Icewalker
2008-01-19, 02:01 AM
This class is for my partially finished sea-based campaign world.
It has some holes in it, primarily the capstones, because I haven't yet finished the ship-to-ship combat system yet.
Some notes on ship size: sixth rate is a frigate. Anything smaller is a quite small ship. Fifth rate is also a frigate, although somewhat bigger. Fourth, Third, and Second rates are all increasingly large ships of the line. First rates are big to the point where it isn't efficient any more, and are rare and used as flagships to large fleets.
Also, some notes on my cannon damage:
9 lb. cannon: 4d3
12 lb. cannon: 4d4
18 lb. cannon: 4d6
24 lb. cannon: 4d8
32 lb. cannon: 4d10
42 lb. cannon: 4d12
[hr]
Sea Mage
Ship Mages have the following game statistics:
Abilities: Sea Mages need primarily intelligence, as it is the score they use to cast spells.
Alignment: Any
Starting gold: 4d6 x 5 (75 gp)
Hit dice: d4
Skills
4 + int skills/level (x4 at first level)
Class skills: Balance, Bluff, Concentration, Craft, Knowledge (Arcana), Profession, Spellcraft, Use Rope
Spells (in terms of known, per day, and method of casting) as Sorcerer, although key ability score is Int, not Cha, and with a unique new spell list.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Sea Legs
2nd|
+1|
+0|
+0|
+3|Wind Bolt//Cannonfire 12
3rd|
+1|
+1|
+1|
+3|Quick-spell
4th|
+2|
+1|
+1|
+4|Greater Wind Bolt//Sea’s Cleansing
5th|
+2|
+1|
+1|
+4|Sailor’s Step +1
6th|
+3|
+2|
+2|
+5|Wind Wall//Cannonfire 24
7th|
+3|
+2|
+2|
+5|
8th|
+4|
+2|
+2|
+6|
9th|
+4|
+3|
+3|
+6|Channel Wind//Cannonfire 42
10th|
+5|
+3|
+3|
+7|Sailor’s Step +2
11th|
+5|
+3|
+3|
+7|Hurricane Bolt//Emperor’s Volley
12th|
+6/+1|
+4|
+4|
+8|Tempest Bolt//Sea’s Blessing
13th|
+6/+1|
+4|
+4|
+8|
14th|
+7/+2|
+4|
+4|
+9|
15th|
+7/+2|
+5|
+5|
+9|Sailor’s Step +3
16th|
+8/+3|
+5|
+5|
+10|Hurricane Bolt//Emperor’s Volley
17th|
+8/+3|
+5|
+5|
+10|
18th|
+9/+4|
+6|
+6|
+11|
19th|
+9/+4|
+6|
+6|
+11|
20th|
+10/+5|
+6|
+6|
+12|Sailor’s Step +4, God’s Typhoon//Ravenous Ocean[/table]
Class Features
Weapon and Armor Proficiencies: The Sea Mage is proficient with the cutlass (as scimitar), quarterstaff, and pike, but not with any armor or shield. Armor of any type interferes with a Sea Mage’s movements, which can cause her spells with somatic components to fail.
Sea Legs: At 1st level Sea Mage’s get Sea Legs as a bonus feat.
Wind Bolt//Cannonfire 12:
Upon reaching 2nd level, a Sea Mage decides which of two paths it wishes to take. The first path is that of the Wind Seer. This path allows the Sea Mage to knock arrows out of the air, eventually improving to the point where the Seer can send massive storms after his foes. The second path is that of the Ship Mage. Ship Mages can summon and shoot cannonballs, and send magic from the sea to hinder foes.
Wind Seer: Wind Bolt: At 2nd level, the Wind Seer gains the ability to shoot a small gust of powerful air at a target at will as an immediate action. This can be used for many different purposes, such as knocking over a small object, or knocking an arrow or bolt into the ground or sea.
Ship Mage: Cannonfire 12: At 2nd level, the Ship Mage gains the ability to summon a cannonball and shoot it at his foes at will as a standard action. At 2nd level, Ship Mages gain the ability to summon cannonballs in the first size category: 9 lb. or 12 lb. This ability can also be used to summon and fire grapeshot of the appropriate size. When these cannonballs fall to the ocean or the ground they vanish.
Quick-Spell: Similar to the meta-magic feat Quicken Spell, Quick-Spell functions as a metamagic feat in terms of application to spells. A spell being modified by the Quick-Spell feat changes from a full round or a standard action to a move action, but must be cast from a spell slot one level higher than the original spell. Any spell with longer than a full-round casting time cannot be modified by Quick-Spell.
Wind Seer: Greater Wind Bolt: At 4th level, a Wind Seer’s Wind Bolt ability functions on a stronger level. It can be used at will as an immediate action to send a still small but extremely powerful burst of wind at a target. This is powerful enough to knock a cannonball off course into the ground or sea.
Ship Mage: Sea’s Cleansing: A Ship Mage can summon the cleansing powers of the sea into somebody to remove disease from their body. A number of times per day equal to the caster’s Sea Mage level, a Ship Mage can cast Remove Disease or Neutralize Poison (Either use counts as a daily use).
Sailor’s Step: When on a ship in water, the rocking action of the boat allows sailors to dodge enemies’ attacks more easily. Starting at 5th level, Sea Mages get a +1 dodge bonus to AC when on a ship in water, increasing to +2 at 10th level, and an additional +1 every five levels, reaching +4 at 20th level.
Wind Seer: Wind Wall: At 6th level, a Wind Seer gains the ability to use the spell Wind Wall as a standard action. This ability can be used a number of times per day equal to the caster’s Sea Mage level.
Ship Mage: Cannonfire 24: At 6th level, the Ship Mage can summon and shoot cannonballs of the second size category: 18 lb. or 24 lb. The 18 lb. Cannonfire can also be cast as grapeshot. This ability functions the same as Cannonfire 12.
Wind Seer: Channel Wind: At 9th level, a Wind Seer gains the ability to channel the wind around them into a specific direction. In a block encompassing their entire ship, a Wind Seer may set the direction of the wind. This ability takes up the Wind Seer’s entire attention. It can be used for a number of rounds equal to 2x the Wind Seer’s Sea Mage level per day, although this does not have to be used all at once.
{table = head]Sea Mage level|Ship Size that can be encompassed
9th|Sixth Rate or Smaller
11th|Fifth Rate
13th|Fourth Rate
15th|Third Rate
17th|Second Rate
19th|First Rate[/table]
Ship Mage: Cannonfire 42: At 9th level, a Ship Mage’s Cannonfire ability upgrades once again, allowing them to summon and shoot cannonballs in the largest size category: 32 lb. and 42 lb. cannonballs.
Wind Seer: Tempest Bolt: At 12th level the Wind Seer gets the ability to create a large burst of wind as an immediate action at will. This burst of wind is rather weak, but spread out in a somewhat large area. In a half-sphere in front of the caster with a radius of 5 ft. per Sea Mage level, this burst of wind knocks all arrows or bolts out of the area and away.
Ship Mage: Sea’s Blessing: At 12th level, a Ship Mage gains the ability to bless a ship with the luck of the sea. The crew finds that the rigging and sails of the ship seem to fall into place perfectly, the wind always shifts to their favor, and enemy attacks seem to fail to pierce their hull. Sea’s Blessing can be used 1/day, and lasts for 24 hours. It gives a ship +1 MP, and +2 to Pierce AC. Other advantages should be added through luck at the DM’s discretion.
Sea’s Blessing may also be reversed, and cast as Sea’s Wrath, taking up its use for the day. This brings horrific luck to the cursed ship. Rigging breaks or slides away at the inopportune moment, food is found rotting, and enemy shots smash their way through the hull with ease. This gives a ship -1 MP, and -2 to Pierce AC (This cannot bring the Pierce AC below the hit AC).
Wind Seer: Hurricane Bolt: At 16th level, a Wind Seer gains the ability to summon a massive blast of air, powerful enough to displace volleys and capsize small ships. 3/day as an immediate action, A Wind Seer may use Hurricane Bolt. The burst of wind is in a 120 foot cone directed out from the caster. It will immediately capsize anything smaller than a 6th rate ship in the area. Any other ship will be hindered severely, reducing its MP by 3 on it’s next 2 rounds. The blast also displaces any ranged weapon in the air, sending it flying off randomly.
Ship Mage: Emperor’s Volley: At 16th level, the Ship Mage gains the ability to imbue his ship’s volley with massive power. 3/day as a full-round action, the Ship Mage may enchant the entire ship with Emperor’s Volley. Any cannons fired within the round this ability is used deal an extra die of damage, and increase one step in size (42 lb. cannons, instead of increasing another step in size, just gain a second additional die of damage, increasing their damage to 6d12). If a volley is fired from the ship, it appears to thicken in the air. The volley is increased in size by 20% (add 1 cannonball for each 5 in the volley, of the same sizes).
Wind Seer: God’s Typhoon: This spell creates a storm of tremendous power. The storm…beats the crap out of ships.
Ship Mage: Ravenous Ocean: This spell creates a massive vortex beneath the targeted ship. This vortex opens wider than the ship itself, and for a moment, appears to have massive teeth of water. The ship is sucked deep into the ocean, and, in general, never seen again.
Spell List
0th: Know Direction, Mending, Create Water, Purify Food and Drink, Message, Dancing Lights, Ghost Sound, Light, Share Talents
1st: Animate Rope, Obscuring Mist, Unseen Servant, Deathwatch, Mage Armor, Magic Missile, Tenser’s Floating Disk, Kelgore’s Fire Bolt, Reform Anchor*
2nd: Eagle’s Splendor, Fox’s Cunning, Protection from Arrows, Continual Flame, Scorching Ray, Lesser Burst of Swiftness*, Master’s Touch
2 (SM): Make Whole, Warp Wood, Wood Shape, Shipshredder shot*, Razor Spray*
2 (WS): Fog Cloud, Whispering Wind, Gust of Wind
3rd: True Strike Cannon*, Clairvoyance, Haste, Create Food and Water, Remove Disease, Fireball, Flame Arrow
3 (SM): Water Breathing, Water Walk, Summon Monster III (Water Elemental only)
3 (WS): Wind Wall, Call Lightning, Stinking Cloud, Lightning Bolt, Sleet Storm, Summon Monster III (Air Elemental only)
4th: Evard’s Black Tentacles, Lesser Globe of Invulnerability, Dimension Door, Spell Immunit, Channeled Pyroburst
4 (SM): Freedom of Movement, Control Water, Minor Creation
4 (WS): Air Walk, Solid Fog, Ice Storm
5th: Teleport, Prying Eyes, Sending, Waves of Fatigue, Overland Flight, Permanency
5 (SM): Major Creation, Fabricate, Summon Monster V (Water Elemental only), Reform Mast*
5 (WS): Call Lightning Storm, Control Winds, Cloudkill, Summon Monster V (Air Elemental only)
6th: Heroes’ Feast, Bear’s Endurance Mass, Otiluke’s Freezing Sphere
6 (SM): Repel Wood^, Summon Monster VI (Water Elemental only)
6 (WS): Wind Walk, Chain Lightning, Acid Fog, Summon Monster VI (Air Elemental only)
7th: Spell Turning, Drawmij’s Instant Summons, Plane Shift, Greater Teleport, Bigby’s Interposing Hand, Simulacrum, Waves of Exhaustion, Limited Wish
7 (SM): Phase Door, Summon Monster VII (Water Elemental only)
7 (WS): Control Weather, Summon Monster VII (Air Elemental only)
8th: Fire Storm, Greater Spell Immunity, Otto’s Irresistible Dance
8 (SM): Iron Body, Summon Monster VIII (Water Elemental only)
8 (WS): Whirlwind, Incendiary Cloud, Summon Monster VIII (Air Elemental only)
9th: Teleportation Circle, Foresight, Bigby’s Crushing Hand, Meteor Swarm
9 (SM): Summon Monster IX (Water Elemental only), Elemental Swarm (Water Elementals only), Shipsoul Pact*
9 (WS): Summon Monster IX (Air Elemental only), Storm of Vengeance, Elemental Swarm (Air Elementals only)
*New spells
^Spells modified or with additional notes
[hr]
As a footnote, I am worried that this class is ridiculously overpowered.
It has some holes in it, primarily the capstones, because I haven't yet finished the ship-to-ship combat system yet.
Some notes on ship size: sixth rate is a frigate. Anything smaller is a quite small ship. Fifth rate is also a frigate, although somewhat bigger. Fourth, Third, and Second rates are all increasingly large ships of the line. First rates are big to the point where it isn't efficient any more, and are rare and used as flagships to large fleets.
Also, some notes on my cannon damage:
9 lb. cannon: 4d3
12 lb. cannon: 4d4
18 lb. cannon: 4d6
24 lb. cannon: 4d8
32 lb. cannon: 4d10
42 lb. cannon: 4d12
[hr]
Sea Mage
Ship Mages have the following game statistics:
Abilities: Sea Mages need primarily intelligence, as it is the score they use to cast spells.
Alignment: Any
Starting gold: 4d6 x 5 (75 gp)
Hit dice: d4
Skills
4 + int skills/level (x4 at first level)
Class skills: Balance, Bluff, Concentration, Craft, Knowledge (Arcana), Profession, Spellcraft, Use Rope
Spells (in terms of known, per day, and method of casting) as Sorcerer, although key ability score is Int, not Cha, and with a unique new spell list.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Sea Legs
2nd|
+1|
+0|
+0|
+3|Wind Bolt//Cannonfire 12
3rd|
+1|
+1|
+1|
+3|Quick-spell
4th|
+2|
+1|
+1|
+4|Greater Wind Bolt//Sea’s Cleansing
5th|
+2|
+1|
+1|
+4|Sailor’s Step +1
6th|
+3|
+2|
+2|
+5|Wind Wall//Cannonfire 24
7th|
+3|
+2|
+2|
+5|
8th|
+4|
+2|
+2|
+6|
9th|
+4|
+3|
+3|
+6|Channel Wind//Cannonfire 42
10th|
+5|
+3|
+3|
+7|Sailor’s Step +2
11th|
+5|
+3|
+3|
+7|Hurricane Bolt//Emperor’s Volley
12th|
+6/+1|
+4|
+4|
+8|Tempest Bolt//Sea’s Blessing
13th|
+6/+1|
+4|
+4|
+8|
14th|
+7/+2|
+4|
+4|
+9|
15th|
+7/+2|
+5|
+5|
+9|Sailor’s Step +3
16th|
+8/+3|
+5|
+5|
+10|Hurricane Bolt//Emperor’s Volley
17th|
+8/+3|
+5|
+5|
+10|
18th|
+9/+4|
+6|
+6|
+11|
19th|
+9/+4|
+6|
+6|
+11|
20th|
+10/+5|
+6|
+6|
+12|Sailor’s Step +4, God’s Typhoon//Ravenous Ocean[/table]
Class Features
Weapon and Armor Proficiencies: The Sea Mage is proficient with the cutlass (as scimitar), quarterstaff, and pike, but not with any armor or shield. Armor of any type interferes with a Sea Mage’s movements, which can cause her spells with somatic components to fail.
Sea Legs: At 1st level Sea Mage’s get Sea Legs as a bonus feat.
Wind Bolt//Cannonfire 12:
Upon reaching 2nd level, a Sea Mage decides which of two paths it wishes to take. The first path is that of the Wind Seer. This path allows the Sea Mage to knock arrows out of the air, eventually improving to the point where the Seer can send massive storms after his foes. The second path is that of the Ship Mage. Ship Mages can summon and shoot cannonballs, and send magic from the sea to hinder foes.
Wind Seer: Wind Bolt: At 2nd level, the Wind Seer gains the ability to shoot a small gust of powerful air at a target at will as an immediate action. This can be used for many different purposes, such as knocking over a small object, or knocking an arrow or bolt into the ground or sea.
Ship Mage: Cannonfire 12: At 2nd level, the Ship Mage gains the ability to summon a cannonball and shoot it at his foes at will as a standard action. At 2nd level, Ship Mages gain the ability to summon cannonballs in the first size category: 9 lb. or 12 lb. This ability can also be used to summon and fire grapeshot of the appropriate size. When these cannonballs fall to the ocean or the ground they vanish.
Quick-Spell: Similar to the meta-magic feat Quicken Spell, Quick-Spell functions as a metamagic feat in terms of application to spells. A spell being modified by the Quick-Spell feat changes from a full round or a standard action to a move action, but must be cast from a spell slot one level higher than the original spell. Any spell with longer than a full-round casting time cannot be modified by Quick-Spell.
Wind Seer: Greater Wind Bolt: At 4th level, a Wind Seer’s Wind Bolt ability functions on a stronger level. It can be used at will as an immediate action to send a still small but extremely powerful burst of wind at a target. This is powerful enough to knock a cannonball off course into the ground or sea.
Ship Mage: Sea’s Cleansing: A Ship Mage can summon the cleansing powers of the sea into somebody to remove disease from their body. A number of times per day equal to the caster’s Sea Mage level, a Ship Mage can cast Remove Disease or Neutralize Poison (Either use counts as a daily use).
Sailor’s Step: When on a ship in water, the rocking action of the boat allows sailors to dodge enemies’ attacks more easily. Starting at 5th level, Sea Mages get a +1 dodge bonus to AC when on a ship in water, increasing to +2 at 10th level, and an additional +1 every five levels, reaching +4 at 20th level.
Wind Seer: Wind Wall: At 6th level, a Wind Seer gains the ability to use the spell Wind Wall as a standard action. This ability can be used a number of times per day equal to the caster’s Sea Mage level.
Ship Mage: Cannonfire 24: At 6th level, the Ship Mage can summon and shoot cannonballs of the second size category: 18 lb. or 24 lb. The 18 lb. Cannonfire can also be cast as grapeshot. This ability functions the same as Cannonfire 12.
Wind Seer: Channel Wind: At 9th level, a Wind Seer gains the ability to channel the wind around them into a specific direction. In a block encompassing their entire ship, a Wind Seer may set the direction of the wind. This ability takes up the Wind Seer’s entire attention. It can be used for a number of rounds equal to 2x the Wind Seer’s Sea Mage level per day, although this does not have to be used all at once.
{table = head]Sea Mage level|Ship Size that can be encompassed
9th|Sixth Rate or Smaller
11th|Fifth Rate
13th|Fourth Rate
15th|Third Rate
17th|Second Rate
19th|First Rate[/table]
Ship Mage: Cannonfire 42: At 9th level, a Ship Mage’s Cannonfire ability upgrades once again, allowing them to summon and shoot cannonballs in the largest size category: 32 lb. and 42 lb. cannonballs.
Wind Seer: Tempest Bolt: At 12th level the Wind Seer gets the ability to create a large burst of wind as an immediate action at will. This burst of wind is rather weak, but spread out in a somewhat large area. In a half-sphere in front of the caster with a radius of 5 ft. per Sea Mage level, this burst of wind knocks all arrows or bolts out of the area and away.
Ship Mage: Sea’s Blessing: At 12th level, a Ship Mage gains the ability to bless a ship with the luck of the sea. The crew finds that the rigging and sails of the ship seem to fall into place perfectly, the wind always shifts to their favor, and enemy attacks seem to fail to pierce their hull. Sea’s Blessing can be used 1/day, and lasts for 24 hours. It gives a ship +1 MP, and +2 to Pierce AC. Other advantages should be added through luck at the DM’s discretion.
Sea’s Blessing may also be reversed, and cast as Sea’s Wrath, taking up its use for the day. This brings horrific luck to the cursed ship. Rigging breaks or slides away at the inopportune moment, food is found rotting, and enemy shots smash their way through the hull with ease. This gives a ship -1 MP, and -2 to Pierce AC (This cannot bring the Pierce AC below the hit AC).
Wind Seer: Hurricane Bolt: At 16th level, a Wind Seer gains the ability to summon a massive blast of air, powerful enough to displace volleys and capsize small ships. 3/day as an immediate action, A Wind Seer may use Hurricane Bolt. The burst of wind is in a 120 foot cone directed out from the caster. It will immediately capsize anything smaller than a 6th rate ship in the area. Any other ship will be hindered severely, reducing its MP by 3 on it’s next 2 rounds. The blast also displaces any ranged weapon in the air, sending it flying off randomly.
Ship Mage: Emperor’s Volley: At 16th level, the Ship Mage gains the ability to imbue his ship’s volley with massive power. 3/day as a full-round action, the Ship Mage may enchant the entire ship with Emperor’s Volley. Any cannons fired within the round this ability is used deal an extra die of damage, and increase one step in size (42 lb. cannons, instead of increasing another step in size, just gain a second additional die of damage, increasing their damage to 6d12). If a volley is fired from the ship, it appears to thicken in the air. The volley is increased in size by 20% (add 1 cannonball for each 5 in the volley, of the same sizes).
Wind Seer: God’s Typhoon: This spell creates a storm of tremendous power. The storm…beats the crap out of ships.
Ship Mage: Ravenous Ocean: This spell creates a massive vortex beneath the targeted ship. This vortex opens wider than the ship itself, and for a moment, appears to have massive teeth of water. The ship is sucked deep into the ocean, and, in general, never seen again.
Spell List
0th: Know Direction, Mending, Create Water, Purify Food and Drink, Message, Dancing Lights, Ghost Sound, Light, Share Talents
1st: Animate Rope, Obscuring Mist, Unseen Servant, Deathwatch, Mage Armor, Magic Missile, Tenser’s Floating Disk, Kelgore’s Fire Bolt, Reform Anchor*
2nd: Eagle’s Splendor, Fox’s Cunning, Protection from Arrows, Continual Flame, Scorching Ray, Lesser Burst of Swiftness*, Master’s Touch
2 (SM): Make Whole, Warp Wood, Wood Shape, Shipshredder shot*, Razor Spray*
2 (WS): Fog Cloud, Whispering Wind, Gust of Wind
3rd: True Strike Cannon*, Clairvoyance, Haste, Create Food and Water, Remove Disease, Fireball, Flame Arrow
3 (SM): Water Breathing, Water Walk, Summon Monster III (Water Elemental only)
3 (WS): Wind Wall, Call Lightning, Stinking Cloud, Lightning Bolt, Sleet Storm, Summon Monster III (Air Elemental only)
4th: Evard’s Black Tentacles, Lesser Globe of Invulnerability, Dimension Door, Spell Immunit, Channeled Pyroburst
4 (SM): Freedom of Movement, Control Water, Minor Creation
4 (WS): Air Walk, Solid Fog, Ice Storm
5th: Teleport, Prying Eyes, Sending, Waves of Fatigue, Overland Flight, Permanency
5 (SM): Major Creation, Fabricate, Summon Monster V (Water Elemental only), Reform Mast*
5 (WS): Call Lightning Storm, Control Winds, Cloudkill, Summon Monster V (Air Elemental only)
6th: Heroes’ Feast, Bear’s Endurance Mass, Otiluke’s Freezing Sphere
6 (SM): Repel Wood^, Summon Monster VI (Water Elemental only)
6 (WS): Wind Walk, Chain Lightning, Acid Fog, Summon Monster VI (Air Elemental only)
7th: Spell Turning, Drawmij’s Instant Summons, Plane Shift, Greater Teleport, Bigby’s Interposing Hand, Simulacrum, Waves of Exhaustion, Limited Wish
7 (SM): Phase Door, Summon Monster VII (Water Elemental only)
7 (WS): Control Weather, Summon Monster VII (Air Elemental only)
8th: Fire Storm, Greater Spell Immunity, Otto’s Irresistible Dance
8 (SM): Iron Body, Summon Monster VIII (Water Elemental only)
8 (WS): Whirlwind, Incendiary Cloud, Summon Monster VIII (Air Elemental only)
9th: Teleportation Circle, Foresight, Bigby’s Crushing Hand, Meteor Swarm
9 (SM): Summon Monster IX (Water Elemental only), Elemental Swarm (Water Elementals only), Shipsoul Pact*
9 (WS): Summon Monster IX (Air Elemental only), Storm of Vengeance, Elemental Swarm (Air Elementals only)
*New spells
^Spells modified or with additional notes
[hr]
As a footnote, I am worried that this class is ridiculously overpowered.