1. - Top - End - #6
    Ogre in the Playground
    Join Date
    Aug 2008
    Location
    Midwest, not Middle East
    Gender
    Male

    Default Re: GitP PrC Contest XXXVII: Be Good for Goodness Sake!

    Crucible

    Fry them all, Good will know its own. -typical Crucible thinking

    The Crucibles are spellcasters who have a problem. They have all of these lovely area-effect spells that they could use to fry a great number of evil-doers at the same time. However, their allies keep getting tangled up with the bad guys, and Fireballs don’t discriminate. At least, until the Crucible is done tinkering.

    Becoming a Crucible
    Crucibles tend to be spellcasters who cast a lot of flashy, direct damage spells. They also must be aligned with the forces of Good.

    ENTRY REQUIREMENTS
    Alignment: Any Good
    8 ranks Spellcraft
    Spell Focus: Good

    Class Skills
    The Crucible's class skills (and the key ability for each skill) Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes) (Int), Profession (Wis), and Spellcraft (Int).
    Skills Points at Each Level: 2 + int


    Level BAB Fort Ref Will Special
    Special
    1st +0 +0 +0 +2 +1 level
    Good Aim (5, +2), Good Bounce, Good Lighting
    2nd +1 +0 +0 +3
    Good Aim(10), Maximize Spell, Good Luck
    3rd +1 +1 +1 +3 +1 level
    Good Aim(20, +4), Good Damage
    4th +2 +1 +1 +4 +1 level
    Good Aim(Immune), EasyMaximize
    5th +2 +1 +1 +4
    Good Grief, Good News

    Hit Dice: d4

    Weapon Proficiencies: A Crucible gains no additional weapon or armor proficiencies.

    Spellcasting: At every level besides level 2 and 5, a Crucible gains additional spells known, spells per day, and caster level as though you had taken a level in exactly one of your previous casting classes. If you have no previous casting classes, you have no business taking this class.

    Good Aim(Su): By adding just a sprinkle of pleasant dreams to your spellcasting, you make your spells safer for the right people. All spells cast by the Crucible do less hit point damage to creatures of any Good alignment, as indicated on the table. At fourth level, his spells no longer can do hit point damage to Good creatures. In addition, Good creatures gain a bonus to saving throws against spells cast by the Crucible which do hit point damage as indicated in the table. For example, if a clumsy second level Crucible caught his three Good allies in a Lightning Bolt, they each take ten less damage whether they make the saving throw or not, and they gain a +2 to the Reflex save.

    Good Bounce(Su): By manipulating the etheric vibrations of your spells, you can co-mingle their energy with the essence of Evil in your foes and... look, it’s magic. A first level Crucible can, as a swift action, ‘bounce’ a ray spell which does hit point damage off of one Evil creature. To ‘bounce’ a ray, he must first hit the first target, who is affected by the spell as normal. He may then affect a second target with a second ranged touch attack with a -5 penalty and checking against SR if applicable. The spell has its full effect against the second target, provided it hits and pierces SR. The linear distance the ray travels must not be longer than the total range of the spell. He may ‘bounce’ all of the rays from one spell as part of the same swift action, which is most relevant to Scorching Ray.

    Good Lighting(Su): You should have known that there were consequences to swinging Good around willy-nilly. Now you can’t play hide and seek. A Crucible glows as though affected by a continual light spell with a caster level equal to their character level. If the light is dispelled, it reappears 1d4 rounds later. If a creature is dealt hit point damage by a spell cast by a Crucible, it must make a Will save with a DC equal to the DC of the spell or begin to glow as though affected by a Continual Flame spell with a caster level equal to the caster level of the Crucible. If the spell does not offer a save, calculate the save DC as normal for a spell of its level and school as cast by that Crucible.

    Maximize Spell: Smiting the evil is hard work. Sometimes it helps to take the guess-work out of your spellcasting. A second level Crucible gains Maximize Spell, as the feat. If he already has Maximize Spell, he may gain another feat of his choice. He must still qualify for the feat as normal.

    Good Luck(Su): With additional study of the thaumic nature of Evil, you make your spells more damaging to naughty folks. When a Crucible casts a spell that does hit point damage to at least one Evil creature, he may reroll a number of damage dice equal to his Crucible level. Typically, this is used to reroll the lowest damage dice.

    Good Damage(Su): Evil finds your spells to be extra painful. Must be all the Good sauce you put on your pancakes this morning. Spells a Crucible casts which do hit point damage do an additional d6 of damage per spell level to any Evil creatures affected by the spell. This damage is not reduced by a successful saving throw, and is untyped. Spells which do damage over time do this extra damage to any particular Evil creature only once.

    Easy Maximize: Math is hard. A fourth level Crucible may reduce the spell slot modifier required for Maximize Spell to +2 instead of +3.

    Good Grief(Su): Pouring all of that goodness and light into your spells has made them... different. Good, but different. All spells cast by the Crucible which do hit point damage have the [good] subtype.

    Good News(Su): I have some good news for you! Spells which deal hit point damage cast by a fifth level Crucible no longer have a cap on how many damage dice they can do to Evil creatures. For example, a fifth level Crucible with a caster level of 15 casting Fireball on a group of of dretches does 15d6 damage to them, but only 10d6 damage to the neutral Battletitan they are riding.

    Playing a Crucible
    Cast direct damage spells.
    Combat: BURN! BURN! EVERYTHING MUST BE CLEANSED BY THE FLAMES OF PURITY!
    Advancement: Consider levels in Archmage, Loremaster, or Sacred Exorcist. You could also return to your original spellcasting class but PrCs are often better.
    Resources: It depends on what organizations this Crucible is associated with. They probably also travel with a group of Good people who are doing Good with swords that are worth more than castles.

    Crucibles in the World
    I’m glad he is on our side. - Anonymous villager

    Crucibles find that the best approach to evil is to blow it up.
    Daily Life: Wake up. Prepare spells. Slay evil. Then, cake.
    Notables: Vladimir Ivan-Petrovsky, noted Crucible, was essential in the victory of Good at the Slaughter of Orc-Home.
    Organizations: Crucibles are often supported by Good churches or other groups that support the furthering of Good in the world.

    NPC Reaction
    Most NPCs won’t tell the difference between a Crucible and a more typical spellcaster. Those in the know will either regard them as less dangerous or more dangerous, depending on their moral inclination.

    Crucibles in the game
    Crucibles are likely to laugh while throwing AoE spells over a mixture of allies and enemies. Moreover, their spells will be more dangerous than those from a bog standard wizard. On the other hand, they are two casting levels behind.
    Adaptation: You can staple almost any spellcaster-friendly Good organization to the Crucible. Just throw in some fluff, maybe a special requirement about joining their society, and you’re off to the races.
    Encounters: If the party is Evil, a Crucible is an amusing addition to an encounter. If the party is Good, a Crucible is a potential ally. If the party is neutral, they need to get off the fence and pick a side.

    Sample Encounter
    HALT VILLAIN! [roll for initiative]
    Last edited by Glimbur; 2021-05-26 at 08:56 AM. Reason: Fixing which person used for class feature