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View Full Version : D&D 3.x Class The Resonance Mage - An Armor Centric Medium Caster



GrayDeath
2019-05-25, 02:12 PM
Preface: This CLass was supposed to be posted months ago with my other CLasses for my new Setting, but somehow its eems I totally forgot. May be because I got no feedback at all for the other classes, who knows.

Please PEACH honestly and helpfully.

The Class is meant to be a medium Power Caster and excellent "tanky" and relatively flexible Combattant, but should under no Cirumstances reach above T3.

Anything going against these goals I am very happy to have rought to my Attention.

ideas tp improve it are also welcome. :)

Edit: This CLass is meant to be usable with 3.p.

if you are only using 3.5 content, replace any CMD Bonuses with your Choice of +1 vs Trip or Bull Rush Attempts, adjust the Class skills accordingly, and you may or may not want to reduce the granted Skillpoints by per Level.



The Resonance Mage (also called Armor Caster, Armor Mage or Steel Mage in different Areas)

Resonance Mages use very precise and complicated Runes and Enchantments in their Armor to allow them to cast Spells they would otherwise be unable to cast.
These procedures allow people without any inherent magical Talent to rival many a Sorcerer or Wizard of slightly less experience in regards to arcane Power, and the fact they receive harsh Martial Training make them excellent Frontline Fighters.
Sadly as soon as the resonance reaches a certain level it becomes impossible to cast normal "precise" Arcane magic, and they must isntead trust in Power over Finesse.

Only (re?)discovered about 65 years ago, the Orders of the Resonance Mages have already managed to ingratiate themselves with various City states, as they are simply to useful for any ruler to ignore. lacking both the Sorcerers Talent and the Wizards Drive for research, they are almost the epitome of the efficient Adventurer/Army Combat Caster.


Knowledge:

DC10: Armor mages wear glowing Armor and cast a lot of Aburation magic
DC 15: Their Armor gears Runes, their number and size an indication for their Power.
DC 20: They can only cast a few spells before their Armor glows like a star, but that in turn grants them other Powers.
DC 25: Without their Armor, Resonance Casters cannot cast ANY Magic at all!


Role: Similar to more martially oriented "Gishs", if usually more defensive and with less powerful Spellcasting.

Important Stats: Strength, Intelligence and Constitution.



Basics:

Hitdie: D8

Skillpts/Level 4+Int Mod

Class Skills: Appraise, Craft (Armor), Concentration Intimidate, Knowledge (Arcane, Religion, Nobility), Perception.
Depending on Archetype +1 Skill.

Armor Proficiencies: All Armors, ever. No Shields.
Weapon: All Simple and any 3 Martial Weapons of his choice.

Alignment: Any nonchaotic. The amount of Discipline and precise, controlled upgrades as well as unwavering Focus to direct the Charges the class demands are not compatible with Chaotic mind sets.

Spellcasting:

Armorcasting/Resonance Casting has special requirements to be possible.

1.: The Armored Caster must be wearing a Set of Armor at least 50% made of Metal, with enough of that being flat plates to bear his Runes (Depending on his Level this varies between 3 square Inches at Level 1 and 120 Square Inches at Level 20). He must carve the Runes himself, using Masterwork Tools and the Craft Armor Skill.

2.: To keep his Armor able to channel Arcane Energies and hence cause Resonance, and hence keep casting, he must invest roughly 10% of his WBL per Level into upgrading it with various rare materials, inscribing new Runes, and so on. As a positive side effect, this makes the Armor easier to enchant, and hence the price of every Enchantment made to it is reduced by 10%.

3.: Being able to cast requires the Armor to have from 1 to 7 charges. The armor being uncharged requires spending a Spell Slot to power it up (swift Action), reaching 8 or more Charges shuts down his casting ability until the charges have gone below 8 again, but grants him increasing passive Resonance Powers.

Their Spellcasting does not progress via Multiclassing, including Theurge Classes.


Their Spellcasting Stat is Intelligence. Further Details see below.


Table:



Resonance Mage


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+0

+2
Armor Training 1, Resonant Spellcasting


2nd

+2

+3

+0

+3
Weapon Focus (one of the Class Weapons)


3rd

+3

+3

+1

+3
Spell Focus Abjuration


4th

+4

+4

+1

+4
Armor Training 2



5th

+5

+4

+2

+4
Bonus Feat (every 5 levels, Fighter List)


6th

+6/+1

+5

+2

+5
Spell Focus Evocation or greater Spell Focus Abjuration (Protector)



7th

+7/+2

+5

+2

+5
Armor Training 3


8th

+8/+3

+6

+2

+6
Call Armor, Metamagic Feat Quicken


9th

+9/+4

+6

+3

+6
Weapon Specialization (See Level 3), Spell Focus Evocation


10th

+10/+5

+7

+3

+7
Weapon Specialization (See Level 3), Spell Focus Divination or Martial Bonus Feat (Protector).


11th

+11/+6/+1

+7

+4

+7
Armor Training Master


12th

+12/+7/+2

+8

+4

+8
Metamagic Adept: Quicken


13th

+13/+8/+3

+8

+5

+8
Summon Armor


14th

+14/+9/+4

+9

+5

+9
Charging Dreadnaught or Unbreakable Dreadnaught


15th

+15/+10/+5

+9

+5

+9
Strength Through Steel


16th

+16/+11/+6

+10

+6

+10
Steel Soul


17th

+17/+12/+7/+1

+10

+6

+10
Metamagic Mastery: Quicken


18th

+18/+12/+8/+3

+1

+6

+11
Materialize Armor


19th

+19/+14/+9/+4

+11

+6

+11
Undying Armor


20th

+20/+15/+10/+5

+12

+6

+12
Armor of my Soul, Soul of My Armor







Armor Training: Each Level reduces Armor Check Penalties by 1 and increases basic Armor bonus by 1. Master also removes any movement Penalty of said Armor (be it speed reduction, Swimming maluses, etc).


Call Armor: While in sight of his armor, may spend a full round action to call it to himself, where the armor applies itself to him. Cannot do anything else in this situation but neither does he provoke AoO`s.

Summon Armor: No need for LoS, range 15km per Level, at Level 15 also can summon it from another plane. Usually the Armor takes between 1 Standard Action and full turns to arrive.

Materialize Armor: Instantly clads himself in his armor. Requires only a swift Action and has no range limit.

All 3 only work on a Set of Armor the Resonance Mage has fully "runed" for his Casting. He may possess up to 1 of these Sets per 6 levels of this class, round up, and can freely choose which one to call/summon, unless they are somehow prevented from being called.


Unsunderable Armor: While worn by himself, his Armors hardness is increased by its regular hardness+the Levels its bearer has in this class.

Metamagic Adept: Quicken. May choose 2 Spells of his List for which Quicken only applies a +2 instead of a +4 Level Increase.

Metamagic master: Quicken: Choose one. Either all spells of one School now only receive a +2 if quickened, or any 5 chosen Spells only receive a +1.

Charging Dreadnaught: While making a Charge, gains a DR vs Attacks of Oppurtunity in height of twice his Level, and increases his Save vs. Effects landed on him via Attacks of opportunity by 5. Also adds double his Strength Bonus to the Charges Attack Bonus if used to overrun or push back. Requires at least Medium Armor.

Unbreakable Dreadnaught: While not moving more than half his movement rate, adds +5 DR/- and becomes immune to Tripping and Sundering Attempts. Requires heavy Armor.

Strength Through Steel: While wearing a full metal Armor, increases his Strength by 1 for each 5 Levels of this Class.

Steel Soul: While his Armor has Charges, the Soul of the Resonance Mage is protected from almost any direct attack. Add 2+number of Charges to all Saves vs. Instant Death, Level or Attribute Drain.

Undying Armor: Unless his Armor is removed, destroyed or sundered, he cannot die through Damage Dealt, Poison or Diseases (although he gains a malus of -1 to all rolls made for every 10pts below 0 his HP fall, up to -10). If he is brought to -100 HP by means that do not also destroy his armor, he is considered to have Dex 0 and be unable to execute any actions but release Charges of his armor, but otherwise alive and "well".

Armor of my Soul, Soul of my Armor: The Armor awakens, becoming an intelligent Item with the same Alignment as its wearer, Intelligence 15, Wisdom 14 and Charisma 10, and 4 Abilities befitting his wearers personality. It is completely devoted to its wearer, and while worn grants him +4 to Strength and Constitution as inherent Bonus, and full 360 Degree Vision (immunity to Flanking).
Also the Bearer becomes immune to all mind affecting Effects while wearing the Armor.




Charges and their Effect:

The Armorist gains one Charge every time he casts a spell. He instead may opt to channel the spells Energy directly into the armor, in which case he gains 1 charge for every Level of the spell slot/Spell/day used this way. He cannot gain more charges in one turn than his level in this class +1, and he cannot have more charges in his Armor than 6+his Level in this Class.

Charges last as long as the Armorist channels Magic through his Armor. They vanish with the speed of one Charge per full turn in which the Armorist has neither Cast anything nor spent a Spell Slot to channel energy into his armor. Ergo the first charge vanishes at the end of a turn in which follows a turn in which he has done neither.

Effects: After the 1st Charge, each Charge in the Armorists armor has the following (cumulative) effects:
+1 Armor Bonus, +1 DR /-, +1 Strength (enhancement Bonus!), +1 CMD.

Effects above 7 Charges: Each Charge above 7 Charges also grants the following Bonuses (Numbers next to the Abilities indicate the minimum number of levels in this class necessary to use them (if the Abilities are passive, they stack, if active the Resonance caster cannot use multiples of them for the same Action):

Aura of Resonance (3): Every Damage Dealing Spell targetting the Resonance Caster has its number of Damage Dice reduced by half the amount of charges currently in his armor, round down, which in turn provides one additional Charge for him (he cannot gain more than one extra Charge per turn for every 5 levels in this class, round up).

Aura of Retribution (3): Every Melee attack hitting the Resonance Caster causes a short Energy Backlash that deals 1d3 Damage to the attacker for each Charge currently in the Armor, up to a maximum of half the Resonance Casters level D3.

Charged Beam (6): By spending 3 Charges, the resonance caster may project a Beam of iridiscent magical Energy. This has the following Statistics:
Form: Line 100ft, 1ft wide
Dealing 1D8 of untyped Damage to all beings not immune to magic for each Charge the Armor held before the beam was used. If used against summoned creatures, the Beam automatically dismisses them if the number of Damage Dice would be above their HD.

Charge Nova (8): Expends all Charges currently in the Armor, needs 10+ Charges to be activated. Unlike other active uses is a standard Action.
Deals 1d8 Force Damage per Charge spent within a 30ft radius centered around the Armorist. Additionally heals the Armorist by 1d4 HP per Charge spent this way.
If 16 or more Charges are used this way, increase the radius to 40ft, and make the Damage untyped.
If 21 or more are spent this way, increase radius to 60ft and thrown each affected Enemy 5ft per 2 pts the damage dealt is above his/her strength Score, up to 100ft (normal fall Damage occurs).


Charged Movement (5): By spending 1 Charge, the Resonance Mage may increase his Movement speed by 20ft. He can spend up to 5 Charges on this ability. The Duration is always 1d3 turns.


Charged Territory (14): By spending half the amount of charges in his armor, the Resonacne Mage declares an area within 40ft of himself with a Diameter of up to his HD*+ his Intelligence Bonus*5ft his territory. Everyone entering that he sees as enemy is dealt 5d8 Untyped Damage. Everybody within that he declares as Enemy has their Movement speed halved and their Initiative reduced by the remaining Number of Charges in his Armor or half his class Level, whichever is less.
While he himself is within his Territory he gains +3 to all Saves.
Onmce declared a Territory lasts 1d6+ Intelligence Mod Turns.

Charged Sacrifice (10): Requires the mage to have fewer Hitpoints left than Charges. Requires at least 12 Charges.
Using this ability is a free action. The Mage spends all his remaining HP as if they were Charges in his armor, and falls to 0HP (stabilized) after the following effect happens:
Full Effects of Charged Nova but with 100ft radius, ignoring all DR lower than the number of Charges used, and instantly desintegrating all summoned Creatures with less HD than the charges used. Deals a number of D10 Damage equal to Charges+HP Spent, up to 40D10.
Can only be used once per week at the most, and only if the Mage thinks he has few to no other options. With a chance equal to the points spent the Armor will require larger repairs after this action (usually around 4-5000 gold coins and 1d4 days).

Instant Movement (11): By spending 5 Charges the Mage may instantaneously move to a spot within his LoS that he could reach (ergo unobstructed, roughly same height, etc) normally. The maximum Range of this ability is equal to twice the number of Charges in his armor +10ft+his Intelligence Modifier*10ft.
Using this Ability counts as a Free Five Fot Step.



Resonance Mage Spell List: The Armor Mage may choose any one full 9th level Arcane List to pick his Spells from, but is limited to Spells of the Abjuration, Divination and Evocation Schools (if in doubt: If the spell doesnt protect, counterspell, dispell, Banish, improve senses/perception, scries, Create Energy and/or deals damage, he cant choose it) as well as „General/Untyped“ Spells.



Spells known:
[table="width: 500"]

Level
1
2
3
4
5
6
7


1
2
-
-
-
-
-
-


2
3
-
-
-
-
-
-


3
3
1
-
-
-
-
-


4
3
2
-
-
-
-
-


5
3
3
-
-
-
-
-


6
3
3
1
-
-
-
-


7
3
3
2
-
-
-
-


8
3
3
3
-
-
-
-


9
3
3
3
1
-
-
-


10
3
3
3
2
-
-
-


11
3
3
3
3
-
-
-


12
3
3
3
3
1
-
-


13
3
3
3
3
2
-
-


14
3
3
3
3
3
-
-


15
3
3
3
3
3
1
-


16
3
3
3
3
3
2
-


17
3
3
3
3
3
3
-


18
3
3
3
3
3
3
1


19
3
3
3
3
3
3
2


20
3
3
3
3
3
3
3



Spells/Day: A Resonance Mage always has twice the number of Spells per day/Level as known Spells in that Level.
Ergo see above Table, double numbers, done.




Protector Archetype: Can only choose Abjuration and general Spells, but can pick them from any 2 Lists instead (9th Level List only Rule still applies).
Changes Casting Stat to Constitution.
Does not gain Strength Bonuses through Channeling, but adds +2 Armor Bonus instead of +1 for each Charge.

Replaces Charging Dreadnaught Ability with Unbreakable Dreadnaught

Replaces Capstone Bonuses with +6 Constitution instead of +4 Strength and Constitution, and adds Constitution Bonus as Armor Bonus (counts as Armor Enhancement Bonus).



New Feats: All feats listed here are exclusive to Characters with levels of Resonance MAge.


Armor-clad Soul: May only be chosen at Level 1. Adds 1/2 Intelligence Bonus to all Saves, but subtracts twice the amount from all Sense Motive, Performance and Bluff Rolls, as the Steely souls cold makes others harder to understand.


Spiritual Armor: may be chosen up to 3 times. Each instance of this feat adds +2 to all Saves while wearing the Armor.


Storage Rune Crafting: Crafting Feat. Requires Craft magic Weapons and Armor. Allows the Resonance Mage to craft runes that until activated store a number of Charges. Once activated, the rune is useless until recrafted, and releases its stored Charges into the Armor. Uses Craft Armor.
A Set of Armor can at most support 1 Storage Rune per 1kg of pure Metal. Unless it is plate Armor, its mostly closer to 1 rune per 3 kg. Storage Runes are only available in Med OP + Groups!
Possible Runes:

Lesser Storage Rune: DC 12+ 2* Number of Charges storable. Max number of Charges stored: 1
250 Gold, one Gem worth at least 50 Gold. 1 Hour.
Requires Level 6 in RM.

Storage Rune: DC 16+ 2* Number of Charges stored. Maximum Number stored 3
650 Gold. One Gem of at least 250 Gold worth. 2 hours.
Requires 11 Levels in RM.

Greater Storage Rune: DC 20+2*Number of Charges storable (maximum 5 Charges).
1550 Gold. 1 Gem of at least 600 Gold worth. 3 Hours.
Requires Level 16 in RM.


Charged Fists: Adds a new Ability that manifests once the number of Charges surpasses 7.
The Fists of the armor are surrounded by crackling energy. This grants the Armorst 2 Slam Attacks at his full BAB, that deal 1d4 Force Damage per 2 Charges in the Armor, and 1d8 Crushing Damage. Crit Range 20-20 *3.

GrayDeath
2019-05-30, 08:10 AM
Made some small changes.

And I would really appreciate some feedback. Seeing around 90 people already read this, even 1 or 2 percent would be nice. ^^

Silva Stormrage
2019-05-31, 01:14 AM
Well some of the abilities could use a bit of wording clean up and clarity. His various "Call armor" abilities and such need some way to define what counts as "His armor". Is it just any armor he has engraved his runes into? Can he have multiple sets or is he limited to one at a time?

This line "Alignment: Any nonchaotic. THe amount of iscipline and precise, controlled upgrades the class demands are not compatible with Chaotic mind sets." Has a couple misspellings and capitalization issues. Also as a side note Chaotic Alignments have nothing to do with discipline and personal control. One could be chaotic and still follow a strict personal code of self improvement.

This is pretty clearly a pathfinder class but you tagged it as a 3.X class. Not sure if the forum has a pathfinder tag actually but worth noting I guess.

I note that the spells known table has the class going up to 7th level spells but has a bard's spells per day. And bards only gain up to 6th level spells in the first place... How do they cast those 7th level spells they learn?

Not a fan of the spellcasting + resonance casting explanations being above the class table, it's a bit weird to read IMO.

Not a personal fan of undying armor but it's also a 19th level ability and it is basically equivalent to +100 HP. One thing is that I would definitely change though is explicitly render the character helpless and unable to take actions at -100 HP. At 0 dex they can still use SLA's/psionics/stilled and silenced spells. Which can be kinda broken.

Overall the class seems fine, charges accumulate too slowly to cause massive problems with super high DR or anything like that and the cap on charges prevents any silly "Giant explosion nuke" scenarios. The one situation I think you might need to address is wether or not SLA's qualify as casting a spell for charge purposes. If a character has an at will SLA then they can just infinitely generate charges as written right now.



For feats:
Armor-clad Soul: Way too strong and applies a penalty that most characters won't care about. Also you didn't limit it to Resonance Mages, as written Wizards can take this feat. I don't see why you need this AND Spiritual Armor. Just keep Spiritual Armor and remove this feat.

Storage Feats: Okaaaay remember how I said the charges were fine because they take a while to scale up? This feat chain is essentially "The resonance mage always has nearly full charges active for any important fight". These are simply too cheap and too easy to power to be balanced in my opinion. The concept kinda messes with balancing the other abilities as well.

nonsi
2019-06-01, 12:20 AM
.
In the spell list you restrict spell schools to Abjuration, Divination and Evocation - yet, in the table you specify "Greater Spell Focus Necromancy".
That's obviously an error.

As stated above, the use of CMD implies PF system. If it's a copy-paste leftover, remove it and fix as needed. If it isn't change the tag PF.

Call/Summon/Materialize armor is likely to hardly/never see actual use in-game. I'd replace those with completion of Spell Focus to all 3 schools.

Bards don't get 7th level spells, so "Spells/day as a Bard of the same Level" doesn't work.

Armor Training Master benefits could be applied to medium armor at 7th level, which would correspond to the 2-steps suggested by the Knight class.

Unbreakable Dreadnaught should require medium or heavy armor. It doesn't specify that armor is required at all.

Multiclassing restriction doesn't make sense. Just say that the class abilities don't work for spellcasting from other classes.


I'll read the rules on charges later on and see if there's anything that requires addressing.

GrayDeath
2019-06-01, 11:14 AM
Thanks for making me aware of unclear descriptions, and the stupid Cpypaste Errors.

To explain: The Class is meant for 3.p. If PF base rules are used, it gives CMD bonuses, if 3.5 is used, +x vs. Trip attempts.

Will be edited.