tricktroller
2015-04-07, 11:41 AM
Ok folks so I have been working on a class that I am letting a player playtest right now in a campaign I am running.
The idea behind this class is that it is the transmuter/abjurer of the warmage/beguiler/dread necro group.
So without further ado
The Reinforcer
LevelBABFortRefWillSpecial0123456789
1st+0+2+0+0Somatic Weaponry, Reinforced Magic +253————————
2nd+1+3+0+0Linked Ally I64————————
3rd+2+3+1+1Bulwark I65————————
4th+3+4+1+1Shielded Casting663———————
5th+3+4+1+1Reinforce Enchantment664———————
6th+4+5+2+2Bulwark II6653——————
7th+5+5+2+2Linked Ally II6664——————
8th+6/+1+6+2+2Reinforced Magic +466653—————
9th+6/+1+6+3+3Bulwark III66664—————
10th+7/+2+7+3+3Reinforce Allies666653————
11th+8/+3+7+3+3Adaptive Bulwark666664————
12th+9/+4+8+4+4Linked Ally III, Bulwark IV6666653———
13th+9/+4+8+4+4Reinforce Metamagic6666664———
14th+10/+5+9+4+4Reinforced Magic +666666653——
15th+11/+6/+1+9+5+5Bulwark V66666664——
16th+12/+7/+2+10+5+5Linked Countermeasures666666653—
17th+12/+7/+2+10+5+5Linked Ally IV666666664—
18th+13/+8/+3+11+6+6Expanded Bulwark6666666653
19th+14/+9/+4+11+6+6Linked Lifeforce6666666664
20th+15/+10/+5+12+6+6Reinforced Magic +8, Full Reinforcement 6666666665
Alignment: Any
Hit Die: 1d6
Class Skills:
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency: A Reinforcer is proficient with all simple and martial weapons and with all shields (including tower shields). A Reinforcer does not suffer arcane spell failure chances from shields.
Spells: A Reinforcer casts arcane spells, which are drawn from the Reinforcer Class spell list. To prepare or cast a spell, a Reinforcer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Reinforcer’s spell is 10 + the spell level + the Reinforcer’s Wisdom modifier.
Like other spellcasters, a Reinforcer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Reinforcer. In addition, he receives bonus spells per day if he has a high Wisdom score.
Somatic Weaponry:(Ex:) At first level a Reinforcer gains the Somatic Weaponry feat as a bonus feat regardless of the normal prerequisites.
Reinforced Magic:(Su:) At 1st level when a Reinforcer casts a spell that provides a bonus of any kind, add +2 to that bonus. This bonus increases to +4 at 8th, +6 at 14th, and +8 at 20th.
Linked Ally:(Su:) At 2nd level the Reinforcer may Link 1 ally to himself. This ally receives the benefits of any spells the Reinforcer casts on himself, much in the same way a familiar shares spells, but the ally does not receive the benefit of the Reinforced Magic bonus. Therefore a 2nd level Reinforcer would receive a +6 armor bonus from mage armor and his ally would receive a +4 bonus to armor class. The number of Allies the Reinforcer may link increases by 1 for every five levels he gains after 2nd i.e. 7th, 12th, 17th.
In order to Link an ally you must both spend 10 minutes of uninterrupted meditation while holding hands.
Bulwark:(Su:) As an immediate action, the Reinforcer may project a field of force 15 ft wide and 15 ft high, that provides cover, but not full cover nor concealment, to anyone behind it. This field of force lasts for one round and may be used once per day at 3rd level and an additional use every 3 levels beyond 3rd to a maximum of 5 uses per day.
Shielded Casting:(Ex:) At 4th level the Reinforcer gains the benefits of the Shielded Caster feat. This feat also functions if the Reinforcer is under the effect of a shield spell.
Reinforce Enchantment:(Su:) At 5th level a Reinforcer may increase the enhancement bonus of a magical item by spending spell slots. For each level of spell slot sacrificed, you may increase and item’s enhancement bonus by one. This temporary enhancement bonus lasts for one minute per level of the spell sacrificed. You may use this enhancement bonus to add any legal enhancement the item could have. For instance, a reinforcer spending a second level spell could change a +1 longsword into a +3 longsword or a +1 holy longsword for 2 minutes . No more than one spell may be spent at a time to increase an item’s enhancement bonus, you may not spend multiple spells to increase an item’s enhancement bonus, and you may not raise an item above the maximum legal enhancement bonus value it can possess.
Reinforce Ally: All Linked allies receive one half of the bonus provided by your Reinforce Magic ability on any spells you cast. At 10th level each of your two Linked allies would receive a +2 bonus.
Adaptive Bulwark: You may place your bulwark anywhere within close range 25 Feet +5 feet per two class levels.
Reinforce Metamagic:(Su:) A 13th level Reinforcer may spend a spell slot to reduce the metamagic costs of other casters. This ability allows another caster to use a metamagic feat without previous preparation at no additional casting time. The Reinforcer may not spend more than 1 spell at a time to reinforce another caster’s metamagic. Reduce the cost of the metamagic feat by one level per level of the spell slot sacrificed to a max of +0 levels. This ability only affects one metamagic feat per use. A wizard could cast an empowered fireball as a 3rd level spell if a reinforcer spent a 2nd level spell slot, but he would need a 6th level spell to cast a maximized empowered fireball.
Linked Countermeasure:(SU:) As an immediate action, a Reinforcer of 16th level or higher may swap any number of Linked allies as per the Benign Transposition spell with no maximum range as long as he has line of sight and line of effect. This ability is usable once per day.
Expanded Bulwark: The Reinforcer’s Bulwark ability can create a 30 foot x 30 foot wall instead of a 15 foot x 15 foot wall once per day.
Linked Lifeforce:(SU:) The Reinforcer may allocate damage from a Linked ally to himself or from himself to a Linked ally when a one of them would take damage. This ability requires that the ally or the Reinforcer take the full damage sustained by the other. An ally must willingly accept this transfer.
Full Reinforcement:(Su:) The Reinforcer may have one Linked ally receive the full benefit of his Reinforce Magic ability from spells the Reinforcer casts. This target may be changed with the same process used to Link allies.
So I'd love to hear some feedback, designing this guy was a lot of fun and I intend him to be a solid tier 3 or tier 2 character. Also tables are a giant pita.
If you have a problem with any ability please do not just say X ability is OP or Y ability is useless. While these are your opinions they do not offer any help to balancing the class. Instead try suggesting an alternate ability along the same vein.
The idea behind this class is that it is the transmuter/abjurer of the warmage/beguiler/dread necro group.
So without further ado
The Reinforcer
LevelBABFortRefWillSpecial0123456789
1st+0+2+0+0Somatic Weaponry, Reinforced Magic +253————————
2nd+1+3+0+0Linked Ally I64————————
3rd+2+3+1+1Bulwark I65————————
4th+3+4+1+1Shielded Casting663———————
5th+3+4+1+1Reinforce Enchantment664———————
6th+4+5+2+2Bulwark II6653——————
7th+5+5+2+2Linked Ally II6664——————
8th+6/+1+6+2+2Reinforced Magic +466653—————
9th+6/+1+6+3+3Bulwark III66664—————
10th+7/+2+7+3+3Reinforce Allies666653————
11th+8/+3+7+3+3Adaptive Bulwark666664————
12th+9/+4+8+4+4Linked Ally III, Bulwark IV6666653———
13th+9/+4+8+4+4Reinforce Metamagic6666664———
14th+10/+5+9+4+4Reinforced Magic +666666653——
15th+11/+6/+1+9+5+5Bulwark V66666664——
16th+12/+7/+2+10+5+5Linked Countermeasures666666653—
17th+12/+7/+2+10+5+5Linked Ally IV666666664—
18th+13/+8/+3+11+6+6Expanded Bulwark6666666653
19th+14/+9/+4+11+6+6Linked Lifeforce6666666664
20th+15/+10/+5+12+6+6Reinforced Magic +8, Full Reinforcement 6666666665
Alignment: Any
Hit Die: 1d6
Class Skills:
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency: A Reinforcer is proficient with all simple and martial weapons and with all shields (including tower shields). A Reinforcer does not suffer arcane spell failure chances from shields.
Spells: A Reinforcer casts arcane spells, which are drawn from the Reinforcer Class spell list. To prepare or cast a spell, a Reinforcer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Reinforcer’s spell is 10 + the spell level + the Reinforcer’s Wisdom modifier.
Like other spellcasters, a Reinforcer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Reinforcer. In addition, he receives bonus spells per day if he has a high Wisdom score.
Somatic Weaponry:(Ex:) At first level a Reinforcer gains the Somatic Weaponry feat as a bonus feat regardless of the normal prerequisites.
Reinforced Magic:(Su:) At 1st level when a Reinforcer casts a spell that provides a bonus of any kind, add +2 to that bonus. This bonus increases to +4 at 8th, +6 at 14th, and +8 at 20th.
Linked Ally:(Su:) At 2nd level the Reinforcer may Link 1 ally to himself. This ally receives the benefits of any spells the Reinforcer casts on himself, much in the same way a familiar shares spells, but the ally does not receive the benefit of the Reinforced Magic bonus. Therefore a 2nd level Reinforcer would receive a +6 armor bonus from mage armor and his ally would receive a +4 bonus to armor class. The number of Allies the Reinforcer may link increases by 1 for every five levels he gains after 2nd i.e. 7th, 12th, 17th.
In order to Link an ally you must both spend 10 minutes of uninterrupted meditation while holding hands.
Bulwark:(Su:) As an immediate action, the Reinforcer may project a field of force 15 ft wide and 15 ft high, that provides cover, but not full cover nor concealment, to anyone behind it. This field of force lasts for one round and may be used once per day at 3rd level and an additional use every 3 levels beyond 3rd to a maximum of 5 uses per day.
Shielded Casting:(Ex:) At 4th level the Reinforcer gains the benefits of the Shielded Caster feat. This feat also functions if the Reinforcer is under the effect of a shield spell.
Reinforce Enchantment:(Su:) At 5th level a Reinforcer may increase the enhancement bonus of a magical item by spending spell slots. For each level of spell slot sacrificed, you may increase and item’s enhancement bonus by one. This temporary enhancement bonus lasts for one minute per level of the spell sacrificed. You may use this enhancement bonus to add any legal enhancement the item could have. For instance, a reinforcer spending a second level spell could change a +1 longsword into a +3 longsword or a +1 holy longsword for 2 minutes . No more than one spell may be spent at a time to increase an item’s enhancement bonus, you may not spend multiple spells to increase an item’s enhancement bonus, and you may not raise an item above the maximum legal enhancement bonus value it can possess.
Reinforce Ally: All Linked allies receive one half of the bonus provided by your Reinforce Magic ability on any spells you cast. At 10th level each of your two Linked allies would receive a +2 bonus.
Adaptive Bulwark: You may place your bulwark anywhere within close range 25 Feet +5 feet per two class levels.
Reinforce Metamagic:(Su:) A 13th level Reinforcer may spend a spell slot to reduce the metamagic costs of other casters. This ability allows another caster to use a metamagic feat without previous preparation at no additional casting time. The Reinforcer may not spend more than 1 spell at a time to reinforce another caster’s metamagic. Reduce the cost of the metamagic feat by one level per level of the spell slot sacrificed to a max of +0 levels. This ability only affects one metamagic feat per use. A wizard could cast an empowered fireball as a 3rd level spell if a reinforcer spent a 2nd level spell slot, but he would need a 6th level spell to cast a maximized empowered fireball.
Linked Countermeasure:(SU:) As an immediate action, a Reinforcer of 16th level or higher may swap any number of Linked allies as per the Benign Transposition spell with no maximum range as long as he has line of sight and line of effect. This ability is usable once per day.
Expanded Bulwark: The Reinforcer’s Bulwark ability can create a 30 foot x 30 foot wall instead of a 15 foot x 15 foot wall once per day.
Linked Lifeforce:(SU:) The Reinforcer may allocate damage from a Linked ally to himself or from himself to a Linked ally when a one of them would take damage. This ability requires that the ally or the Reinforcer take the full damage sustained by the other. An ally must willingly accept this transfer.
Full Reinforcement:(Su:) The Reinforcer may have one Linked ally receive the full benefit of his Reinforce Magic ability from spells the Reinforcer casts. This target may be changed with the same process used to Link allies.
So I'd love to hear some feedback, designing this guy was a lot of fun and I intend him to be a solid tier 3 or tier 2 character. Also tables are a giant pita.
If you have a problem with any ability please do not just say X ability is OP or Y ability is useless. While these are your opinions they do not offer any help to balancing the class. Instead try suggesting an alternate ability along the same vein.