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Baron Corm
2007-05-26, 07:26 PM
These are all based on the warlock. All save DC's are based on Charisma - I didn't really want to add that after every single sentence. First up is the electric magus. He has a focus on speed, which helps give him a melee presence greater than that of the fire or water magi, but still lesser than that of the earth magi. However, he gains something the other magi don't; the ability to fly.



Electric Magus

Table:

Level 1: Lightning armament, electric blast, invocation (least)
Level 2: Detect electricity, electricity resistance 5
Level 3: Zap +1d6 1/day
Level 4: Spark, electricity resistance 10
Level 5: Jump 1/day, streak 1/day
Level 6: Invocation (lesser), electricity resistance 15
Level 7: Zap +2d6 2/day
Level 8: Electricity resistance 20
Level 9: Jump 2/day, streak 2/day
Level 10: Electricity resistance 25
Level 11: Invocation (greater), Zap +3d6 3/day
Level 12: Electricity resistance 30
Level 13: Jump 3/day, streak 3/day
Level 14: Electricity resistance 35
Level 15: Zap +4d6 4/day
Level 16: Invocation (storm), electricity resistance 40
Level 17: Jump 4/day, streak 4/day
Level 18: Electricity resistance 45
Level 19: Zap +5d6 5/day
Level 20: Immunity to electricity

Alignment: Any
Hit Die: d6
Skill Points: 2 + Int modifier
Base Attack Bonus: 3/4
Base Saves: Low Fortitude, High Reflex, High Will
Class Skills: Intimidate, Concentration, Craft, Knowledge (arcana), Knowledge (the planes), Profession, and Spellcraft


Class Features

Weapon and Armor Proficiency

Electric magi are proficient with the light flail, flail, heavy flail, dire flail, spiked chain, whip, shuriken, light repeating crossbow, and heavy repeating crossbow. They are not proficient with any armor or shields. Armor worn causes the electric magus to experience arcane spell failure with his electric blast and detect electricity abilities.

Invocations

The electric magus gains invocations at the specified level which are similar in function to a warlock's invocations, except they are all blast shape or eldritch essence type invocations. An electric magus only learns one invocation of each type at the levels specified on the table. At 12th level, the electric magus may switch out an invocation he knows for another one of the same type (least, lesser, greater, or storm).

Only one invocation may be in effect at any time, even if one invocation mimicked a blast shape and the other mimicked an eldritch essence.

Lightning Armament

The electric magus receives the Weapon Finesse and Improved Initiative feats as bonus feats. He may apply the Weapon Finesse feat to any weapon listed under his electric magus weapon proficiencies.

Electric Blast (Sp)

At will, but not more than once every 1d4 rounds, an electric magus can produce a line of electricity which deals 1d6 electricity damage per class level. It has a length of 10 feet per class level and allows a Reflex saving throw for half damage (DC 10 + spell level + Cha mod). The electric magus can decrease the length of his electric blast by 5 foot increments as he desires (minimum 10 feet).

Electric blast is considered a level one spell for purposes of metamagic feats. It is considered to have a spell level equal to half your class level for other purposes, including determining its save DC.

Detect Electricity (Sp)

At 2nd level, at will, an electric magus can cast detect magic, as the spell, except that it only detects spells with the [electricity] descriptor or magical effects related to electricity. Detect electricity identifies magic items related to electricity as with the identify spell.

At 6th level, this becomes arcane sight, but still only detects magical effects related to electricity.

At 14th level, this becomes greater arcane sight, but still only detects magical effects related to electricity.

Electricity Resistance (Su)

At 2nd level, the electric magus receives 5 electricity resistance. This increases by 5 at every even level. At 20th level, the electric magus is immune to electricity.

Zap (Su)

At 3rd level, the electric magus gains the ability to strike as quickly as lightning to give himself a bonus to all attack rolls in a single round equal to his class level. For every 5 attack added in this way, the electric magus gains another attack during that round at a -5 penalty (the second attack gained would be at a -10 penalty and so on). These attacks do gain the benefit of this ability's attack bonus. During that round, he also deals additional electricity damage on each attack equal to the listed number. This functions once per day, plus once per day every four levels after third.

Spark (Su)

At 4th level, the electric magus gains the ability to have part of him temporarily become lightning when evading attacks. This may be done 1/day per two class levels as an immediate action. The electric magus multiplies his Dexterity bonus to AC or Reflex saves by his Charisma modifier for that attack only. If the electric magus is struck by a melee attack when using this ability, his attacker takes electric blast damage with no saving throw. This ability functions as long as the electric magus can take mental actions, even if he would otherwise be denied his Dexterity bonus to AC or Reflex saves.

Jump (Su)

At 5th level, the electric magus gains the ability to grant himself an additional move action in a round by temporarily changing into a lightning bolt. This requires the expenditure of his swift action. The electric magus may only move along the ground and only in a straight line, but he may go anywhere a lightning bolt would be able to. He would, for example, be able to escape manacles or pass through a crack in a wall with this ability. The electric magus can use this ability to cure himself of poison, sleep effects, paralysis, and/or stunning (but he must move at least 5 feet).

Any attack of opportunity incurred while the electric magus is using this move action (and not his other move action) deals electric blast damage with no reflex save to the attacker (as long as the attack hits). The electric magus may deliberately move through a creature's square to deliver electric blast damage, but this allows the normal saving throw. This may be done once per day at 5th level and an additional time per day every 4 levels after.

Streak (Su)

A use of this ability grants the electric magus a fly speed equal to (his class level x 10) feet with perfect maneuverability. This lasts for a number of minutes equal to his class level. The electric magus may only use his class abilities and move actions while flying in this manner (he cannot, for example, attack with a melee weapon or drink potions), but he does not need to breathe, is immune to poison, sleep effects, paralysis, and stunning, and is not subject to critical hits or flanking.

The electric magus does not become a lightning bolt when using this ability, but is heavily imbued with elemental electricity. Thus, his form is still recognizable.

This ability may be used once per day at 5th level and an additional time per day every 4 levels after.


Least Invocations

Sparkling Blow - Melee attack channels electric blast.
Storm Funnel - Blast takes the shape of a cone with an area of 5 feet per class level.

Lesser Invocations

Chain Lightning - Blast jumps from initial target to secondary targets.
Repelling Blast - Functions as the Explosive Spell metamagic.

Greater Invocations

Paralyzing Blast - Creatures must make Fortitude save or be paralyzed for 1d4+1 rounds.
Arcing Blast - Blast does not require line of effect.

Storm Invocations

Electric Doom - Blast affects all enemies within 5 feet per class level.
Shocking Blast - Blast comes from behind, denying first creature hit a Reflex save; creatures who cannot be flanked are still allowed a Reflex save; electric magus level counts as rogue level for overcoming uncanny dodge.







Next up is the fire magus. He is quick like the electric magus, but not as quick. Of all of the magi, the fire magus has the highest capability for immense, lasting destruction. I may have made up some words during the creation of this class.



Fire Magus

Table:

Level 1: Infernal armament, fire blast, invocation (least)
Level 2: Detect fire, fire resistance 5
Level 3: Incinerate +1d6 1/day
Level 4: Parch, fire resistance 10
Level 5: Melt 1/day
Level 6: Invocation (lesser), fire resistance 15
Level 7: Incinerate +2d6 2/day
Level 8: Fire resistance 20
Level 9: Melt 2/day
Level 10: Fire resistance 25
Level 11: Invocation (greater), incinerate +3d6 3/day
Level 12: Fire resistance 30
Level 13: Melt 3/day
Level 14: Fire resistance 35
Level 15: Incinerate +4d6 4/day
Level 16: Invocation (pyrrhic), fire resistance 40
Level 17: Melt 4/day
Level 18: Fire resistance 45
Level 19: Incinerate +5d6 5/day
Level 20: Immunity to fire

Alignment: Any
Hit Die: d6
Skill Points: 2 + Int modifier
Base Attack Bonus: 3/4
Base Saves: Low Fortitude, High Reflex, High Will
Class Skills: Intimidate, Concentration, Craft, Knowledge (arcana), Knowledge (the planes), Profession, and Spellcraft


Class Features

Weapon and Armor Proficiency

Fire magi are proficient with the kukri, light pick, rapier, scimitar, heavy pick, falchion, scythe, and heavy crossbow. They proficient with light armor, but not with any shields. Armor heavier than light worn causes the fire magus to experience arcane spell failure with his fire blast and detect fire abilities.

Invocations

The fire magus gains invocations at the specified level which are similar in function to a warlock's invocations, except they are all blast shape or eldritch essence type invocations. A fire magus only learns one invocation of each type at the levels specified on the table. At 12th level, the fire magus may switch out an invocation he knows for another one of the same type (least, lesser, greater, or pyrrhic).

Only one invocation may be in effect at any time, even if one invocation mimicked a blast shape and the other mimicked an eldritch essence.

Infernal Armament

The fire magus receives the Improved Initiative feat as a bonus feat. Whenever the fire magus wields a weapon listed under his fire magus weapon proficiencies which has the flaming property or similar (this includes augmentation crystals), that weapon as treated as having the keen property as well. This does not increase the cost of future enhancements.

Fire Blast (Sp)

At will, but not more than once every 1d4 rounds, a fire magus can produce a burst of fire which deals 1d6 fire damage per class level. It has a range of 10 feet per class level and allows a Reflex saving throw for half damage (DC 10 + spell level + Cha mod). It has a radius of 5 feet per class level. The fire magus can decrease the radius of his fire blast by 5 foot increments as he desires.

Fire blast is considered a level one spell for purposes of metamagic feats. It is considered to have a spell level equal to half your class level for other purposes, including determining its save DC.

Detect Fire (Sp)

At 2nd level, at will, a fire magus can cast detect magic, as the spell, except that it only detects spells with the [fire] descriptor or magical effects related to fire. Detect fire identifies fire-related magic items as if with the identify spell.

At 6th level, this becomes arcane sight, but still only detects magical effects related to fire.

At 14th level, this becomes greater arcane sight, but still only detects magical effects related to fire.

Fire Resistance (Su)

At 2nd level, the fire magus receives 5 fire resistance. This increases by 5 at every even level. At 20th level, the fire magus is immune to fire.

Incinerate (Su)

At 3rd level, the fire magus gains the ability to deal extra fire damage with a melee attack. He deals the listed fire damage, which is multiplied by his weapon's critical modifier, even if it isn't a critical hit. It is multiplied by an additional 1x for every number that the weapon criticals on other than 20. A creature hit by incinerate takes the listed fire damage (not multiplied) for 1d4 rounds after he is hit (not stackable with itself or the ignite invocation). A creature can take a move action to put out this flame. Incinerate is usable once per day at 3rd level plus once per day at every additional four levels.

For example, a 19th level fire magus using incinerate with a scythe would deal 20d6 extra fire damage. If that same fire magus used a keen scythe, he would deal 25d6 extra fire damage. If that same fire magus used a keen scimitar, he would deal 25d6 extra fire damage. In all cases, a hit creature would take 5d6 fire damage for 1d4 rounds after he was hit.

Parch (Su)

At 4th level, the fire magus gains the ability to deal half dessication damage with his fire blast and half fire damage. This also causes creatures in the area to become dehydrated, and affected by a parboil spell. Parch is usable once per day per two class levels.

Melt (Su)

At 5th level, the fire magus gains the ability to increase the damage of his fire blast by his Charisma modifier. The damage is also increased by +1 for every damage dice of the fire blast. Any creature killed by fire blast when the fire magus uses this ability is melted down to a pool of goo. The creature's equipment is unaffected. This pool is enough for the creature to be brought to life by ressurection, but not raise dead. The fire magus may use this ability once per day at 5th level plus once per day at every additional four levels.



Least Invocations

Burning Blow - Melee attack channels fire blast.
Fire Stream - Blast takes the shape of a line with a length of 10 feet per class level.

Lesser Invocations

Ignite - Creatures take one-fourth fire blast damage for 1d4 rounds after they are hit (not stackable with itself or the incinerate ability); they can take a move action to put out the flame.
Explosive Blast - Functions as the Explosive Spell metamagic.

Greater Invocations

Firebomb - Creatures must make Fortitude save or be stunned for 1 round.
Veering Blast - Blast does not require line of effect.

Pyrrhic Invocations

Fiery Doom - Blast affects all enemies within 5 feet per class level.
Pyroclasm - Blast is delivered by a lava-filled rock, ignoring spell resistance and dealing an additional 1d6/two levels bludgeoning damage



Water magi are not as quick as electric or fire magi, but they are not as ponderous as earth magi either. They are more hardy than the former two, but not as hardy as the latter. Their abilities focus mainly on support and disabling rather than destruction, but if needed they can do that as well.


Water Magus

Table:

Level 1: Soggy armament, cold blast, invocation (least)
Level 2: Detect water, cold resistance 5
Level 3: Soothe 1/day
Level 4: Animate water, cold resistance 10
Level 5: Liquefy 1/day
Level 6: Invocation (lesser), cold resistance 15
Level 7: Soothe 2/day
Level 8: Cold resistance 20
Level 9: Liquefy 2/day
Level 10: Cold resistance 25
Level 11: Invocation (greater), Soothe 3/day
Level 12: Cold resistance 30
Level 13: Liquefy 3/day
Level 14: Cold resistance 35
Level 15: Soothe 4/day
Level 16: Invocation (deep), cold resistance 40
Level 17: Liquefy 4/day
Level 18: Cold resistance 45
Level 19: Soothe 5/day
Level 20: Immunity to cold

Alignment: Any
Hit Die: d8
Skill Points: 2 + Int modifier
Base Attack Bonus: 3/4
Base Saves: High Fortitude, Low Reflex, High Will
Class Skills: Diplomacy, Concentration, Craft, Knowledge (arcana), Knowledge (the planes), Profession, and Spellcraft


Class Features

Weapon and Armor Proficiency

Water magi are proficient with the trident, net, sap, and bolas. They are proficient with light and medium armor, but not with any shields. Heavy armor worn causes the water magus to experience arcane spell failure with his cold blast and detect water abilities.

Invocations

The water magus gains invocations at the specified level which are similar in function to a warlock's invocations, except they are all blast shape or eldritch essence type invocations. A water magus only learns one invocation of each type at the levels specified on the table. At 12th level, the water magus may switch out an invocation he knows for another one of the same type (least, lesser, greater, or deep).

Only one invocation may be in effect at any time, even if one invocation mimicked a blast shape and the other mimicked an eldritch essence.

Soggy Armament

Any trident the water magus wields is treated as having the returning property, even if it has no enhancement bonus. The trident returns to the water magus even if he has moved to another location. The water magus may willingly disable this ability on any throw he chooses.

As long as the water magus is wielding a trident while underwater, he is does not need to breathe and can fight and use class abilities normally. This is a supernatural effect.

Cold Blast (Sp)

At will, but not more than once every 1d4 rounds, a water magus can produce a cone of cold which deals 1d6 cold damage per class level. It has a range of 5 feet per class level and allows a Reflex saving throw for half damage (DC 10 + spell level + Cha mod). The water magus can decrease the length of his cold blast by 5 foot increments as he desires.

Cold blast is considered a level one spell for purposes of metamagic feats. It is considered to have a spell level equal to half your class level for other purposes, including determining its save DC.

Detect Water (Sp)

At 2nd level, at will, a water magus can cast detect magic, as the spell, except that it only detects spells with the [water] or [cold] descriptors or magical effects related to water or cold. Detect water identifies water or cold related magic items as with the identify spell. The water magus may also cast the spell locate water at will.

At 6th level, this becomes arcane sight, but still only detects magical effects related to water or cold.

At 14th level, this becomes greater arcane sight, but still only detects magical effects related to water or cold.

Cold Resistance (Su)

At 2nd level, the water magus receives 5 cold resistance. This increases by 5 at every even level. At 20th level, the water magus is immune to cold.

Soothe (Su)

At 3rd level, the water magus gains the ability to heal his allies with the soothing power of the ocean. This heals damage for one creature equal to the water magus's class level times his Charisma modifier. The water magus may use this ability once per day at 3rd level, and an additional time per day for every four levels.

At 7th level, this ability cures an affected creature of conditions as a lesser restoration spell. At 11th level, it cures an affected creature of conditions as a restoration spell. At 15th level, it cures an affected creature of conditions as a greater restoration spell. At 19th level, it cures an affected creature of conditions as a miracle spell (this can bring creatures back to life, but only as raise dead).

Animate Water (Su)

At 4th level, the water magus gains the ability to turn water into the equivalent of a water elemental for 1 round/level. He is not really summoning a water elemental, he is just animating the water; thus there must be water nearby which is at least as big as the elemental summoned for the water magus to use this ability. It is usable once per day per two class levels.

Four small water elementals may be summoned with one use of this ability. Two medium elementals may be summoned with one use.

A single large elemental takes one use, a huge elemental takes two, a greater elemental takes three, an elder elemental takes four, and a monolith takes five. Once a use (or number of uses) of this ability has been expended, it may not be used until the elementals are killed or the duration expires. You could, for example, summon an elder elemental (which takes four uses), but you could not summon an elder elemental and a huge elemental (which takes four uses and two uses), even if you tried to summon them both at the same time.

At level 4, the water magus summons one small elemental with one use of this ability. He must be level 7 to summon four small elementals. He must be level 9 to summon medium elementals. He must be level 11 to summon a huge elemental. He must be level 13 to summon a greater water elemental. He must be level 15 to summon an elder water elemental. He must be level 17 to summon a water monolith.

Liquefy (Su)

At 5th level, the water magus gains the ability to assume the form of a puddle of water for 1 minute/level. This may be done as an immediate action. The water magus may go anywhere a puddle would be able to. He would, for example, be able to escape manacles or pass through a crack in a wall with this ability. The water magus becomes immune to all physical damage, poison, sleep effects, paralysis, polymorph, and stunning. He is not subject to critical hits, mind-affecting effects, or flanking. He may not perform any actions other than move actions.

The water magus's land speed is halved, but he gains the ability to enter any body of water and exit it at any location instantly. This ability may be used once per day at 5th level and an additional time per day every 4 levels after.


Least Invocations

Chilling Blow - Melee attack channels cold blast.
Ice Spear - Blast takes the shape of a line with a length of 10 feet per class level.

Lesser Invocations

Drown - Blast fills creatures' mouths with water on a failed Reflex save, causing them to suffocate for 1 round/level.
Numbing Blast - Creatures must make a Fortitude save or be slowed, as the spell, for 1 round/level.

Greater Invocations

Freezing Blast - Creatures must make Fortitude save or be paralyzed for 1d4+1 rounds.
Lingering Frost - Creatures take 1d6 points of nonlethal damage every minute until subject to restoration, greater restoration, or heal.

Deep Invocations

Blizzard - Blast affects all enemies within 5 feet per class level.
Undertow - Creatures who fail their Reflex save are transported 1 mile/class level towards the nearest ocean; dropped as close to the middle of it as possible.



The earth magus is the one which focuses mainly on staying alive. He is sort of a spell-slinging tankish dude who could easily replace the fighter or barbarian in the group.



Earth Magus

Table:

Level 1: Earthen armament, acid blast, invocation (least)
Level 2: Detect earth, acid resistance 5
Level 3: Bash +1d6 1/day
Level 4: Harden, acid resistance 10
Level 5: Fissure 1/day
Level 6: Invocation (lesser), acid resistance 15
Level 7: Bash +2d6 2/day
Level 8: Acid resistance 20
Level 9: Fissure 2/day
Level 10: Acid resistance 25
Level 11: Invocation (greater), Bash +3d6 3/day
Level 12: Acid resistance 30
Level 13: Fissure 3/day
Level 14: Acid resistance 35
Level 15: Bash +4d6 4/day
Level 16: Invocation (mud), acid resistance 40
Level 17: Fissure 4/day
Level 18: Acid resistance 45
Level 19: Bash +5d6 5/day
Level 20: Immunity to acid

Alignment: Any
Hit Die: d8
Skill Points: 2 + Int modifier
Base Attack Bonus: 3/4
Base Saves: High Fortitude, Low Reflex, High Will
Class Skills: Diplomacy, Concentration, Craft, Knowledge (arcana), Knowledge (the planes), Profession, and Spellcraft


Class Features

Weapon and Armor Proficiency

Earth magi are proficient with all weapons which deal bludgeoning damage (and no other type of damage). They are also proficient with any improvised weapon made out of dirt or stone. They are proficient with light and medium armor but not with any shields. Heavy armor worn causes the earth magus to experience arcane spell failure with his acid blast and detect earth abilities.

Invocations

The earth magus gains invocations at the specified level which are similar in function to a warlock's invocations, except they are all blast shape or eldritch essence type invocations. An earth magus only learns one invocation of each type at the levels specified on the table. At 12th level, the earth magus may switch out an invocation he knows for another one of the same type (least, lesser, greater, or mud).

Only one invocation may be in effect at any time, even if one invocation mimicked a blast shape and the other mimicked an eldritch essence.

Earthen Armament

The electric magus receives the Power Attack feat as a bonus feat. He may choose to be forced to Power Attack for a chosen amount throughout an encounter. If he does so, he receives damage reduction/- during that encounter equal half to the amount he is Power Attacking for.

Acid Blast (Sp)

At will, but not more than once every 1d4 rounds, an earth magus can produce a line of acid which deals 1d6 acid damage per class level. It has a length of 10 feet per class level and allows a Reflex saving throw for half damage (DC 10 + spell level + Cha mod). The earth magus can decrease the length of his acid blast by 5 foot increments as he desires (minimum 10 feet).

Acid blast is considered a level one spell for purposes of metamagic feats. It is considered to have a spell level equal to half your class level for other purposes, including determining its save DC.

Detect Earth (Sp)

At 2nd level, at will, an electric magus can cast detect magic, as the spell, except that it only detects spells with the [acid] or [earth] descriptors or magical effects related to acid or earth. Detect earth identifies magic items related to acid or earth as with the identify spell.

At 6th level, this becomes arcane sight, but still only detects magical effects related to acid or earth.

At 14th level, this becomes greater arcane sight, but still only detects magical effects related to acid or earth.

Acid Resistance (Su)

At 2nd level, the electric magus receives 5 acid resistance. This increases by 5 at every even level. At 20th level, the earth magus is immune to acid.

Bash (Su)

At 3rd level, gains the ability to draw upon the power of earth to strike with supreme bludgeoning force. All attacks in a given round force the target to attempt a Fortitude save or be stunned for 1 round. During that round, he also deals additional bludgeoning damage on each attack equal to the listed number. This functions once per day, plus once per day every four levels after third.

Harden (Su)

At 4th level, the earth magus gains the ability to have part of him temporarily become a stone-like material when evading attacks. This may be done 1/day per two class levels as an immediate action. The electric magus multiplies his Constitution bonus by his Charisma bonus and adds it as a natural armor bonus to AC or multiplies his Constitution bonus to Fortitude saves by his Charisma modifier for that attack only.

For that attack only, the earth magus gains temporary hit points equal to his Constitution bonus times his Charisma bonus. Any damage which exceeds these hit points deals only the remaining damage. Any temporary hit points left over after the attack disappear.

Fissure (Su)

At 5th level, the earth magus gains the ability to open up (and subsequently close) a fissure beneath a creature which pins it there for 1 round per class level, after which time it is expelled to the square it was before. The creature is allowed a Reflex saving throw to negate this effect. On being expelled, the creature flies 10 feet/class level into the air, and takes appropriate falling damage if it does not save itself (with, for example, a prepared feather fall). This ability may be used once per day at 5th level and an additional time per day every 4 levels after.

Beginning at level 17, a creature which fails its Reflex save must make a Fortitude save or be killed instantly. Its mangled corpse is expelled to the space where the creature was before after the duration expires. A creature who makes its Fortitude save is held for the normal duration.


Least Invocations

Dissolving Blow - Melee attack channels acid blast.
Vitriolic Funnel - Blast takes the shape of a cone with an area of 5 feet per class level.

Lesser Invocations

Splash - Blast jumps from initial target to secondary targets.
Dirty Blast - Affects creatures with disease as the spell contagion.

Greater Invocations

Sickening Blast - Creatures must make Fortitude save or be nauseated for 1d4+1 rounds.
Seeking Snaking Blast - Blast does not allow a Reflex saving throw, but only targets one creature.

Mud Invocations

Avalanche - Blast affects all enemies within 5 feet per class level, deals bludgeoning damage instead of acid damage, and ignores spell resistance.
Hardening Blast - Blast creates a wall of stone which lasts for 1 minute/level across the area it was just fired; creatures caught inside must make a Fortitude save or be petrified until the duration expires or the wall segment covering their space is destroyed; those that make the save are forced to the closest open space.


Feat!


Penetrating Blast - Basically Searing Spell/that cold version for SLA's
In strange aeons, even fire may burn.

Prerequisites: Any magus level 1
Benefits: 3x/day, your fire blast, electric blast, cold blast, or acid blast ability can ignore the appropriate energy resistance of any creature, even resistance granted by items. Creatures immune to that energy type take half damage instead of no damage when penetrating blast is used. This does not allow the magus to ignore spell resistance.

GryffonDurime
2007-05-26, 07:36 PM
I know there are issues with the Warlock, but does giving oh, say, the Water Mage the ability to issue forth a 200 foot line of cold that does 20d6 damage...really solve the core issue without incurring new ones? o-o

Baron Corm
2007-05-26, 07:40 PM
this was not intended as a warlock fix in any way (and goddamn people read fast around here)

they are balanced by the fact that they don't do untyped damage, offer reflex saves (meaning improved evasion defeats them), and don't get regular invocations (but again this is not a warlock fix these are different classes based off of warlock)