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MojoBojangles
2015-03-23, 03:30 PM
Master of Rings

A specialized magic user that focuses on utilizing multiple magic rings.

REQUIREMENTS
Forge Ring:
Special: Must forge and wear two magic rings forgoing any other magic item for at least a week's time.
Spellcasting: Must be able to cast spells or infusions.

Class Skills
The Class Name's class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge (Int), Spellcraft (Int), Use Magic Device (Cha).
Skills Points at Each Level: 4 + Int

Hit Dice: d6

LevelBABFortRefWillSpecialSpellcasting
1+0+0+1+1Arcanum Brass, Ring Trick -
2+1+1+1+1Ring Hoard[/td]+1 level to infusions/spellcasting
3+1+1+2+2Ring Trick[/td]+1 level to infusions/spellcasting
4+2+1+2+2Ring Hoard[/td]+1 level to infusions/spellcasting
5+2+2+3+3Mastery of the Eight, Ring Trick+1 level to infusions/spellcasting

Weapon Proficiencies: The Master of Rings does not gain any new weapon or armor proficiencies.
Arcanum Brass: The technique that the Master of Rings uses strengthens the rings to such a degree that as long as he is wearing magic rings, they are considered to be armed with brass knuckles (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/brass-knuckles) that deal 1d6 damage each level+casting modifier. Every level, the AC, hit points, hardness, bonus vs dispel, and DC to break any ring created and worn by the Master of Rings is increased by +2. When used in attacks a +1 enchantment bonus to attack and damage is also applied for each Master of Rings level.
Ring Hoard: The Master of Rings gains a specialized version of Extra Rings (http://dndhandbook.com/feat-index-dungeons-and-dragons-3-5/extra-rings/) feat. At 2nd and 4th level, the Master of Rings can wear an additional two rings as long as the additional rings have a caster level equal to their Master of Rings level each.
Ring Trick:
Arcane Suffusion: You gain the ability cast hidden pocket (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/h/hidden-pocket) as an at-will spell-like ability. Power points are based on 2/level.
Band of Ink: You gain inscribe magical tattoo (http://www.d20pfsrd.com/feats/item-creation-feats/inscribe-magical-tattoo-item-creation) as bonus feat. The tattoo follows the rules for normal magic tattoos, but no matter what has to be in the form of a small band around the recipient's magic item body slot.
i.e. A tattoo on someone's hand slot will look like a band circling around it.
Friend Forger: You have an unnatural knack towards forging intelligent (http://www.d20pfsrd.com/magic-items/intelligent-items) magic rings. Each level grants a 5% reduction in the total cost of creating an intelligent magic ring. You also roll twice on assigning alignment. And lastly, you also gain a +1 bonus/level against Ego based Will saving throw tests.
Overcurrent: Once a day/level, a Master of Rings can decide to overspend the normal amount of charges by an amount of his Master of Rings class level, to activate a ring’s ability. This still drains the ring of however many total charges, it just allows them to be spent at once. The Master of Rings takes the total number of charges uses as non-lethal damage as part of the strain.
Ring Hound: You know how to find that which is lost. 1 day/level, a Master of Rings gains the ability to cast locate object (http://www.d20pfsrd.com/magic/all-spells/l/locate-object). You also gain the spell-like ability to cast identify (http://www.d20pfsrd.com/magic/all-spells/i/identify) at-will.
Ring Style: Choose one from the list below. You can only select this Ring Trick once.

Banded Defender:When using your arcanum brass for defensive purposes you gain several benefits.

Farstrike Sniper: When using their arcanum brass in ranged combat you gains several benefits. The range increment of their arcanum brass is now 50’ per Master of Rings class level. At 1st level they are considered to have the precise shot (http://www.d20pfsrd.com/feats/combat-feats/precise-shot-combat---final) combat feat. At 3rd level they are considered to have the deadly aim (http://www.d20pfsrd.com/feats/combat-feats/deadly-aim-combat) combat feat. And at 5th level they are considered to have the bullseye shot (http://www.d20pfsrd.com/feats/combat-feats/bullseye-shot-combat) combat feat.

Infused Brawler: When using their arcanum brass in melee combat you gain several benefits. At 1st level you are counted as having mobility (http://www.d20pfsrd.com/feats/combat-feats/mobility-combat---final). At 3rd level you are counted as having the dazing fist (http://www.d20pfsrd.com/feats/combat-feats/dazing-fist-combat) combat feat with the change of your Master of Rings level substituting your Wisdom modifier. And at 5th level you can activate a ring as a swift action after a successful attack.

Mastery of the Eight: The Master of Rings gains Extra Rings (http://dndhandbook.com/feat-index-dungeons-and-dragons-3-5/extra-rings/) as a bonus feat. In addition, at-will a Master of Rings can cast greater status (http://www.d20pfsrd.com/magic/all-spells/s/status) on any wearing a ring he has personally crafted.

MojoBojangles
2015-03-24, 09:23 PM
These 20 rings are designed to be ran separate, as well as to compliment, a Master of Rings.
In addition...

Each ring has a history and purpose based on a mundane profession.
Levels in Master of Rings will affect the abilities of each ring to make them better.
Levels in Master of Rings can allow each ring to "awaken" into an intelligent magic item, channeling the spirit of its master.


Rings of the Masters (https://docs.google.com/document/d/1p4bKNQanufipsIHT2kd6ZtBeA7KJQ_FkdB6lJKt0B8E/edit?usp=sharing)

MojoBojangles
2015-03-26, 03:38 PM
Feats

Extra Ring Trick
Prerequisite: Ring Trick class feature.
Benefit: You gain an additional Ring Trick.

Increased Arcanum Brass Damage
Prerequisite: +3d6 Arcanum Brass.
Benefit: Your damage die for Arcanum Brass based features increases to d8s.
Normal: Damage dice from Arcanum Brass are normally d6s.

EdroGrimshell
2015-03-26, 04:40 PM
I think this needs a bit of an alteration, as it is, only a mage can take this class, and limited to Arcane by your Spell Progression, meaning Artificers can't take this class. Change it to +1 Spellcasting Level instead and make it so you can take this class with more than just mages and you can make this work a little better. Also, Brass Knuckles aren't statted in D&D core, you need to provide a location for the item, stat it up, or just say that your unarmed strikes count as armed while wearing rings.

Restricting rings to a specific CL is hard to work out with the extra slots, most rings have a higher CL since you need to be a higher CL to even make rings to begin with, in Core, Ring of Feather Fall, Ring of Jumping, and Ring of Swimming are the only rings with a CL of 1 (Feather Fall) or 2 (Jumping & Swimming). Upping the CL restriction to equal the Master of Rings Level opens up Animal Friendship, Chameleon Power, Climbing and Improved Climbing, Energy Resistance (Minor), Invisibility, Meld into Stone, Mind Shielding, Rings of Protection, Minor Spell Storing, and Sustenance. A decent repertoire that gives you some good options without being too powerful.

I'd need to go through the Magic Item Compendium for a full list before saying if anything looks problematic, but just in Core CL 1 or 2 is only three rings. You may also want to make some custom rings specifically requiring levels in Master of Rings, like one ring that has effects improve based on the number of rings you're wearing. Maybe some specific "Ring Spells" that you can gain as Spell-Like Abilities with Ring Tricks.

EdroGrimshell
2015-03-26, 05:07 PM
Looking through the MIC, expanding the CL maximum to equal your class level makes the following available: Lockpicking Ring, Ring of Brief Blessing, Ring of Communication, Ring of the Darkhidden, Ring of Entropic Deflection, Ring of Essentia, Ring of Floating (CL 1), Ring of Four Winds, Ring of Lightning Flashes, Ring of Mystic Healing, Ring of Silent Spells, and Ring of Water Breathing.

Now, while this covers most magic rings, there are probably a few more out there not listed, even so, these rings are not that powerful, the strongest offensively being Ring of Lightning Flashes. They do offer utility however, which is what you wanted for this class. Something to consider.

MojoBojangles
2015-03-26, 05:11 PM
Thank you for your input.


I think this needs a bit of an alteration, as it is, only a mage can take this class, and limited to Arcane by your Spell Progression, meaning Artificers can't take this class. Change it to +1 Spellcasting Level instead and make it so you can take this class with more than just mages and you can make this work a little better.
Good point, thanks. Will do.


Also, Brass Knuckles aren't statted in D&D core, you need to provide a location for the item, stat it up, or just say that your unarmed strikes count as armed while wearing rings.
Bit of my bad for not linking, but they are in Pathfinder somewhere (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/brass-knuckles). They basically are simple weapons that do what you've stated with unarmed attacks. Will change regardless for clarity.


Restricting rings to a specific CL is hard to work out with the extra slots, most rings have a higher CL since you need to be a higher CL to even make rings to begin with, in Core, Ring of Feather Fall, Ring of Jumping, and Ring of Swimming are the only rings with a CL of 1 (Feather Fall) or 2 (Jumping & Swimming). Upping the CL restriction to equal the Master of Rings Level opens up Animal Friendship, Chameleon Power, Climbing and Improved Climbing, Energy Resistance (Minor), Invisibility, Meld into Stone, Mind Shielding, Rings of Protection, Minor Spell Storing, and Sustenance. A decent repertoire that gives you some good options without being too powerful.
Exactly my aim. Versatility over power. I know this part needs some work. But yes, CL 2 range is where I want the cap to be.


I'd need to go through the Magic Item Compendium for a full list before saying if anything looks problematic, but just in Core CL 1 or 2 is only three rings. You may also want to make some custom rings specifically requiring levels in Master of Rings, like one ring that has effects improve based on the number of rings you're wearing. Maybe some specific "Ring Spells" that you can gain as Spell-Like Abilities with Ring Tricks.
A good point too. I know as it is there aren't a lot of low power rings in Core. I think generally there should always be options available though. I do agree that making custom rings would be a nice touch. I do plan on making generalized low CL rings also. And I'll make a run through the MIC as well to double check against any potential problems.

stack
2015-03-26, 05:27 PM
Quick review - I don't see anything here requiring lost caster levels. 3d4 at the level you can get this is trivial. The increase to hardness could easily be boosted. A ring focused arcane class is a good concept, you just need to give it things worth taking. I'll try to pop by and give more detailed thoughts soon.

MojoBojangles
2015-03-26, 07:58 PM
Quick review - I don't see anything here requiring lost caster levels. 3d4 at the level you can get this is trivial. The increase to hardness could easily be boosted. A ring focused arcane class is a good concept, you just need to give it things worth taking. I'll try to pop by and give more detailed thoughts soon.
Thanks. I guess I preemptively tried to keep the power in check by limiting full casting. But maybe with having the limiting CL it would be ok?

I agree that the 3d4 is quite trivial. Maybe I could add a free action ring activation upon a successful hit? Cause really, 1st level you're getting a standard action ring activation and 1d4+1. That doesn't seem too bad actually as an add on. I changed the damage to 1d4/level. A max of 5d4 by level 12 isn't much better though I realize.

And as far as the CL vs already established rings, I'm trying to take into account too ring creation being balanced.

stack
2015-03-27, 08:38 AM
Arcanum Brass: The technique that the Master of Rings uses strengthens the rings to such a degree that as long as he is wearing magic rings, they are considered to be armed with brass knuckles (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/brass-knuckles) that deal 1d4 damage. Every level, the AC, hit points, hardness, and DC to break any ring created and worn by the Master of Rings is increased by +2. When used in attacks a +1 bonus to attack and damage is also applied for each Master of Rings level.
I would add in a bonus vs dispel checks. Make the attack bonus act as an enhancement bonus as well, gets past DR that way.


Ring Hoard: The Master of Rings gains a specialized version of Extra Rings. At 2nd and 4th level, the Master of Rings can wear an additional two rings as long as the additional rings have a caster level equal to their Master of Rings level each. I this is for PF (not tagged as such, but you link the PFSRD, then CL is an odd restriction since you can craft items as a CL of your choice, provided it is sufficient to cast the spells required and does not exceed your own CL.[/QUOTE]



Ring Trick:
Arcane Suffusion: You gain the ability 1/day to store a magic ring as a glove of storing effect.
Band of Ink: You gain inscribe magical tattoo (http://www.d20pfsrd.com/feats/item-creation-feats/inscribe-magical-tattoo-item-creation) as bonus feat. The tattoo follows the rules for normal magic tattoos, but no matter what has to be in the form of a small band around the recipient's magic item body slot. i.e. A tattoo on someone's hand slot will look like a band circling around it.
Farstrike Blast: The Master of Rings can make a ranged touch attack with their arcanum brass that deals 1d4 every level. The attack has a range increment of 20’ per Master of Rings class level. Max 5d4 at level 5.
Friend Forger: You have an unnatural knack towards forging intelligent (http://www.d20pfsrd.com/magic-items/intelligent-items) magic rings. Each level grants a 5% reduction in the total cost of creating an intelligent magic ring. You also roll twice on assigning alignment. And lastly, you also gain a +1 bonus/level against Ego based Will saving throw tests.
Infused Fisticuffs: The Master of Rings can make a touch attack with their arcanum brass, that deals 1d4 every level. Max 5d4 at level 5.
Overcurrent: Once a day, a Master of Rings can decide to overspend the normal amount of charges by an amount of his Master of Rings class level, to activate a ring’s ability. This still drains the ring of however many total charges, it just allows them to be spent at once.
Ring Hound: You know how to find that which is lost. 1 day/level, a Master of Rings gains the ability to cast locate object (http://www.d20pfsrd.com/magic/all-spells/l/locate-object).
Studied Nature: You are adept at finding out the nature and location of magic in all its forms. Gain the spell-like ability to cast identify (http://www.d20pfsrd.com/magic/all-spells/i/identify) at-will.
The damage abilities are still weak, maybe bump them to 1d6/level + casting mod?



Mastery of the Eight: The Master of Rings gains Extra Rings as a bonus feat. In addition, 1 day/level a Master of Rings can cast greater status (http://www.d20pfsrd.com/magic/all-spells/s/status) on any wearing a ring he has personally crafted.
1/day abilities...meh. The spell is already hr/level, by the time you get this it may as well be all-day anyway. Neat.

I still don't see the very painful loss of three caster levels. I would lose one at level 1 only.

MojoBojangles
2015-03-27, 10:56 AM
I would add in a bonus vs dispel checks. Make the attack bonus act as an enhancement bonus as well, gets past DR that way.
I this is for PF (not tagged as such, but you link the PFSRD, then CL is an odd restriction since you can craft items as a CL of your choice, provided it is sufficient to cast the spells required and does not exceed your own CL.
The reason I had this was because your total CL would be your base casting class and this. A range of 8-12 CL. Which would lead to very power powerful additional rings. I'd prefer for extra rings having 1-5 CL. Or is this totally unnecessary?


The damage abilities are still weak, maybe bump them to 1d6/level + casting mod?

1/day abilities...meh. The spell is already hr/level, by the time you get this it may as well be all-day anyway. Neat.

I still don't see the very painful loss of three caster levels. I would lose one at level 1 only.
Fair point. I'll update damage. Figure out an additional capstone. And also, I had switched it already back to full casting. So full casting or 2-5 level?

stack
2015-03-27, 12:09 PM
I don't think full casting is going to hurt anything but it will depend on the strength of the abilities available in the final draft. If taking the class is a no-brainer at full casting, then you should lose a level. If it is a reasonable trade-off, then its good. Entry is easy enough, only really requiring one feat, though it isn't the greatest item creation feat. The abilities so far don't seem overpowering.

MojoBojangles
2015-03-27, 12:35 PM
Makes sense. I've always noticed, and read, that if anyone would do it, then it's probably not balanced enough. I'll gauge the full casting based on how this ends. I still am thinking thematically of trying to work out more unique Ring Tricks vs spells too. But we'll see. I could live with casting and the tricks.

On that note though, I have also changed the Farstrike Blast Sniper & Infused Fisticuffs to scaling abilities. 1st level minor benefit, 3rd level a little better, and hopefully a 5th level one that will be a mini capstone in that field. I hope this will make them more appealing and worth the commitment. I might try to make more using that formula as well depending on how well it's received.

I've also enveloped Ring Hound and Studied Nature to be more useful as one Ring Trick. Capstone still needs work, but for time being I've made it at-will. Being they are only your rings, I don't see it being too powerful-- but there lies the problem, it needs some more oomph.

MojoBojangles
2015-04-10, 12:37 AM
Bump to show signs of life.

MojoBojangles
2015-04-16, 12:42 PM
So two things:

1. What's everyone's opinion on the Rings of the Masters? I was aiming for something unique that non-class members wouldn't mind using occasionally, but would definitely reward the class members too.

2. How does everyone feel about the Ring Paths granting feat equivalents? I'm on the fence between how they are, at least in terms of granting feats, and basing them on spell effects. I think in a way it would be easier to grant specific spell levels per 1/3/5 level effects. And I know I haven't filled out "Banded Defender" yet, I plan on making it obviously based around defensive abilities though.