Baron Corm
2007-09-26, 03:57 PM
A beamsmith is a kind of arcane caster who was born with immense power just lounging around inside him. All he has to do to utilize this power is train and learn from experience. He focuses his power in the form of beams; ranged touch attacks which often deal damage with a certain side-effect.
All those who walk the path of the beamsmith must have a love for combat, as their beams have purely destructive purposes. Most beamsmiths are accomplished soldiers, using their beams only as a complement or "secret weapon".
As their beams have no weight, so too are beamsmiths usually lighthearted folks. Like their beams, they are bright and flamboyant people who take risks at every opportunity. It is rare to see a beamsmith wearing armor into combat; they prefer brightly-colored cloth garments which make their movements appear theatrical. Many novice beamsmiths get jobs at local theatres or put on performances of their own, using their beams to do what many novice mages can only do with illusions. Master beamsmiths retain their lighthearted air, but carry within themselves an immense amount of power, and those around them can almost feel it.
Beamsmith
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+0|
+2|Beam (least)
2nd|
+2|
+0|
+0|
+3|Beamcraft
3rd|
+3|
+1|
+1|
+3|Beam (least)
4th|
+4|
+1|
+1|
+4|Extra Energy
5th|
+5|
+1|
+1|
+4|Beam (least)
6th|
+6/+1|
+2|
+2|
+5|Beamcraft
7th|
+7/+2|
+2|
+2|
+5|Beam (least)
8th|
+8/+3|
+2|
+2|
+6|Extra Energy
9th|
+9/+4|
+3|
+3|
+6|Beam (least or lesser)
10th|
+10/+5|
+3|
+3|
+7|Beamcraft
11th|
+11/+6/+1|
+3|
+3|
+7|Beam (least or lesser)
12th|
+12/+7/+2|
+4|
+4|
+8|Extra Energy
13th|
+13/+8/+3|
+4|
+4|
+8|Beam (least or lesser)
14th|
+14/+9/+4|
+4|
+4|
+9|Beamcraft
15th|
+15/+10/+5|
+5|
+5|
+9|Beam (least, lesser, or greater)
16th|
+16/+11/+6/+1|
+5|
+5|
+10|Extra Energy
17th|
+17/+12/+7/+2|
+5|
+5|
+10|Beam (least, lesser, or greater)
18th|
+18/+13/+8/+3|
+6|
+6|
+11|Beamcraft
19th|
+19/+14/+9/+4|
+6|
+6|
+11|Beam (least, lesser, or greater)
20th|
+20/+15/+10/+5|
+6|
+6|
+12|Extra Energy, light show
[/table]
Alignment: Any
Hit Die: d8
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Escape Artist, Jump, Knowledge (arcana), Perform, Profession, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Weapon and Armor Proficiencies
Beamsmiths are proficient with all simple and martial melee weapons which deal piercing damage (and not any other type of damage). They are not proficient with any armor or shields.
Beams
Beamsmiths are able to utilize spell-like abilities called beams. Each beam is a ranged touch attack unless stated otherwise. All Reflex DC's are equal to (10 + 1/2 beamsmith level + Dexterity modifier) and all Fortitude or Will DC's are equal to (10 + 1/2 beamsmith level + Charisma modifier). Least beams may be used five times per encounter, lesser beams may be used three times per encounter, and greater beams may be used twice per encounter. Beams have a range of 60 feet unless otherwise stated. Beams are shot out of the beamsmiths hand; he must have at least one free to fire a beam.
The beamsmith may upgrade a beam of a lower level when he attains the ability to shoot higher level beams. If the beamsmith does not have all previous versions of a beam, he may not choose the upgraded version.
The beamsmith receives a new type of beam at every odd level. Beams deal 1d6 damage per two class levels unless stated otherwise.
At level 1, the beamsmith may select any beam of least quality. At level 9, the beamsmith may select any beam of lesser or least quality. At level 15, the beamsmith may select any beam of lesser, least, or greater quality.
Least Beams
Infrared Beam - fires an archtypical laser; lights everything within range on fire; can optionally use a weakened version which just creates light, but remains until the beamsmith ends it (this light does not have a radius, it is just laser light)
Hydro Pump - shoots a high-pressure stream of water; can put out flames and other things water would be able to do; has enough pressure to push objects with a Strength score equal to the beamsmith's Charisma score; ignores spell resistance
Vacuum Blast - sucks a creature or object within range to the square in front of you and gives you an attack of opportunity against them which counts against your attacks of opportunities for the round; cannot manipulate creatures or objects of a size catagory one larger than the beamsmith's own or more
Lightning Blast - shoots electricity in a line which can daze creatures on a failed Fortitude save for 1 round
Concussive Blast - blasts a creature or object with pure physical force; deals bludgeoning damage; deals normal damage
Lesser Beams
Infrared Beam II - the same as infrared beam, but also deals 1.5x damage as fire damage in a line (reflex save for half)
Hydro Pump II - the same as hydro pump, but also deals normal damage as bludgeoning damage; can push objects as if it had a Strength score equal to the beamsmith's Charisma score x2
Vacuum Blast II - the same as vacuum blast, but enables you to push a creature or object backwards 60 feet; if you choose to bring them towards you, you automatically threaten a critical hit (but do not automatically confirm); cannot manipulate creatures or objects of a size catagory two larger than the beamsmith's own or more
Lightning Blast II - the same as lightning blast, but also deals normal damage as electric damage (reflex save for half damage)
Concussive Blast II - the same as concussive blast, but the damage type can be either bludgeoning, piercing, or slashing (your choice)
Ice Beam - fires a beam of ice, slowing for 1 round/level on a failed Fortitude save
Sludge Shot - hurls a stream of globby acid, dealing normal damage and ignoring spell resistance
Splinter Shot - hurls a barrage of pointy objects at a target which explode outwards on impact; deals piercing damage to initial target and half piercing damage to all creatures within 30 feet of the initial target (Reflex save for half damage)
Greater Beams
Infrared Beam III - the same as infrared beam II, but deals 3x damage and half the damage is untyped
Hydro Pump III - the same as hydro pump II, but deals 2x damage and knocks the target backwards a distance equal to the damage dealt (rounded to the nearest 5 feet); a successful Fortitude save reduces the distance by 5 feet per point it was successful by (min 0 feet); can push objects as if it had a Strength score equal to the beamsmith's Charisma score x3
Vacuum Blast III - the same as vacuum blast II, but automatically confirms the critical hit and allows you to spend another AOO you have left for the round to push the target back outwards 60 feet; if you choose you can spend another AOO to pull the target back in, and then get an (critical hit) AOO on it if you have one left, and so on; cannot manipulate creatures or objects of a size catagory three larger than the beamsmith's own or more
Lightning Blast III - the same as lightning blast II, but deals 2x damage and paralyzes all struck targets for 10 minutes/level on failed Fortitude saves
Concussive Blast III - the same as concussive blast II, but deals 2x damage and rips the target apart on a failed Fortitude save, likely killing it
Ice Beam II - the same as ice beam, but deals normal damage as cold damage, slows the target with no save, and freezes it on a failed Fortitude save; frozen creatures are essentially helpless until thawed, but probably cannot be attacked with ice surrounding them; a frozen creature takes 1d8 cold damage per round until thawed
Sludge Shot II - the same as sludge shot, but deals 2x damage and blinds, deafens, and silences the target on a failed Reflex save until the sludge is removed; sludged creatures also take 1d4 acid damage per round
Splinter Shot II - the same as splinter shot, but deals 2x damage and the splinters can jump to as many new targets are available, as long as they are within 30 feet; secondary creatures take as much damage as the initial creature (dice is still rolled)
Hyper Beam - fires a gigantic beam of pure energy; deals 4x (untyped) damage but has a two round casting time and the Beamsmith is fatigued after using it; hyper beam is a 120 ft. line with a 10 ft. width (Reflex save for half damage), but can be used as a melee attack with a piercing weapon as a standard action (still fatigues)
Ghost Shot - fires necrotic energy in a line which causes everything struck to make a Will save or die
Beamcrafts
At levels 2, 6, 10, 14, and 18, the beamsmith may select an ability from the following list which allows him to modify his beams in some way. Multiple beamcrafts may be applied to a single beam. Applying a beamcraft to a beam causes it to take up an extra usage per day unless stated otherwise.
Gravity - may only be applied to beams which are lines which offer Reflex saves; targets are drawn to the center of the beam on a failed Fortitude save, causing them to automatically fail their Reflex saves
Explosive - may only be applied to beams which deal energy or untyped damage; sends targets struck flying outwards a distance equal to the damage dealt, rounded to the nearest 5 feet; a successful Fortitude save subtracts 5 feet from the distance for every point it was successful by (min 0 feet)
Charge - changes the casting time to two rounds and doubles the damage dealt and/or increases the save DC by 2; changes the casting time of hyper beam to three rounds
Split - must have both hands free; fires a beam out of both hands in a single standard action; targets must be different
Intensify - uses more usages to increase range by 10 feet per usage, increase width by 5 feet per usage (if a line), increase DC by 2 per usage (if applicable), and upgrade damage die by one step per usage (if applicable); does not take up any additional extra usages
Spontaneous - allows you to use a usage from one beam to power a different beam; beams must be of the same quality level, and the usual extra usage is taken from the beam you are taking from
Flexible - allows you to fire a beam from someplace other than your hand (such as your eyes, mouth, or feet), potentially eliminating the somatic component
Extra Energy
At levels 4, 8, 12, 16, and 20, the beamsmith may choose one beam he knows. He may use that beam one additional time per encounter.
Light Show
At level 20, the beamsmith gains the ability to fire off all of his remaining beams in a single full-round action. No two beams may fire at the same target. Beamcrafts may be applied to light show, but they are applied individually and reduce usages per day as normal.
All those who walk the path of the beamsmith must have a love for combat, as their beams have purely destructive purposes. Most beamsmiths are accomplished soldiers, using their beams only as a complement or "secret weapon".
As their beams have no weight, so too are beamsmiths usually lighthearted folks. Like their beams, they are bright and flamboyant people who take risks at every opportunity. It is rare to see a beamsmith wearing armor into combat; they prefer brightly-colored cloth garments which make their movements appear theatrical. Many novice beamsmiths get jobs at local theatres or put on performances of their own, using their beams to do what many novice mages can only do with illusions. Master beamsmiths retain their lighthearted air, but carry within themselves an immense amount of power, and those around them can almost feel it.
Beamsmith
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+0|
+2|Beam (least)
2nd|
+2|
+0|
+0|
+3|Beamcraft
3rd|
+3|
+1|
+1|
+3|Beam (least)
4th|
+4|
+1|
+1|
+4|Extra Energy
5th|
+5|
+1|
+1|
+4|Beam (least)
6th|
+6/+1|
+2|
+2|
+5|Beamcraft
7th|
+7/+2|
+2|
+2|
+5|Beam (least)
8th|
+8/+3|
+2|
+2|
+6|Extra Energy
9th|
+9/+4|
+3|
+3|
+6|Beam (least or lesser)
10th|
+10/+5|
+3|
+3|
+7|Beamcraft
11th|
+11/+6/+1|
+3|
+3|
+7|Beam (least or lesser)
12th|
+12/+7/+2|
+4|
+4|
+8|Extra Energy
13th|
+13/+8/+3|
+4|
+4|
+8|Beam (least or lesser)
14th|
+14/+9/+4|
+4|
+4|
+9|Beamcraft
15th|
+15/+10/+5|
+5|
+5|
+9|Beam (least, lesser, or greater)
16th|
+16/+11/+6/+1|
+5|
+5|
+10|Extra Energy
17th|
+17/+12/+7/+2|
+5|
+5|
+10|Beam (least, lesser, or greater)
18th|
+18/+13/+8/+3|
+6|
+6|
+11|Beamcraft
19th|
+19/+14/+9/+4|
+6|
+6|
+11|Beam (least, lesser, or greater)
20th|
+20/+15/+10/+5|
+6|
+6|
+12|Extra Energy, light show
[/table]
Alignment: Any
Hit Die: d8
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Escape Artist, Jump, Knowledge (arcana), Perform, Profession, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Weapon and Armor Proficiencies
Beamsmiths are proficient with all simple and martial melee weapons which deal piercing damage (and not any other type of damage). They are not proficient with any armor or shields.
Beams
Beamsmiths are able to utilize spell-like abilities called beams. Each beam is a ranged touch attack unless stated otherwise. All Reflex DC's are equal to (10 + 1/2 beamsmith level + Dexterity modifier) and all Fortitude or Will DC's are equal to (10 + 1/2 beamsmith level + Charisma modifier). Least beams may be used five times per encounter, lesser beams may be used three times per encounter, and greater beams may be used twice per encounter. Beams have a range of 60 feet unless otherwise stated. Beams are shot out of the beamsmiths hand; he must have at least one free to fire a beam.
The beamsmith may upgrade a beam of a lower level when he attains the ability to shoot higher level beams. If the beamsmith does not have all previous versions of a beam, he may not choose the upgraded version.
The beamsmith receives a new type of beam at every odd level. Beams deal 1d6 damage per two class levels unless stated otherwise.
At level 1, the beamsmith may select any beam of least quality. At level 9, the beamsmith may select any beam of lesser or least quality. At level 15, the beamsmith may select any beam of lesser, least, or greater quality.
Least Beams
Infrared Beam - fires an archtypical laser; lights everything within range on fire; can optionally use a weakened version which just creates light, but remains until the beamsmith ends it (this light does not have a radius, it is just laser light)
Hydro Pump - shoots a high-pressure stream of water; can put out flames and other things water would be able to do; has enough pressure to push objects with a Strength score equal to the beamsmith's Charisma score; ignores spell resistance
Vacuum Blast - sucks a creature or object within range to the square in front of you and gives you an attack of opportunity against them which counts against your attacks of opportunities for the round; cannot manipulate creatures or objects of a size catagory one larger than the beamsmith's own or more
Lightning Blast - shoots electricity in a line which can daze creatures on a failed Fortitude save for 1 round
Concussive Blast - blasts a creature or object with pure physical force; deals bludgeoning damage; deals normal damage
Lesser Beams
Infrared Beam II - the same as infrared beam, but also deals 1.5x damage as fire damage in a line (reflex save for half)
Hydro Pump II - the same as hydro pump, but also deals normal damage as bludgeoning damage; can push objects as if it had a Strength score equal to the beamsmith's Charisma score x2
Vacuum Blast II - the same as vacuum blast, but enables you to push a creature or object backwards 60 feet; if you choose to bring them towards you, you automatically threaten a critical hit (but do not automatically confirm); cannot manipulate creatures or objects of a size catagory two larger than the beamsmith's own or more
Lightning Blast II - the same as lightning blast, but also deals normal damage as electric damage (reflex save for half damage)
Concussive Blast II - the same as concussive blast, but the damage type can be either bludgeoning, piercing, or slashing (your choice)
Ice Beam - fires a beam of ice, slowing for 1 round/level on a failed Fortitude save
Sludge Shot - hurls a stream of globby acid, dealing normal damage and ignoring spell resistance
Splinter Shot - hurls a barrage of pointy objects at a target which explode outwards on impact; deals piercing damage to initial target and half piercing damage to all creatures within 30 feet of the initial target (Reflex save for half damage)
Greater Beams
Infrared Beam III - the same as infrared beam II, but deals 3x damage and half the damage is untyped
Hydro Pump III - the same as hydro pump II, but deals 2x damage and knocks the target backwards a distance equal to the damage dealt (rounded to the nearest 5 feet); a successful Fortitude save reduces the distance by 5 feet per point it was successful by (min 0 feet); can push objects as if it had a Strength score equal to the beamsmith's Charisma score x3
Vacuum Blast III - the same as vacuum blast II, but automatically confirms the critical hit and allows you to spend another AOO you have left for the round to push the target back outwards 60 feet; if you choose you can spend another AOO to pull the target back in, and then get an (critical hit) AOO on it if you have one left, and so on; cannot manipulate creatures or objects of a size catagory three larger than the beamsmith's own or more
Lightning Blast III - the same as lightning blast II, but deals 2x damage and paralyzes all struck targets for 10 minutes/level on failed Fortitude saves
Concussive Blast III - the same as concussive blast II, but deals 2x damage and rips the target apart on a failed Fortitude save, likely killing it
Ice Beam II - the same as ice beam, but deals normal damage as cold damage, slows the target with no save, and freezes it on a failed Fortitude save; frozen creatures are essentially helpless until thawed, but probably cannot be attacked with ice surrounding them; a frozen creature takes 1d8 cold damage per round until thawed
Sludge Shot II - the same as sludge shot, but deals 2x damage and blinds, deafens, and silences the target on a failed Reflex save until the sludge is removed; sludged creatures also take 1d4 acid damage per round
Splinter Shot II - the same as splinter shot, but deals 2x damage and the splinters can jump to as many new targets are available, as long as they are within 30 feet; secondary creatures take as much damage as the initial creature (dice is still rolled)
Hyper Beam - fires a gigantic beam of pure energy; deals 4x (untyped) damage but has a two round casting time and the Beamsmith is fatigued after using it; hyper beam is a 120 ft. line with a 10 ft. width (Reflex save for half damage), but can be used as a melee attack with a piercing weapon as a standard action (still fatigues)
Ghost Shot - fires necrotic energy in a line which causes everything struck to make a Will save or die
Beamcrafts
At levels 2, 6, 10, 14, and 18, the beamsmith may select an ability from the following list which allows him to modify his beams in some way. Multiple beamcrafts may be applied to a single beam. Applying a beamcraft to a beam causes it to take up an extra usage per day unless stated otherwise.
Gravity - may only be applied to beams which are lines which offer Reflex saves; targets are drawn to the center of the beam on a failed Fortitude save, causing them to automatically fail their Reflex saves
Explosive - may only be applied to beams which deal energy or untyped damage; sends targets struck flying outwards a distance equal to the damage dealt, rounded to the nearest 5 feet; a successful Fortitude save subtracts 5 feet from the distance for every point it was successful by (min 0 feet)
Charge - changes the casting time to two rounds and doubles the damage dealt and/or increases the save DC by 2; changes the casting time of hyper beam to three rounds
Split - must have both hands free; fires a beam out of both hands in a single standard action; targets must be different
Intensify - uses more usages to increase range by 10 feet per usage, increase width by 5 feet per usage (if a line), increase DC by 2 per usage (if applicable), and upgrade damage die by one step per usage (if applicable); does not take up any additional extra usages
Spontaneous - allows you to use a usage from one beam to power a different beam; beams must be of the same quality level, and the usual extra usage is taken from the beam you are taking from
Flexible - allows you to fire a beam from someplace other than your hand (such as your eyes, mouth, or feet), potentially eliminating the somatic component
Extra Energy
At levels 4, 8, 12, 16, and 20, the beamsmith may choose one beam he knows. He may use that beam one additional time per encounter.
Light Show
At level 20, the beamsmith gains the ability to fire off all of his remaining beams in a single full-round action. No two beams may fire at the same target. Beamcrafts may be applied to light show, but they are applied individually and reduce usages per day as normal.