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boomwolf
2008-02-07, 04:50 PM
Well, I need some mechanical help to finish up this class.
Flavor, besides the obvius by the abilities will remain with me for now.
In any case I need some more ideas to calls. (I want to have at least 2 blades, 2 strikes, 1 armor and 1 shield at every level except 5, that will have only 1 of each.)
some balance notes might be handy, I always screw up balance.
And the finishing, skills, hit die (i think d10) and such.
And any other thing you deem that should be said.

and now, to the crunch. (yes, I am aware that a 18-20/x4 critical is rather high.)


Voidcaller Warrior
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Abilities|Calls Known|Calls Max Level

1st|
+0|
+2|
+0|
+2|Bonus Feat|3|1

2nd|
+1|
+3|
+0|
+3|Enchanted Calls +1|4|1

3rd|
+2|
+3|
+1|
+3|Bonus Feat|4|1

4th|
+3|
+4|
+1|
+4|Damage Reduction 1/magic|5|1

5th|
+3|
+4|
+1|
+4|Enchanted Calls +2|6|2

6th|
+4|
+5|
+2|
+5|Bonus Feat|6|2

7th|
+5|
+5|
+2|
+5|Class Ability|7|2

8th|
+6/+1|
+6|
+2|
+6|Damage Reduction 2/magic|8|2

9th|
+6/+1|
+6|
+3|
+6|Enchanted Calls +3|8|2

10th|
+7/+2|
+7|
+3|
+7|Bonus Feat|9|3

11th|
+8/+3|
+7|
+3|
+7|Deeper Voidcall|10|3

12th|
+9/+4|
+8|
+4|
8|Damage Reduction 3/magic|10|3

13th|
+9/+4|
+8|
+4|
+8|Enchanted Calls +4|11|3

14th|
+10/+5|
+9|
+4|
+9|Tactical Blink|12|3

15th|
+11/+6/+1|
+9|
+5|
+9|Bonus Feat|12|4

16th|
+12/+7/+2|
+10|
+5|
10|Damage Reduction 4/magic|13|4

17th|
+12/+7/+2|
+10|
+5|
+10|Magic Attraction|14|4

18th|
+13/+8/+3|
+11|
+6|
+11|Enchanted Calls +5|14|4

19th|
+14/+9/+4|
+11|
+6|
+11|Advance Deeper Voidcall|15|4

20th|
+15/+10/+5|
+12|
+6|
+12|Damage Reduction 5/magic|16|5[/table]

Calls:
The core ability of the Voidcaller warrior is his calls, calls are supernatural abilities.
At any level non-diviseable by 3 the Voidcaller warrior learns another calls of a level up to his max level call, his max level call is increased to 2 at level 5, 3 at level 10, 4 at level 15, and 5 in level 20.
At the levels deviseable by 3 you may choose to forfit a known call and take a new one instead.
Calls can be one of four types:
Armor-This makes an armor around the Voidcaller warrior, only one can be active at a time. unlimited duration and a swift action to call.
Blade-This makes an offensive blade in the Voidcaller warrior's hand, only one per hand. unlimited duration and a swift action to call.
Shield-This make a shield around one of the Voidcaller warrior's hands, only one per hand and the hand cannot hold anything else (including blade calls). unlimited duration and a swift action to call.
Strike-An attack, usually a burst of energy of some sort. a standard action to call and has instant duration.

An armor, blade or shield call is not a creation, but a summon of a single item, that is in exdradimentional space when not called.
An armor, blade or shield call cannot be destoryed or removed from your body in any way.
Blade calls count as weapons for the purpose of feats. (you can take weapon focus in the and such.)
In any case, only one call may be used in a single turn. (So you cannot call a Shocker Blade and an Acid Spit at one turn.)
The save DC to any call if nececery is 10+your WIS modifer+call level.

Bonus Feats:
Gain any feat a fight can that you meet the prequires.

Enchanted Calls: (SU)
At level 2 every blade call the Voidcaller warrior uses gets a +1 enchantment bonus, At level 5 the improves to +2, +3 at level 9, +4 at level 13 and +5 at level 18.

Damage Reduction: (SU)
At forth level the Voidcaller warrior gains damage reduction 1/magic, this improves by 1 every forth level.

Deeper Voidcall (SU)
At level eleven the coidcaller warrior learns how to improve his voidcalling and is capeable to send items to and from his void at will, in fact this count as though his hand (main one) is a type II bag of holding. as this is not a real bag, only a portal that is focused in his hand, non other then the voidcaller warrior can take anything out or put anything in.
This ability will not cause the normal negetive side effects if the voidcaller warrior will enter an extradimentional space, but any extradimentional space inserted to the hand will be destroyed, along with everything in it.

Tactical Blink (SU)
At level twelve the Voidcaller warrior learns to tag into the void that impowers his calls, as an instant action he may retreat to that extrademintional space for 1 round. each time he must make a will save with DC 20+number of times he used this ability today, if he fails he takes 3d6 damage. the third daily failure is fatal and cuases instant death.

Magic Attraction: (SU)
At level seventeen the Voidcaller warrior learns how to attract magic, he can turn any spell to target him instead of it's original target if he is also in range. when using this ability both the voidcaller warrior and the caster of the spell roll a will save, if the caster of the spell has the higher score this ability takes no effect.

Advance Deeper Voidcall (SU)
At level ninteen the voidcaller warrior's deeper coidcall ability improve, and the space increases to a type III bag of holding.

Calls List:
Level 1 Calls:
Armor:
Lesser Mage Armor: Adds 2 armor bonus to AC.
Blade:
Lesser Flame Blade: A sword with 1d6 fire/slashing damage, critical 20/x2. one-handed.
Lesser Lightning Blade: A sword with 1d6 electric/slashing damage, critical 20/x2. one-handed
Force Claw: Claw dealing 1d4 force/slashing damage, critical 20/x2. +2 bonus to climb. light.
Shield:
Force Shield: Adds +2 shield bonus to AC.
Strike:
Force Spikes: Shoots a number of spike equal to your number of attacks on target, each dealing 1d4+1 force/piericing damage. ranged touch attack.

Level 2 Calls:
Armor:
Mage Armor: Adds 4 armor bonus to AC.
Lightning Cape: Each time an opponent touchs you (by hand or melee weapon) he takes 1d4 electric damage.
Blade:
Lightning Blade: same as lesser lightning blade but opponents struck must make a fort save or be stunned for 1 round.
Acid Blade: A sword dealing 2d6 acid/slashing damage, critical 19-20/x2. one-handed
Shield:
Strike:
Flame Breath: A cone of flames 30 ft. long that deals 5d6 fire damage, reflex for half.
Acid Spit: A ranged touch attack that deals 3d6 damage to target up to 20 ft. away.

Level 3 Calls:
Armor:
Resistenial Armor: Adds 3 armor bonus to AC and +2 to all saving throws.
Blade:
Flame Blade: A sword dealing 3d6 fire/slashing damage, critical 18-20/x2. one-handed.
Heavy Imaginary Blade: A sword dealing 3d8 force/slashing damage, critical 20/x2. two-handed.
Shield:
Antimagic Shield: This shield, in addition to a +2 shield bonus to AC also provides that any spell cast at you must make a DC 20 caster level check or be countered.
Strike:
Fireball: As the spell, deals 10d6 damage. range 400 ft.
Interposing Hand: as the spell. range 100 ft.

Level 4 Calls:
Armor:
Attacking Armor: Adds 4 armor bonus to AC, also provide +2 to attack and damage rolls.
Heavy Imaginary Armor: Adds 6 armor bonus to AC.
Blade:
Divine Blade: A sword dealing 4d6 positive/slashing or negetive/slashing (choose when calling), critical 18-20/x3. one-handed.
Vampire Blade: A sword dealing 2d8 slashing damage, critical 19-20/x2, you gain life equal to half the damage dealt.
Shield:
Pulsing Shield: This invisible shield has a chance to push off any attack (including spells and attacks that cannot be missed.) equal to 50-(5*number of attacks made before it this round.)%.
Mighty Shield: A +5 tower shield.
Strike:
Forceful Hand: As the spell. range 150 ft.
Antimagic Strike: This bolt is a ranged-touch attack, range 150 ft. if the bolt hits the target it is surrounded by an antimagic field for 3 rounds, this field is tightly bound to the target and only surrounds him and his equippment.

Level 5 Calls:
Armor:
Deflector Armor: Adds 4 armor bonus to AC, 4 delfection bonus to AC and 4 magic bonus to AC. in addition it can deflect 1 ranged attack per round.
Blade:
Full Elemental Blade: A sword dealing 3d10 damage of fire, electric, acid, force, positive or negetive energy (choose when calling), critical 18-20/x4.
Shield:
Hydra Shield: Creates a living shield that provide a +6 shield bonus to Ac and will absorve full damage from any source (until it reachs 0 hp). it has 120 hp and fast healing 10. if the shield is reduced to 0 HP it disappears and canno't be called again untill fully healed. (calling it does not heal it, naturally it heals even when away.)
Strike:
Megablast: knocks all opponents within 50 ft. away, dealing 10d6 fire damage and an additional 1d6 force damage for each 5 ft. they were knocked away. reflex saves for half damage from fire, but not the force damage. (or the knock)

Yakk
2008-02-07, 05:40 PM
The calls need to be cleaned up.

Is there a limit per day on them?

Arrange the calls known into a level grid: for balance purposes, is easier.

I'd clean up the abilities. Many of them can be turned into Calls.

Add a new category of calls: Tactical Calls. Toss the interesting abilities in there.

Basic weapon: stats as a normal weapon that the caller is proficient in.

Can be disarmed or sundered -- if so, the weapon goes away.

Can be called as a standard action. Should it have a duration?

Each weapon does additional damage based on type. Each weapon and armor comes enchanted. The shields come with DR at higher levels


Weapon Armor Shield Damage Shield DR
1 - - - +1 -
2 +1 - - +1 -
3 +1 - +1 +2 -
4 +1 +1 +1 +2 -
5 +1 +1 +1 +3 1/magic
6 +2 +1 +1 +3 1/magic
7 +2 +1 +2 +4 1/magic
8 +2 +2 +2 +4 1/magic
9 +2 +2 +2 +5 2/magic
10 +3 +2 +2 +5 2/magic
11 +3 +2 +3 +6 2/magic
12 +3 +3 +3 +6 2/magic
13 +3 +3 +3 +7 4/magic and adamantine
14 +4 +3 +3 +7 4/magic and adamantine
15 +4 +3 +4 +8 4/magic and adamantine
16 +4 +4 +4 +8 4/magic and adamantine
17 +4 +4 +4 +9 5/-
18 +5 +4 +4 +9 5/-
19 +5 +4 +5 +10 5/-
20 +5 +5 +5 +10 5/-

(Note: I tried to eliminate dead levels).

The +damage refers to the extra elemental damage the weapon does.

The caller doesn't have to start with a full set of effective calls. Having the 1st level abilities be better and starting with fewer of them is more interesting.

A call power chart, based off of your numbers:
[code]
1 2 3 4 5
1 3
2 4
3 4
4 5
5 5 1
6 5 1
7 5 2
8 5 3
9 5 3
10 5 3 1
11 5 3 1
12 5 3 2
13 5 3 3
14 5 3 4
15 5 3 4 0
16 5 3 4 1
17 5 3 4 2
18 5 3 4 2
19 5 3 4 3
20 5 3 4 3 1
[code]

Note how it sort of goes wonkey. There isn't a steady progression of powers. You get 5 first, 3 2nd, 4 3rd?, 3 4th and 1 5th. What is worse is the level where you get access to 4th level calls you don't get another power, so ... it doesn't count.

I'd recommend a nice smooth progression of call powers. Ie:
[code]
1 2 3 4 5
1 1
2 2
3 3
4 4
5 4 1
6 4 2
7 4 3
8 4 4
9 4 4 1
10 4 4 2
11 4 4 3
12 4 4 4
13 4 4 4 1
14 4 4 4 2
15 4 4 4 3
16 4 4 4 4
17 4 4 4 4 1
18 4 4 4 4 2
19 4 4 4 4 3
20 4 4 4 4 4
[code]

This has the negative feature of not having a capstone level. A slight tweak:
[code]
1 2 3 4 5 6
1 2 - - - - -
2 3 - - - - -
3 4 - - - - -
4 4 1 - - - -
5 4 2 - - - -
6 4 3 - - - -
7 4 4 - - - -
8 4 4 1 - - -
9 4 4 2 - - -
10 4 4 3 - - -
11 4 4 4 - - -
12 4 4 4 1 - -
13 4 4 4 2 - -
14 4 4 4 3 - -
15 4 4 4 4 - -
16 4 4 4 4 1 -
17 4 4 4 4 2 -
18 4 4 4 4 3 -
19 4 4 4 4 4 -
20 4 4 4 4 4 1
[code]
which grants a single level 6 call at level 20.

But that's just me: this is your class. :)

boomwolf
2008-02-08, 06:27 AM
Interesting, yet complex.
And note that in level 15, where you gain access to level 4 calls but no new calls, you gain the ability to replace a call for another, same at every level where you gain no new call. so it shifts the balance a little towards the higher level calls.

But I think your idea on that 6th level chart might be a better idea, I'll try to work that out. (it will also allow a better split of powers. and a more steady improvement, less jumpy.

"tactical calls" like feather fall and such? might be handy, but they are not something you can bring from a portal. unless you got some ideas?

Anyway, ideas for new calls to fill the new 6 levels will help.

Yakk
2008-02-08, 09:42 AM
Tactical calls -- like the bag of holding, the "hide in the void", etc.

Instead of them being class abilities, they become abilities you can pick from the list.

boomwolf
2008-02-09, 06:55 AM
Hummm.
Clever boy you are.

Caracol
2008-02-09, 11:39 AM
Seems a bit too powerful to me. It has calls, and bonus feats too? Set a limit to the calls, turn the class abilities calls, rearrange them and clean them up.
Because this idea is really good, but needs work, otherwise it will be too unbalanced.
The calls need to be more and more specific for different situations, not just damage dealing or AC boosting. Maybe don't put the bonus feats but turn feats bonuses and techniques in calls (slightly different).
Also, what's his HD, skills, skillpoints, allignment, flavor in general?

boomwolf
2008-02-09, 12:57 PM
Seems a bit too powerful to me. It has calls, and bonus feats too? Set a limit to the calls, turn the class abilities calls, rearrange them and clean them up.
Because this idea is really good, but needs work, otherwise it will be too unbalanced.
The calls need to be more and more specific for different situations, not just damage dealing or AC boosting. Maybe don't put the bonus feats but turn feats bonuses and techniques in feats (slightly different).
Also, what's his HD, skills, skillpoints, allignment, flavor in general?

Reading is tech.
As noted, I want help to DECIDE what HD, skills and such to give it.
Also as noted-I liked Yakk's idea and I am now working on doing it.

Caracol
2008-02-09, 01:21 PM
Reading is tech.
As noted, I want help to DECIDE what HD, skills and such to give it.
Also as noted-I liked Yakk's idea and I am now working on doing it.

I suggest d8, 2skill point per level (maybe too few, but this does not seem a skillfull kind of class) and class skills of warrior and sorceror. Any alignment.