focus: the "barrel" of the arcane invoker, 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 invoker expends one click for an attack, and then emits a single blast of destructive energy at the target. To attack with the arcane invoker, first select your target, roll attack dice, and finally, if the attack succeeds, roll damage + Cha modifier.

Damage
As the Arcane Composer grows in power, so too does her ability to increase the potency of her blasts. This is bonus damage added onto the arcane invoker's regular attack.

Damage per Blast
{table=head]Level|Small|Medium|Large|Critical
1st|
+1|
+1|
+1|
x2|
3rd|1d4+2|1d4+2|1d6+2|
x2|
5th|1d6+4|1d6+4|1d8+4|19-20 x2
7th|1d8+6|1d8+6|1d10+6|19-20 x2
9th|1d10+8|1d10+8|2d6+8|19-20 x2
11th|2d6+10|2d6+10|2d8+10|19-20 x2
13th|2d8+12|2d8+12|3d6+12|18-20 x2
15th|3d6+16|3d6+16|4d6+16|18-20 x2
17th|4d6+20|4d6+20|5d6+20|18-20 x2
19th|5d6+24|5d6+24|6d6+24|18-20 x3[/table]

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

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

Maintenance
The arcane invoker requires meticulous upkeep to run smoothly. The arcane channel requires one hour of maintenance every day. The Arcane Composer must make a Craft (arcane invoker) 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 invoker will allow it to operate at peak condition. By spending an hour (in addition to maintenance), the arcane invoker grants a +2 competence bonus to attacks used with it for the next 24 hours. An arcane invoker may only calibrated when if it is not in need of maintenance.

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

Augmentations

Grapple Hook
Scope
Lacrima
Shield Attachment

(coming soon! -- and they only cost gp!)

Building an Arcane Invoker

Designs and Schematics
Crafting an arcane invoker without any designs to reference is an extremely difficult task due to their complexity, the Arcane Composer 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 invoker give a bonus on craft checks to make parts. To create blueprints, the Arcane Composer 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 invoker) checks.

{table=head]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 Invoker
Should an Arcane Composer's arcane invoker be destroyed, she may craft a new one. Additionally she may craft a new parts as she learns and discovers techniques and designs.

Materials
To start, the Arcane Composer 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]

Esoterium
Esoterium is a enigmatic substance that does not occur naturally in any material plane. Formed through plane shifting, forbidden arcane magic, and an immense skill of forging, it is elusive to all but the brightest and most skilled of creatures.

It is only an eighth the weight of mithral, and stronger than any known metal. As such, its properties are quite incredible. Anything made with the substance cannot be sundered.

An arcane invoker made from esoterium does not have an armor check penalty.

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

Crafting DC & Enhancements
Arcane invokers, unlike other weapons, come with enhancement bonuses due to excellent craftsmanship. The better crafted, the higher the bonus. Enhancing an existing arcane invoker has the same DC. Crafting a new arcane invoker requires eight hours, enhancing an existing one requires four hours.

{table=head]
Bonus|DC

0|
15|

+1|
25|

+2|
30|

+3|
35|

+4|
40|

+5|
45|[/table]

Failing the DC by more than ten points results in a heap of parts that can be salvaged. A new arcane invoker must be crafted at half the price of the components. If the DC is failed by more than twenty points, then the parts cannot be salvaged, and a new arcane invoker must be crafted at full price.



[B]Arcane Composer Feats

Bullseye Shot
Clustered Shots
Combat Casting
Deadly Aim
Disrupting Shot
Dimensional Agility
Dimensional Assault
Dimensional Dervish
Eagle Eyes
Eschew Materials
Expanded Arcana
Far Shot
Fleet
Low Profile
Magical Aptitude
Opening Volley
Parting Shot
Pinpoint Targeting
Point-Blank Master
Preferred Spell
Precise Shot
Precise Shot, Improved
Rapid Shot
Scholar
Shot on the Run
Snap Shot
Snap Shot, Improved
Snap Shot, Greater
Weapon Specialization (arcane invoker)

Additionally, she may choose any metamagic feat.

Arcane Fortitude

Prerequisites
Click class ability.

Benefit
You gain an additional click every level. This bonus is retroactive for all previous levels with the featured class.


Rapid Onslaught

Prerequisites
Weapon Proficiency (arcane invoker)
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.


Marked for Death

Prerequisites
Precise Shot

Benefit
Once per day and before making your attack roll, you may increase your critical hit range on a single attack by one.


Power Blast

Prerequisites
Weapon Proficiency (arcane invoker)

Benefit
Before making your attack roll with an arcane invoker, you may choose to take a -1 penalty on the attack to gain a +2 bonus on its resulting damage roll.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2.



Arcane Composer Spells

Level 0

Arcane Mark
Aspect Air/Cold/Earth/Fire
Detect Magic
Guidance
Light
Mage Hand
Mage Armor
Mending
Resistance
Read Magic
Spark
Touch of Fatigue

Level 1

Abjuring Step
Alarm
Animate Rope
Burning Hands
Call Weapon
Chill Touch
Crafter's Fortune
Cure Light Wounds
Endure Elements
Expeditious Retreat
Feather Fall
Identify
Keep Watch
Long Shot
Obscuring Mist
Protection from Chaos/Evil/Good/Law
Shield
Shocking Grasp
Sleep
True Strike
Touch of Gracelessness
Unprepared Combatant
Vanish


Level 2

Ablative Barrier
Adoration
Bear's Endurance
Blur
Bullet Shield
Bull's Strength
Cat's Grace
Darkvision
Detect Thoughts
Delay Pain
Dimension Door
Eagle's Splendor
Elemental Touch
Frigid Touch
Flaming Sphere
Fox's Cunning
Gust of Wind
Haste
Invisibility
Levitate
Make Whole
Owl's Wisdom
Protection from Arrows
Reloading Hands
Resist Energy
Retrieve Item
Seducer's Eyes
See Invisibility
Tactical Acumen
Telekinetic Engineering
Touch of idiocy
Warding Weapon

Level 3

Arcane Sight
Call the Void
Clairvoyance
Dispel Magic
Displacement
Fireball
Fly
Force Punch
Heroism
Hold Person
Lightning Bolt
Protection from Energy
Vampiric Touch
Water Breathing

Level 4

Bestow Curse
Bone Shatter
Calcific Touch
Crushing Despair
Darkvision, Greater
Detonate
Enervation
Firefall
Hurricane Blast
Ice Storm
Invisibility, Greater
Stoneskin
Volcanic Storm
Ward Shield

Level 5

Break Enchantment
Dismissal
Echolocation
Fabricate
Feeblemind
Hostile Juxtaposition
Hold Monster
Icy Prison
Life Bubble
Overland Flight
Permanency
Telekinesis
Teleport
Wreath of Blades

Air Aspect

School enchantment [air]; Level druid 0, sorcerer/wizard 0

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target object touched
Duration 1 day/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes

Air gently swirls around the object. If cast on a weapon, grants a +1 air damage bonus. Cannot be cast on an item with the earth aspect attribute.


Earth Aspect

School enchantment [earth]; Level druid 0, sorcerer/wizard 0

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target object touched
Duration 1 day/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes

The object feels slightly heavier. If cast on a weapon, grants a +1 earth damage bonus. Cannot be cast on an item with the air aspect attribute.


Fire Aspect

School enchantment [fire]; Level druid 0, sorcerer/wizard 0

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target object touched
Duration 1 day/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes

The object becomes warm to the touch. If cast on a weapon, grants a +1 fire damage bonus. Cannot be cast on an item with the cold aspect attribute.

Telekinetic Engineering

School transmutation; Level arcane composer 3


CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target object touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes

You can disassemble and assemble complex items without the assistance of tools.



Spells are WIP. Plans are to change casting to Int for spells/day and spellbook, Cha for actual casting.

Sacrieur
2013-01-06, 01:44 AM
I was asked to remake this class type, which was an older homebrew creation of mine that was lack luster, but interesting.

She turned out a bit like the warlock should have turned out, I think. Lots of blastiness but also a wide variety of spells.

Weaker in spell casting, but the damage potential makes up for it (I hope). I thought in particular the enchanted strike ability would be nasty enough to keep up with the sorcerers and wizards with their fancy spells.

I had more planned for it, like augmentations, but I got a bit afraid of overpowering her, and pulled them out to hear feedback before adding anything else. Like area damage.

I think I'd like to add some more variety to her class, though, and I think augmentations can do that. Lacrimas that can charge blasts with elemental damage, for example. Or precharge them with spells. Scopes were another thing. Also an attachable shield.

My brain also insists that she would work best if I forced a dimension door synergy onto her, so that she can just step away from melee attackers. But I just couldn't latch onto a way to make it fit with the classes theme.

Anyway, comments, suggestions, feedback is all extremely helpful.

EdroGrimshell
2013-01-06, 08:03 PM
I remember the original version of this class, and I have to say I like the idea of Clicks, though the implementation of them is a little awkward. Maybe something more like the token system used by the Trueforge (http://www.giantitp.com/forums/showthread.php?t=248364)?

Secondly, I like that you can apply spells to the Invoker's blasts, but limiting it to touch spells is a little silly, I'd love to see an Invoker fire off a blast that explodes like a fireball after hitting it's initial target.

Also, I noticed you used Black Rock Shooter as a base, why not add something to the Invoker to allow it use as a melee weapon, she can change her weapon into a sword or cannon, so it seems fitting.

Beyond that, I'd like to see a slightly more focused spell list rather than just selecting from the sorc/wiz list, by the time you get the good spells, they're outpaced by even the warlock's invocations. Even with a good damage output, the versatility is stunted by the slow spell progression.

Lastly, I'd like to see a psionic adaptation of this class as it seems to translate well to psionics rather than spellcasting.