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View Full Version : D&D 3.x Class The Missile Maniac [PEACH]



Platinum Piece
2014-04-29, 12:32 AM
I would like to preface this class by saying that I was just sitting around and the idea came to me for a fun base class that is based around one of my favorite first level spells. So without further ado...



THE MISSILE MANIAC


Missile Maniacs are very similar to sorcerers, except that their blood flows only with the power Force. They become transfixed with expelling this power, and turning it into a formidable weapon. As they develop and make their missiles stronger, they tend to just want to blast any foe in sight without pause, and as a result most Missile Maniacs are Chaotic in nature.

Hit Dice: d6
Skill Points: 4+Int (x6 at first level)
Skills: As Wizard



LVL
BAB
FORT
REF
WILL
FEATURES
MOD POINTS


1
+0
+0
+0
+2
Magic Missiles, Missile Modification
1


2
+1
+0
+0
+3
Merciful Missiles, Bonus Feat
1


3
+1
+1
+1
+3
Healing/Harming Missiles
1


4
+2
+1
+1
+4
Harder Missiles
2


5
+2
+1
+1
+4
Extra Missiles(1)
2


6
+3
+2
+2
+5
Missile Crafting
2


7
+3
+2
+2
+5
Bonus Feat
3


8
+4
+2
+2
+6
Better Missiles
3


9
+4
+3
+3
+6
Burst Missiles, Extra Missiles(2)
3


10
+5
+3
+3
+7
Missile Volley
4


11
+5
+3
+3
+7
Improved Missile Crafting
4


12
+6/+1
+4
+4
+8
Faster Missiles, Bonus Feat
4


13
+6/+1
+4
+4
+8
Extra Missiles(3)
5


14
+7/+2
+4
+4
+9
Improved Burst Missiles
5


15
+7/+2
+5
+5
+9
Improved Missile Volley
5


16
+8/+3
+5
+5
+10
Stronger Missiles
6


17
+8/+3
+5
+5
+10
Extra Missiles(4), Bonus Feat
6


18
+9/+4
+6
+6
+11
Superior Missile Crafting
6


19
+9/+4
+6
+6
+12
Superior Burst Missiles
7


20
+10/+5
+6
+6
+12
Superior Missile Volley
7



Class Features:



Magic Missiles(Su): A Missile Maniac can cast magic missile with a CL equal to her Missile Manic Class level, except there is no limit to the number of missiles this ability can produce. Also, missiles produced by this class feature cannot be stopped by a shield spell. This ability can be used at will, as a full round action. A missile maniac qualifies for prestige classes as an arcane spellcaster of her class level. Any increase in arcane spellcaster level or Caster level stacks with her Missile Maniac class levels for determining the power of this ability.

Missile Modification(Su): Starting at 1st level, a Missile maniac may apply any combination of metamagic feats she knows to her Magic Missiles class ability, as long as the caster level adjustment doesn't exceed her number of Missile Modification Points(See table). She receives a bonus number of Missile Modification Points equal to one half of her CHA modifier(rounded down).

Merciful Missiles(Su): Starting at 2nd level a missile maniac can choose to have her Magic Missles class feature do nonlethal damage.

Bonus Feat: A missile maniac gets one bonus feat at 2nd level and every five levels thereafter. This feat may be any metamagic or item creation feat for which she meets the requirements.


Healing/Harming Missiles(Su): Starting at 3rd level a Missile Maniac can Heal or Harm others with her Magic Missiles class ability. Depending on her alignment, the Missile Maniac learns to channel positive or negative energy into her Magic Missiles class ability. Good missile maniacs always channel positive engery, while evil missile maniacs always channel negative energy. A neutral missile maniac chooses which engergy to channel upon recieving this ablility. When channeling positive engery, the missiles heal living creatures and harm undead. When channeling negative energy the missiles harm living creatures and heal undead. A missile maniac can channel positive or negative engery a number of tmes per day equal to 3 plus her CHA modifier.

Harder Missiles(Su): Starting at 4th level a missile maniac has learned to make her missiles pack a little more punch. Missiles from her Magic Missiles class feature now do 1d6 damage per missile.

Extra Missile(Su): Starting at 5th level and every four levels there after a missile maniac may shoot an aditional missile when using her Magic Missiles class ability.

Missile Crafting(Su): Starting at 6th level a missile maniac has discovered how to imbune her Magic Missiles class feature into magical items. She may craft any magical item for which she has the feat prerequisite, as if she were a spellcaster of her class level, but only items that can produce the effect of her magic missile class ability. This also allows her to produce traps with the effect her magic missiles class feature.

Better Missiles(Su): Starting at 8th level a missile maniac has learned how to make her missiles pack even more of a punch. Missiles from her Magic Missiles class feature now do 2d6 damage per missile.

Burst Missiles(Su): Starting at 9th level a missile maniac learns how to make her missiles explode on impact. When a creature is hit my an missile from the Magic Missile's class feature, she may have each creature within a 5ft radius takes the same amount of damage. A successful Reflex save halfs the damage. If she does so, she may not modify these missiles with her Missile Modification class feature.

Missile Volley(Su): Starting at 10th level a missile maniac has developed a way to produce a devistating flurry of missiles. As a full round action, a missile maniac can use her Magic Missile's class ability twice in one round. If she does so, she may not modify these missiles with her Missile modification class ability. A missile maniac can only produce a missile Volley a number of times per day equal half of her CHA modifier(rounded down).

Improved Missile Crafting(Su): Starting at 11th level a missile maniac has discovered how to imbue even more power into items that she can produce. She can now have any item or trap she creates modify the missiles as if she used her Missile Modification class feature. However, the maximum caster level adjustment of the metamagic she imbues cannot exceed half of her Missile Modification Points. This does not increase the cost of the item or trap.

Faster Missiles(Su): Starting at 12th level a missile maniac can move both before and after using her Magic Missiles or Missile Volley class feature, as long as the distance moved does not exceed her total speed.

Improved Burst Missiles(Su): Starting at 14th level a missile maniac learns how to make her missiles explode on impact to a greater degree. The radius of the Burst Missiles can be increased to 10ft when desired. Also, when using her burst missiles class feature a missile maniac may now choose to use her missile modification class feature. However, the the maximum caster level adjustment of the metamagic she applies cannot exceed half of her Missile Modification Points.

Improved Missile Volley(Su): Starting at 15th level a missile maniac has developed a way to apply missile modifications to her Missile Volley class feature. However, the maximum caster level adjustment of the metamagic she applies cannot exceed half of her Missile Modification Points.

Stronger Missiles: Starting at 16th level the missile maniac has found a way to transfer some of her force of persionality to her missiles. She gains a bonus on damage to all missiles equal to her Charsima modifier.

Superior Missile Crafting(Su): Starting at 18th level a missile maniac has discovered how to fully imbue metamagic power into items she can produce. The maximum caster level adjustment of the metamagic she imbues is now equal to her missile modification points.

Superior Burst Missiles(Su): Starting at 19th level a missile maniac learns to make her missiles explode like never before. The radius of the Burst Missiles can be increased to 15ft. Also, when using her burst missiles class feature, a missile maniac may now make the maximum caster level adjustment of the metamagic she applies equal to her missile modification points.

Superior Missile Volley(Su): Starting at 20th level a missile maniac has developed a way to make her missile volley even more potent. When she uses her missile volley class feature she may now use her Magic Missiles class feature three times in a round. Additionally, she now make the maximum caster level adjustment of the metamagic she applies equal to her missile modification points.

Hanuman
2014-04-29, 04:00 AM
https://drupal.org/files/x-all-the-things-template.png

Why do you have to hit your targets? Just shoot all the missiles! I'M ATTACKING THE DARKNESS, I'M ATTACKING THE DOOR, I'M ATTACKING THE OGRE AND THE WALLS AND THE FLOWERS AND THE SKY AT THE SAME TIME.

Seriously, shoot all the missiles, who cares about accuracy.

Realms of Chaos
2014-04-29, 07:31 AM
So... let's check this math.

By 20th level, you release 14 missiles (10 from levels, 4 from extra missiles)
With a volley, you can release three times this number at level 20.
Each Missile deals 2d6 + Cha (let's say +5 for a conservative value) damage
Every single casting can be Twinned and Maximized and Empowered

This means 84 force missiles, each dealing 23 damage, or 1932 damage that can only be blocked by:

Spell Resistance
Spell Immunity (as golem)
Spell Immunity (the spell)
Globe of Invulnerability
Spell Turning/Rod of Absorption/Rod-of-Absorption-Like Ioun Stones
Anti-Magic Field
Counterspelling
Total Concealment or Total Cover
maybe Mage Slayer and Attacks of Opportunity


Even on a class that does nothing but blast, this class seems to automatically kill anything that a) isn't invisible, b) isn't immune to magic, and c) isn't specifically prepared for them. Spell resistance may look like a good defense but you're releasing three sets of missiles and you can kill most CR 20 targets if even one of them breaks through.

Edit: Instead of being a negative nelly, perhaps I should give a bit more constructive feedback. Namely, I think that you should probably put in other uses for the missiles other than damaging and healing. Instead of crafting magic missile items and dealing damage with missiles, you could do things like disarming, tripping, or bull rushing with missiles, dispelling magical effects with missiles, softening up foes with missiles to reduce their DR/NA, etc.

Soliloquy
2014-04-30, 03:48 PM
Agreed. Reduce power, increase versatility. Also, at first level, you can deal as much damage as a wizard or sorcerer, more often, and shield doesn't work. Nerf that.

Larkas
2014-04-30, 04:08 PM
Consider checking the Force Missile Mage PrC from Dragon Compendium for ideas!

Soliloquy
2014-04-30, 07:02 PM
Yeah, or Dragon 328, if you have that instead. Prereqs include 9 skill ranks, so 3rd level, when your missiles break shields, would be 10th. Good guide. Also their max is 7 missiles, so, just keep that in mind. (+ 1 at 1st and 5th levels)

1pwny
2014-04-30, 07:24 PM
Wait, actually, forget what everyone else has been saying. Develop class features completely different from the Force Missile Mage, so that I can take levels in both without overlapping class features.

Larkas
2014-04-30, 07:31 PM
Prereqs include 9 skill ranks, so 3rd level, when your missiles break shields, would be 10th.

That would actually be 9th, but, aside from that, you're completely correct.


Wait, actually, forget what everyone else has been saying. Develop class features completely different from the Force Missile Mage, so that I can take levels in both without overlapping class features.

Ehm, or that. :smallbiggrin:

Soliloquy
2014-04-30, 07:32 PM
Good point, don't have it just be FFM the BC, but look at that for ideas on power. What if you had a sort of flurry of missiles where each one would hit a different opponent?

Hanuman
2014-05-01, 06:05 PM
If it were me, I'd change force to B/P/S like a bite attack deals by default and then add more optionality later.