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    Default The Blaster v3 (3.5 D&D base class, Feats, and Items PEACH) FIRE IN THE HOLE!

    Note:the lack of heavy flavor is on purpose. I want the class to be easily reflavored to any campaign setting.



    "Love is a very powerful force. even more so when it is focused into a coherent beam of destruction..."-Black Mage, ??? Blaster



    The Blaster

    Blasters are masters of destructive magic. They tap power simpler to the power of other casters, the power of destruction. They are nexuses of this power, and they use it to destroy their foes.

    Adventures: Blasters adventure for the chance to test their powers of destruction.

    Characteristics: Blasters blast and destroy. Until mid levels they can do little else, but within that ideal they can achieve many variations. At higher levels blasters also learn to cast as powerfully as other casters, but not with as much variety.

    Alinement: Any, but usually chaotic.

    Religion: Mostly Blasters worship gods of destruction when they worship at all.

    Background: Blasters can come from all walks of life. They tend to come from families with a high concentration of magical power.

    Races: As with all classes, humans are common as Blasters. Elves and Gnomes with their affinity for magic often become Blasters.

    Other Classes: Most classes enjoy having the Blaster around. A mobile artillery unit that never runs out of ammo is a nice addition to any group. Wizards often dislike the singular focus on destruction a Blaster represents, and also envy the font of power that flows from Blasters. Most Lawful classes are worried by the Blasters destructive bent.

    Role: A Blaster blasts blastasticly. They can also fill in as a arcane caster, with a few spells and a good amount of casts per day. this cuts into their number of maximum power blasting per day though...

    Class Features

    HD:1d6

    Abilities: Charisma boosts damage and blast points per day, both important. Intelligence boosts the Blasters blasts DC and skill points. Wisdom boosts esoteric spell casting and miss chance. all three are important, as is dexterity for defense/accuracy and constitution for hp. later abilities decrease these two stats importance.

    The Blaster
    {table=head]Level|BAB|Fort|Ref|Will|Special|Blast Points| Abilities known
    1st|+0|+0|+0|+2|Blast(1d8), Burst(1d6/5ft burst), Sorta magic, Shell Shocked Soul| |
    2nd|+1|+0|+0|+3|Blast Points, Abilaties|6+cha|1
    3rd|+2|+1|+1|+3|Blast(2d8), Burst(2d6/10ft burst), blast shaping, Ward of Chaos|9+cha|1
    4th|+3|+1|+1|+4|Metamagic Feat|12+cha|2
    5th|+3|+1|+1|+4|Blast(3d8), Burst (3d6/15ft burst)|15+cha|2
    6th|+4|+2|+2|+5|Blast Hardened Body|30+cha|3
    7th|+5|+2|+2|+5|Blast(4d8), Burst (4d6/20ft burst), free shape, DR2/lawful|35+cha|3
    8th|+6/+1|+2|+2|+6|Metamagic Feat|48+cha|4
    9th|+6/+1|+3|+3|+6|Blast(5d8), Burst (5/25ft burst)|54+cha|4
    10th|+7/+2|+3|+3|+7|Know When To Run|70+cha|5
    11th|+8/+3|+3|+3|+7|Blast(6d8), Burst (6/30ft burst), free shape, DR3/lawful|77+cha|5
    12th|+9/+4|+4|+4|+8|Metamagic Feat|96+cha|6
    13th|+9/+4|+4|+4|+8|Blast(7d8), Burst (7/35ft burst)|104+cha|6
    14th|+10/+5|+4|+4|+9|Body of Power|126+cha|7
    15th|+11/+6/+1|+5|+5|+9|Blast(8d8), Burst (8/40ft burst), free shape, DR4/lawful|135+cha|7
    16th|+12/+7/+2|+5|+5|+10|Metamagic Feat|160+cha|8
    17th|+12/+7/+2|+5|+5|+10|Blast(9d8), Burst (9/45ft burst)|170+cha|8
    18th|+13/+8/+3|+6|+6|+11|Body of Destruction|198+cha|9
    19th|+14/+9/+4|+6|+6|+11|Blast(10d8), Burst (10/50ft burst), free shape, DR5/lawful|209+cha|9
    20th|+15/+10/+5|+6|+6|+12|Destruction Ascendent, Metamagic Feat|240+cha|10
    [/table]


    Class Skills: The Blaster’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (any)(Int), Listen (Wis), Profession (Wis), Search (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).

    Skill points: 4+intelligence modifier per level times 4 at first level.

    Weapon and Armor Proficiency: Blasters are proficient with all simple weapons and one martial weapon. They are proficient with light armor and light shields and bucklers.

    Blast(Sp): Blasters can create focused destruction. It takes the form of a destructive beam of energy. A blast is a ray with range of 60ft. It is a ranged touch attack that affects a single target, allowing no saving throw. Blast deals 1d8 piercing damage+1d8 per two blaster levels beyond 1st+charisma modifier. Blasts have an equivalent spell level equal to half the blasters level, maximum 9. Blasting is subject to spell resistance, with a caster level equal to blaster level. This ability can be used at will. Activating this ability is a standard action.

    Burst(Sp): Blasters can create area destruction. It takes the form of an explosion of force. A burst is an up to 5ft/2 blaster level burst with range of 60ft. The burst allows a reflex saving throw, equal to 10+1/2 Blaster level+ intelligence modifier for half damage. Bursts deals 1d4 point of force damage+1d4 per two blaster levels beyond 1st+charisma modifier. Bursts have an equivalent spell level equal to half the blasters level, maximum 9. Bursts are not subject to spell resistance. This ability may be used at will. Activating this ability is a standard action.

    Shell Shocked Soul(EX): A blaster's very soul is hardened from exposure to destruction. He gets a +2 bonus to saves against area effects, fear effects, stunning, dazing, paralyzing, and knock back effects. this improves to +4 at tenth level, and +8 at twentieth.

    Sorta Magic(Ex): A Blaster is enough of a mage for most purposes. for prerequisites he is considered to have a caster level equal to his blaster level. Prestige classes that advance spell casting(and if full psionic/magic transparency, manifesting) advance blasting, bursting, blast points, and esoteric learning as if each level was a level in Blaster. additionally, for feats and prestige classes he is considered to have a caster(and if full psionic/magic transparency, manifester) level equal to his blaster level.

    Blast Points(Su): At second level a Blaster gains a pool of points with which they can augment their destructive powers. They have a number of blast-points according to the table below, recharged every 24 hours at a time selected during character creation. These points may be applied to Blasts, each points applied to the Blast increases its damage dice by 1, maximum equal to his level. This can also be invested in Bursts, increasing its damage dice by 1, maximum equal to his level. There can only be blaster level blast points invested in a Blast or Burst. The damage actually done by the Blast/Burst can't exceed one die per Blaster level(and thus must be spent on shaping the blast or meta magic). This boost lasts for one use of either ability.

    abilities:to come


    Blast shaping(Sp): At third level a Blaster learns to shape their destruction. As part of the activation of either ability the damage may be reduced. Each Die the Blaster reduces the damage may augment the Range, Area, or Effect of the Blast or Burst.

    Range: By reducing the damage of a Blast or Burst a Blaster may increase the effects range. for each die spent the Blaster adds 100 ft to the maximum range of the effect.

    Area: By reducing the damage of a Blast or Burst by one die, a Blaster may change the area of a Blast or a Burst. Blasts become a line, 5ft wide per dice reduced. Bursts increase in area by 5ft per dice reduced. As the damage is now in an area, creatures are allowed a reflex saving throw equal to 10+1/2 Blaster level+the blasters intelligence modifier for half damage.

    Effect: By reducing the damage of a Blast or Burst by a number of dice, a Blaster may add an affect to the Blast or Burst according to the table below. Any foe that succeeds on its reflex save against the blast or burst is unaffected by this. Each style of condition has three levels of effect. Each die invested in the effect style allows the creature another save to resist. Each failed save advances the condition style inflicted one step. Each effect style allows a saving throw of a type according to the type of the affect. Impair affects and Illness effects are fortitude saves, Lethargy and Fear affects are will saves. The save DC is equal to 10+1/2 Blaster level+the Blasters intelligence modifier. All effeacts last a number of rounds according to the table bellow, duration may be doubled by spending an equal amount of dice as spent on the original affect+the dice spent on previous duration increases.

    {table=head]Condition style | One Die | Two Die | Three Die
    Impair | Slow | Daze | Stun
    Illness | Sickened | Nauseated | Paralyzed
    Lethargy | Fatigue | Exhaustion | Sleep
    Fear | Shaken | Frightened | Cowering
    [/table]

    {table=head]Number of Failed Saves|Greater Effect|Lesser Effect|Least Effect
    3|1 round|+3 rounds|+6 rounds
    2|None|3 rounds |+6 rounds
    1|None|None|3 rounds
    0|None|None|None[/table]

    Ward of Chaos(SU): At third level, Chaos takes an interest in him. He gains DR 1/lawful. at 7th, 11th, 15th, and 19th level his DR improves by 1. Additionally the Blaster is now immune to his own blast damage.

    Metamagic Feat: At fourth level and every four levels afterward a blaster gains a Meta magic feat. For the purposes of metamagic feats a Blaster is considered to have a caster level equal to his blaster level. A blaster may apply those feats to either Blasts or Bursts by reducing the amount of damage in dice by twice the amount of the meta magic feats spell level increase. So to apply Empower spell to a blast reduces the damage four dice. Maximizing it costs 6. Fell animating costs 8.

    Blast Hardened Body(EX): At sixth level a Blasters flesh has hardened from constant exposure to his destructive powers. If he would make a save against an area of effect effect, he takes no damage rather then half damage.

    Free shape(Ex): At seventh level and every four levels afterward a blaster learns to specialize in a particular blast or burst. When a blaster refreshes his Blast Points, he may preshape up to one blast or burst plus one blast or burst per four blaster levels over seven. when he preshapes a blast or burst, he creates a normal blast or burst with one additional blast point per five blaster levels rounded down. He can then use the blast or burst as a normal blast or burst by spending blaster level in BP.

    Know When To Run(EX): At tenth level, a Blaster learns that in case of explosions you RUN! Even if he failed a save against an area of affect damage effect, he only takes half damage.

    Body of Power(EX): At fourteenth level a Blasters power bolsters his defenses. By spending BP, he gains SR equal to the amount spent plus his blaster level for one minute. Only blaster level points can be spent at one time for this abilaty.

    Body of Destruction(SU): At eighteenth level a Blasters very body is destructive. Any attacks made against him deals a number of d6 damage equal to the number of blast points he chooses to expend at the time of the attack(up to his blaster level)to the weapon that struck him, or in the case of natural weapons and unarmed strikes this deals damage to the creature that struck him.

    Additionally the Blaster can now discriminate with his destruction. He may chose not to damage anything that would normally be effected by his blasts or bursts.

    Destruction Ascendant(Su): At twentieth level a Blaster achieves mastery of destruction. Now his Blasts deal force or untyped damage at his choice with each blast. His burst now may also deal slashing, bludgeoning, piercing, or force damage chosen with each burst.

    His type changes to outsider(native), but unlike normal outsiders he can be brought back to life. His DR improves DR 10/lawful and he no longer ages. he no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the Blaster still dies of old age when his time is up.


    And another try! this time going for T3-2. thoughts? To much blast? To much focus?
    Last edited by bobthe6th; 2012-02-25 at 02:21 PM.
    Avatar by Szilard, thank you sir for the fine work!

    my home brew. you should PEACH them...
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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    Abilities

    As a blaster increases in power, he learns to use his power in new and different ways. this takes the form of abilities he learns at a rate denoted in the blaster table. If the abilities require a caster level, use blaster level. if an ability require a spell level equivalent use one half blaster level maximum 9. If an ability requires a ability modifier to use for save DCs, use the blasters wisdom score.




    Feats


    General Feats


    Improved Blasting[General]
    your blasting is more destructive

    Prerequisites
    Blaster level 1

    Benefit
    Your Blasts and bursts now deal one additional point of damage per damge die. This does not extend to blast completion Items, except Boom Sticks. Such items crafted by a character with this feat do not gain the benefit.

    Special
    A character may gain this feat multiple times. Its effects stack.


    Blasting Weapon[General]
    Prerequisite
    Blaster level 5

    Benefit
    When you activate this feat(a free action that does not provoke an attack of opportunity), you can channel a blast into a melee attack at the cost of Blast Points. this adds 1d8+charisma modifier damage per Blast Point expended, maximum half blaster level in BP.

    need more feats here...


    Item Creation Feats


    Empower Blasting Token [Item Creation]
    Prerequisite
    Blaster level 1

    Benefit
    You can create or recharge Blasting Tokens of a power level you can use. Creating or Recharging a Blasting Token takes one day for each 1,000 gp in its base price. The base price of a Blasting Token is one and a half times the creating blasters level × 25 gp. To create or recharge a Blasting Token, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

    Any Blasting Token that stores a blast or burst with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when Creating or Recharging the Blasting Token.



    Empower Burst Flask [Item Creation]
    Prerequisite
    Blaster level 3

    Benefit
    You can create a Burst Flask of a power dependent on your blaster level. Creating a Burst Flask takes one day per 1000 gp of its base price. The base price of a Burst Flask is one and a half times the creating blasters level × 50 gp. To Create a Burst Flask, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.

    Any Burst Flask that stores a Burst with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.



    Empower Token Battery [Item Creation]
    Prerequisite
    Blaster level 5

    Benefit
    You can create a Token Battery of a Certain power level. Crafting a Token Battery takes one day for each 1,000 gp in its base price. The base price of a Token Battery is one and a half times the creating blasters level × 1000 gp. To craft a Token battery, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created Token Battery has 50 X 1.5 X the creating blasters level in charges.

    Empower Blasting Rod [Item Creation]
    Prerequisite
    Blaster level 9

    Benefit
    You can create a Blasting Rod of a power dependent on your blaster level. Crafting a Blasting Rod takes one day for each 1,000 gp in its base price. To craft a Blasting Rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.



    Empower Boom Stick [Item Creation]
    Prerequisite
    Blaster level 12

    Benefit
    You can create a Boom Stick.

    Crafting a Boom Stick takes one day for each 1,000 gp in its base price. To craft a Boom Stick, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created Boom stick has 50 charges.
    Last edited by bobthe6th; 2012-02-25 at 05:08 PM.
    Avatar by Szilard, thank you sir for the fine work!

    my home brew. you should PEACH them...
    Telekineticist
    Razor
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    blasterv4
    mindbender

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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    NEW ITEMS!
    Blasting Token: Scrolls are for chumps. Real Blasters use ROCKS... ok pebble necklaces but still...
    Spoiler
    Show

    a Blasting Token is a blast or burst held in suspension until activated. After the blast or burst is used it can't be used again until it is Recharged.

    Physical Description
    A Blasting token can be anything. They are often strings of beads on a string, but this is due to ease of wear. All Blast tokens have AC 9, 1 hit point, hardness 0, and a break DC of 8.

    Activation
    To Use a Blasting token one must:
    • Have a blaster level equal to the blaster level of the item(this may be replaced with a Knowledge (arcana) or Use Magic Device check of DC 10+2X the Blaster level of the Blasting Token)
    • Have an intelligence score equal 10+half the blaster level of the Blasting token is required.
    • Wear the Blasting Token in any slot besides back, chest, armor, of feet. it takes up the slot as a magic item.


    To activate a Blasting Token one must first understand what form of blast or burst it has, and then activate it as a standard action.

    understanding a blasting Token is a full round action. It takes a Knowledge (arcana) check at DC 10+the Blaster level of the Blasting Token. This can be retried on a failure as another full round action. after a creature succeeds on this check, they always are considered to understand the Blasting token. The Creator of the Item automatically understands the item.

    It takes the same action to activate the Blasting Token as it would take to use the blast or burst.

    Crafting a Blasting Token
    Blasting Token costs 1.5 X Blaster level for the item X25. To Create a Blasting Token, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price. at creation, they are chosen to be either a blast or a burst Token. When activated, that is the ability that results. It is invested with 1.5Xblaster level in effective dice, but can only deal its Blaster level in dice. The dice may be spent to apply any of the blast shapes or any metamagic feat the blaster posses.

    the blast or burst doesn't receive a bonus on charisma to hit and damage, and the caster is considered to have only 10+one half the blaster level intelligence.

    the Token can be recharged. this functions exactly like crafting, but takes only one minute per 1000gp of its base cost.

    A Blasting token has a minor Envocation aura.


    Burst Flask: Don't forget to pull the pin.
    Spoiler
    Show

    Burst Flasks are similar to a potion. they instead are thrown, but the creation is similar. when a Burst Flask is thrown, it explodes in a burst. after it explodes, the Burst Flask is destroyed.

    Physical Description
    A typical Burst Flask consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has AC 13, 1 hit point, hardness 1, and a break DC of 12. Vials hold 1 ounce of liquid.

    Activation
    A Burst Flask is a grenade like weapon with a range increment of 10ft. when it hits, it explodes as the


    Crafting a Burst Flask
    Burst Flask costs 1.5 X Blaster level for the item X50. To Create a Burst Flask, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price. It is invested with 1.5Xblaster level in effective dice, but can only deal its Blaster level in dice. The dice may be spent to apply any of the blast shapes or any metamagic feat the blaster posses to the burst inside.

    the burst doesn't receive a bonus on charisma to damage, and the Flask is considered to have only 10+one half the blaster level intelligence.

    A Burst Flask has a minor Envocation aura.


    Token Battery: Think Deep cycle, not AA. Do not mix with unequally charged Batteries.
    Spoiler
    Show

    Token batteries are rings holding destructive power. they are useless without a Blasting Token.

    Physical Appearance
    Token Batteries have no appreciable weight. Although exceptions exist that are crafted from glass or bone, the vast majority of Token Batteries are forged from metal—usually precious metals such as gold, silver, and platinum. A Token Battery has AC 13, 2 hit points, hardness 10, and a break DC of 25.

    Activation
    To activate a Token Battery you need:
    • A blaster level equal to the blaster level of the Token Battery.
    • A charisma equal to 10+half the blasters level.


    After being worn for one minute by an appropriate wearer the ring activates. Once activated, the Token Battery provides its pool of charges to all worn Blasting Tokens. These charges can be spent to use the Blasting Tokens at a rate of 1.5 x the blaster level of the Token to allow the Token to be activated without discharging the Token.

    Creating a Token Battery
    Crafting a Token Battery takes one day for each 1,000 gp in its base price. The base price of a Token Battery is one and a half times the creating blasters level × 1000 gp. To craft a Token battery, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created Token Battery has 50 X 1.5 X the creating blasters level in charges.


    Blasting Rod:For those who need help to go boom all day long. Call a docter if it lasts more than four hours...
    Spoiler
    Show

    Blasting Rods weigh approximately 5 pounds.

    They range from 2 feet to 3 feet long and are usually made of iron or some other metal. (Many, as noted in their descriptions, can function as light maces or clubs due to their sturdy construction.)

    These sturdy items have AC 9, 10 hit points, hardness 10, and a break DC of 27.

    Mechanically Blasting rods are identical to Cognizance Crystals, with the following exceptions
    • power points are replaced with blast points.
    • the aura of psychokinesis with envocation.
    • the stored blast points can be spent on casting spells, and empowering blasts and bursts.
    • the blast points cannot be used to manifest powers.



    BOOM STICK!:a staff of BOOM. Chainsaw hand sold separately...
    Spoiler
    Show

    A Boom Stick holds many diffrent types of blasts and bursts. A newly created Boom Stick has 50 charges.

    Physical Appearance
    A typical Boom Stick is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds. Most Boom Sticks are wood, but a rare few are bone, metal, or even glass. (These are extremely exotic.) Boom Sticks often have a gem or some device at their tip or are shod in metal at one or both ends. Boom Sticks are often decorated with carvings or runes. A typical Boom Stick is like a walking staff, quarterstaff, or cudgel. It has AC 7, 10 hit points, hardness 5, and a break DC of 24.

    Activation
    Boom sticks use the spell trigger activation method with these exeptions
    • the item requires a Blaster level equal to the Blaster level of the item to activate
    • activating is an action that using the blast or burst ability would be.


    Boom Sticks use the wielder’s ability score and relevant feats to set the DC for saves against their Bursts and Blasts.

    To activate a Boom Stick, a character must hold it forth in at least one hand (or whatever passes for a hand, for nonhumanoid creatures).

    Creating a Boom Stick

    the first step in creating a Boom stick is creating the blasts and bursts that will be invested in it. Each Blast or burst is invested with 1.5Xblaster level in effective dice, but can only deal its Blaster level in dice. The dice may be spent to apply any of the blast shapes or any metamagic feat the blaster posses. each Blast or Burst has increases the Boom Sticks base cost by 375 gp × one and a half the Blaster level used to create the Boom stick. If desired, a Blast or Burst can be placed into the staff at only half the normal cost(187.5 gp × one and a half the Blaster level used to create the Boom stick), but then activating that particular spell costs 2 charges from the staff.

    Then the total base cost of the Boom stick is found 375 gp × one and a half the Blaster level used to create the Boom stick X the number of one charge abilities, plus 187.5 gp × one and a half the Blaster level used to create the Boom stick X the number of two charge abilities. Boom sticks are always fully charged (50 charges) when created. To craft a Boom Stick, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

    Crafting a staff requires one day for each 1,000 gp of the base price. a Boom stick has a Strong Envocation aura.
    Last edited by bobthe6th; 2012-01-07 at 06:49 PM.
    Avatar by Szilard, thank you sir for the fine work!

    my home brew. you should PEACH them...
    Telekineticist
    Razor
    Shield
    blasterv4
    mindbender

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    Bugbear in the Playground
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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    I know how you feel. Anyways I'm not quite sure what tier to place it in (3 maybe because of lack of versatility). It feels on par with a spellcaster as far as blasting goes, but I know there are people who don't care about choices as long as they get to roleplay. This would be perfect for someone who preferred simplicity, but still wanted to use magic.

    Edit > I might drop the HD down to d6s though and make the blaster excluded from his burst attack, otherwise he might end blowing himself up a lot.
    Last edited by eftexar; 2011-12-31 at 08:27 PM.

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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    If Blast is subject to spell resistance, it needs a caster level, otherwise you get to roll 1d20+0 against every creature's spell resistance. Not helpful.

    Skill points are wasted. If you have 4+Int skill points, you should have more class skills than that. I suggest Bluff, Diplomacy, Disguise, Gather Information, Intimidate, and Use Magic Device.

    Your proficiencies are stated weird. "Not proficient with armor and shields" sounds wrong, grammatically. Either say "or shields" or "any armor or shields".

    Class should have 3/4 BAB, like a warlock. It's not a caster, there's no reason for it to suck like one.

    If the Burst isn't subject to Spell Resistance, you might as well make it a Supernatural ability instead of a spell-like one, unless you're keeping it spell-like simply so it will provoke attacks of opportunity when you use it (which is weird)

    Blast Points- I assume you meant to say "they have a daily number" and include a recharge mechanic of an 8 hour rest. As it stands, this ability is terrible and will not last you all 20 levels.

    Blast Effect- As these are usable at-will, there's no need for such a powerful or complicated duration. Just Charisma modifier rounds is fine. It's not like you're going to have any problem extending it before it runs out. Also, panicked is the state beyond frightened. Cowering doesn't really make sense here.

    Also, in the Blast Shaping class feature, you keep referring to Blast or Break. I assume you mean Blast or Burst, as you have no Break class feature.

    Metamagic Feats: They already have Empower, Quicken, and Maximize Spell-like Ability. Why would you create a new mechanic for this?

    Esoteric Learning: This is not a spell-like ability. It would be simply unlabeled. Also, you need to state whether the blaster prepares or casts spontaneously, you need to clarify he casts with arcane spells, you need to say he has to have at least 10+level Charisma to learn and cast spells, and that any saving throws use his Charisma modifier to determine their DC, as well as decide whether he gets bonus spells per day for a high Charisma score.

    Free Shape is good and useful.

    Destruction Ascendant: This is a supernatural ability, not a spell-like ability.

    All in all, a good class.

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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    @ efexter: well... I mean out of the gate it gets two tricks. one can be used for a stupid amount of things if you think about it(door bursting, trap tripping, digging...). the other is a nice ray for sniping.

    from there they grow into lots of diffrent shapes to their blasts, and even some spell casting at level 6+



    Quote Originally Posted by NeoSeraphi View Post
    If Blast is subject to spell resistance, it needs a caster level, otherwise you get to roll 1d20+0 against every creature's spell resistance. Not helpful.

    Skill points are wasted. If you have 4+Int skill points, you should have more class skills than that. I suggest Bluff, Diplomacy, Disguise, Gather Information, Intimidate, and Use Magic Device.

    Your proficiencies are stated weird. "Not proficient with armor and shields" sounds wrong, grammatically. Either say "or shields" or "any armor or shields".

    Class should have 3/4 BAB, like a warlock. It's not a caster, there's no reason for it to suck like one.

    If the Burst isn't subject to Spell Resistance, you might as well make it a Supernatural ability instead of a spell-like one, unless you're keeping it spell-like simply so it will provoke attacks of opportunity when you use it (which is weird)

    Blast Points- I assume you meant to say "they have a daily number" and include a recharge mechanic of an 8 hour rest. As it stands, this ability is terrible and will not last you all 20 levels.

    Blast Effect- As these are usable at-will, there's no need for such a powerful or complicated duration. Just Charisma modifier rounds is fine. It's not like you're going to have any problem extending it before it runs out. Also, panicked is the state beyond frightened. Cowering doesn't really make sense here.

    Also, in the Blast Shaping class feature, you keep referring to Blast or Break. I assume you mean Blast or Burst, as you have no Break class feature.

    Metamagic Feats: They already have Empower, Quicken, and Maximize Spell-like Ability. Why would you create a new mechanic for this?

    Esoteric Learning: This is not a spell-like ability. It would be simply unlabeled. Also, you need to state whether the blaster prepares or casts spontaneously, you need to clarify he casts with arcane spells, you need to say he has to have at least 10+level Charisma to learn and cast spells, and that any saving throws use his Charisma modifier to determine their DC, as well as decide whether he gets bonus spells per day for a high Charisma score.

    Free Shape is good and useful.

    Destruction Ascendant: This is a supernatural ability, not a spell-like ability.

    All in all, a good class.
    point fixed

    will consider more... added some skills, not all on that list.

    futzed with... also they get light armor and light shields.

    will consider this... my laziness is fighting the urge to rewrite the whole table... changed

    added refill

    I did mix around the affects a bit. It doesn't progress as normal, but rather in the pattern suck->debilitating->down. frightened is debilitating, and cowering is nearly a stun.
    huh, I though I had gotten all the break references... that was from back when it was called break... fixed

    explosive spell, fell drain, contingency spell, enlarge spell, chain spell ect... I never liked making it only three options.

    fixed

    glad someone enjoyed it!

    changed

    thanks for the PEACH!
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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    ok, moved esoteric learning to 2nd level. now he gets a few spells per day even at low levels. not near normal spell casting but there you go.
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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    Disable Device is pretty useless without the trapfinding class feature. Without it, you can only use your skill on half of the traps in existence.

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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    So the effect's wording is vague. Do failed saves advance the condition's step, even if they don't sacrifice the necessary die? If you sacrifice 3 die, and they make one save are they at the second level of condition?

    Also, I would limit the schools you can choose spells from to evocation and conjuration. It doesn't make sense that a blastter could animate the dead for example.

    Personally, to me, the effects make it more of a BC than a boaster.
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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    and you can pick lo... they made that another skill didn't they. well that point is down the drain. well blasters are masters of destroying things, the get to learn to do so even mundanely.

    other then that any major problems?

    edit: just saw your post. It should be that you invest dice into effect, and each dice causes another save. each failed save adds another step up the condition style, up to the amount of dice invested. so one die sacrificed Lethargy style forces one save, and a failed save inflicts the fatigued condition for charisma modifier rounds. three dice forces three saves, each failed save adds another step. so one failure is fatigued, two is exahusted, three is sleeped. how could I make that clearer? my wording is a bit vauge...

    they get very few spells known. if they want to dump a level five spell for animate dead, I see no reason to stop them. they just need to justify it with fluff. heck, with the right meta and spells chosen, you could make a fair necromancer. I see no reason to stop this. Do you have one?

    and yes you could build this BC... my telikenetisist could do it better but still. you could also build a warmage, a pyromancer, a necromancer, a warlock... I tried to leave it open to build methods.
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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    ok, moved around the sentences under effect... should be more readable. is it clearer?
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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    so any thoughts at all?
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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    Blast Shaping needs better scaling dice costs. As it is now, at level 5, you get to cover 9 squares with AoE stun. The save will be high since it's based off your casting stat, and you can pick between fort or will on the fly. And once those people are stunned, they are stunned for at least three rounds. Bam, combat over. If you want to, you could just slow all opponents at the cost of a single die and then kite them fer dayz.

    I recommend putting a lot of work into a revision here. Dice costs should be something more like 1,3,6 so that the SoD-style abilities kick in around level 5, and get good around level 11, just like Beguilers and Dread Necros. In addition, the duration on those 2-dice and 3-dice abilities needs to be 1 round. Seriously, a stun lasting ChaMod rounds is wayyyyyy too strong. If you want to add the Charisma modifier to the equation, perhaps make the ability useable ChaMod/3 times per combat. By level 11, they'll be using it twice per fight.

    Also, the final stage of fear is panicked (shaken->frightened->panicked). And of all the effects listed, only fear stacks (which means you can get someone frightened and then just shake them and they become panicked). Was that your intention?

    Esoteric learning would be much nicer with a table of spell levels per day.

    Overall, the class is OK. It has that insane stunlocking from Blast Shaping, and if that gets fixed, its also very SAD with blasting off of reflex, minor debuffing, and cherry-picked spells (eagle's splendor, anyone?). The spell bother me the most, because the learning comes every four levels, so for 1-2 levels your spells are kind of obsolete, and for 1-2 levels you cast better than a sorcerer.

    .... Oh, and I just noticed those Blast Points. That's ridiculously too good. Something needs to be done about those.

    Suggestions:
    • Give esoteric learning at every other level, have it grant 2 spells, but let it only grant 1 spell of the highest level you can obtain (so at level 5, you can get one level 3 spell and one more spell from 0 to 2).
    • Edit your burst sections--some of them are missing the "d6" at the end of the dice of damage.
    • Just remove the blast points, or don't let them be spent on blasting damage.
    • Blast Shaping (Effect) needs higher scaling dice costs, lower durations, modified uses per combat, and more options! I want to see a reflex-based debuff! Also, slow is not worth only one die. Maybe 3. You could have a progression of Immobilized -> Slow -> Paralyzed, and then maybe dazzled -> Something -> Dazed, which could balance its weaker effects with the fact that it uses a reflex save.
    • Make it a little bit MAD. Right now, a player could easily point-buy an 18 Cha, 16 Con, and then keep everything else mediocre, and do fantastically. I would make the blasting and Blast Shaping (Effect) Wis-based, and bursting and spellcasting cha-based.
    • Blasting Shaping (Range) needs to be easier... That's way more math than I care to do. Cut it down to something like 60' + 60' per die dropped.


    If you make the balance-based fixes, it comes out to high-ish Tier 3 in combat ability (people will complain HURR DURR NOT FLEXIBLE, but that won't make this class any less potent).

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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    So if I understand correctly, if you dump 3d6 off Blast to cause a Fear effect, the target gets three saves. If they fail one, they're shaken, two they're frightened, all three they're cowering, right? I like the set up, but the wording is just a little confusing. An example in the text would be very helpful. Also, if you were to simply make another part of the table stating the type of save rather than including it in the text block would make it easier to read.

    That said, the Cha-modifier duration is a little insane, as Just said. If you have a Charisma of 30 (pretty easy with so little MAD), 10 rounds of shaken is a nice effect. 10 rounds of cowering is death. Even if you have to get three failed-saves to get that far. Increasing the dice payment would help, but making it a scaling effect might be good. You don't need the Charisma duration to emphasize its role in the effect; the base-save is enough.
    For example:
    {table=head]Number of Failed Saves|Greater Effect|Lesser Effect|Least Effect
    3|1d4 rounds|+1d6 rounds|+2d6 rounds
    2|None|1d4 rounds |+1d6 rounds
    1|None|None|1d4 rounds
    0|None|None|None[/table]

    That way, if you use the Impair effect and they fail all three saves, they'd be stunned for 1d4 rounds, dazed for 1d6 rounds after that, and slowed for 2d6 rounds after that. Only two fails would be dazed for 1d4 rounds and slowed for 1d6 rounds after that, etc.

    I also agree that some Reflex based debuffs would be nice.
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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    Quote Originally Posted by Rapidghoul View Post
    So if I understand correctly, if you dump 3d6 off Blast to cause a Fear effect, the target gets three saves. If they fail one, they're shaken, two they're frightened, all three they're cowering, right?
    Woah, I didn't even notice that. Yikes, that's a lot of saves. By the time you're level 7, your targets in AoE effects will have to roll 4 saves. That bogs down gameplay by a ton... perhaps one, maybe 2 saves per attack.

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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    oh dear 4 saves at nearly the same modifier? against mobs of mooks this is about normal...

    full response to come.
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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    in bold
    Quote Originally Posted by Just to Browse View Post
    Blast Shaping needs better scaling dice costs. As it is now, at level 5, you get to cover 9 squares with AoE stun. The save will be high since it's based off your casting stat, and you can pick between fort or will on the fly. And once those people are stunned, they are stunned for at least three rounds. Bam, combat over. If you want to, you could just slow all opponents at the cost of a single die and then kite them fer dayz.

    color spray... level one, SoD in a different area but useable may times per day and takes one save. at level 5 thats a 15ft burst, and you have to sacrifice all damage(unless you use blast points, then 2d6) for a stun... that takes three saves to work... with a reasonable stat(say 18) thats three DC 16 save. against a foe with a bad save and no points in the stat, that is a 70% failure rate. three 70% chances falls to 35%. admittedly high, but he is almost serten to win at least one. but against a reasonably balanced foe, with a bad fort or will save, but a +2 from stats the chance falls to 60%, or total failure at 20%. with a good save it falls to 45%, or 10%. with both it falls to about 35% failure rate, or around 4% for total failure. one is a boss, the other is a mook. you are an envoker, a 35% chance to end even a group of foes is pretty bad... but would adding the need that they have to fail a reflex save against damage be better? even if they are still really unlucky it is a 25% of total failure. this is a really weak foe, but it could happen, and thos adds another chance for the foes to have a high save. single target, they are the one target... 35% chance of droping a foe in one hit is kinda sad for a SoD build...

    I recommend putting a lot of work into a revision here. Dice costs should be something more like 1,3,6 so that the SoD-style abilities kick in around level 5, and get good around level 11, just like Beguilers and Dread Necros. In addition, the duration on those 2-dice and 3-dice abilities needs to be 1 round. Seriously, a stun lasting ChaMod rounds is wayyyyyy too strong. If you want to add the Charisma modifier to the equation, perhaps make the ability useable ChaMod/3 times per combat. By level 11, they'll be using it twice per fight.

    think I will go with the later posters Idea here...

    Also, the final stage of fear is panicked (shaken->frightened->panicked). And of all the effects listed, only fear stacks (which means you can get someone frightened and then just shake them and they become panicked). Was that your intention?

    panicked is the state beyond frightened. Cowering doesn't really make sense here.

    I did mix around the affects a bit. It doesn't progress as normal, but rather in the pattern suck->debilitating->down. frightened is debilitating, and cowering is nearly a stun.
    it does stack, but it wasn't entirly by choice. I added it mostly for those wanting to do a fear based build...


    Esoteric learning would be much nicer with a table of spell levels per day.

    eh... my laziness was fighting me on that count... I will make such a table.

    Overall, the class is OK. It has that insane stunlocking from Blast Shaping, and if that gets fixed, its also very SAD with blasting off of reflex, minor debuffing, and cherry-picked spells (eagle's splendor, anyone?). The spell bother me the most, because the learning comes every four levels, so for 1-2 levels your spells are kind of obsolete, and for 1-2 levels you cast better than a sorcerer.

    the Idea was to make him pick long lasting spells. knock never stops being useful, and invisabilaty/fly is also fun. if he wants to get a minor buff than uttilaty, that is his porogative.

    also, note he gets no bonus spells per day, and he gets a list about on par with the sorcerer. with even a little bit of focus, a sorc should be casting more per day, and it gets 9th level spells. the blaster caps a 6th...



    .... Oh, and I just noticed those Blast Points. That's ridiculously too good. Something needs to be done about those.

    Suggestions:
    • Give esoteric learning at every other level, have it grant 2 spells, but let it only grant 1 spell of the highest level you can obtain (so at level 5, you can get one level 3 spell and one more spell from 0 to 2).
      to many spells. then it realy beats out the sorc on a spell list.
    • Edit your burst sections--some of them are missing the "d6" at the end of the dice of damage.
      son of a... another typo...
    • Just remove the blast points, or don't let them be spent on blasting damage.
      um... 1d6/2 level damage in an area isn't enough. that puts him under a normal caster for damage.
    • Blast Shaping (Effect) needs higher scaling dice costs, lower durations, modified uses per combat, and more options! I want to see a reflex-based debuff! Also, slow is not worth only one die. Maybe 3. You could have a progression of Immobilized -> Slow -> Paralyzed, and then maybe dazzled -> Something -> Dazed, which could balance its weaker effects with the fact that it uses a reflex save.
      damage=ref based debuff. and wait... imobalized is worth less than slow?
      the caps are stuns in essence, and daze is not a stun. it might be annoying but it can be survived.

    • Make it a little bit MAD. Right now, a player could easily point-buy an 18 Cha, 16 Con, and then keep everything else mediocre, and do fantastically. I would make the blasting and Blast Shaping (Effect) Wis-based, and bursting and spellcasting cha-based.
    • Blasting Shaping (Range) needs to be easier... That's way more math than I care to do. Cut it down to something like 60' + 60' per die dropped.

    60+60+(n*20+60) is to much? at 60 per die, you lose a lot to get to long range. long range is 400ft so about 7dice... and thats not even that long of range. ten dices and you hit 600ft, not much better. the other way you get 420ft at five dice, and silly long range at 10. what do you think would be better?
    If you make the balance-based fixes, it comes out to high-ish Tier 3 in combat ability (people will complain HURR DURR NOT FLEXIBLE, but that won't make this class any less potent).
    well thanks for the PEACH...
    Quote Originally Posted by Rapidghoul View Post
    So if I understand correctly, if you dump 3d6 off Blast to cause a Fear effect, the target gets three saves. If they fail one, they're shaken, two they're frightened, all three they're cowering, right? I like the set up, but the wording is just a little confusing. An example in the text would be very helpful. Also, if you were to simply make another part of the table stating the type of save rather than including it in the text block would make it easier to read.

    That said, the Cha-modifier duration is a little insane, as Just said. If you have a Charisma of 30 (pretty easy with so little MAD), 10 rounds of shaken is a nice effect. 10 rounds of cowering is death. Even if you have to get three failed-saves to get that far. Increasing the dice payment would help, but making it a scaling effect might be good. You don't need the Charisma duration to emphasize its role in the effect; the base-save is enough.
    For example:
    {table=head]Number of Failed Saves|Greater Effect|Lesser Effect|Least Effect
    3|1d4 rounds|+1d6 rounds|+2d6 rounds
    2|None|1d4 rounds |+1d6 rounds
    1|None|None|1d4 rounds
    0|None|None|None[/table]

    That way, if you use the Impair effect and they fail all three saves, they'd be stunned for 1d4 rounds, dazed for 1d6 rounds after that, and slowed for 2d6 rounds after that. Only two fails would be dazed for 1d4 rounds and slowed for 1d6 rounds after that, etc.

    I also agree that some Reflex based debuffs would be nice.

    good points... and a nice edit. mind if I steal the table? also, what would you suggest for a ref based debuff? as I see it, ref debuff=damage...
    so fair points... not quite sure on some of them.


    edit: also, I point out this class will live mostly in charge range. he won't be SAD very long, needing a good con/dex/wis for deffense. I leave out much in the way of defenses for that reason...
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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    Feel free to use the chart. I don't mind people using my suggestions at all though some people have just stolen them without acknowledging where the ideas came from, which is lame.

    For a Ref save, there are a few things you could do. A knock-back / fall-prone effect is nice, but for the third level... um... knocking back farther? Maybe making them flat-footed? I dunno.

    I'd also like to second the idea of a d6 hit die. I think that alone would help it feel a little more MAD by emphasizing a high CON score. With that, light armor, ranged touch attacks, and poor fort/ref saves, I think you have a decent spread. Besides, pure damage-classes aren't exactly overflowing with love.
    Last edited by Rapidghoul; 2012-01-05 at 09:45 PM.
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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    explosive spell. does all of the above for two dice.
    really, WOTC has most options covered with meta-magic feats. from negative levels to undead animation, from spell traps to chain spells. I gave him 5 meta feats for that reason... and am not sure if thats enough...

    will make further edits in an hour or two...
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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    super update, with a major over haul.

    added some sweet abilaties, fixed blast points, and esoteric learning.

    ok, full rundown of changes/additions:

    Now with extra MAD:all mental scores now kinda necessary. charisma acting as a straight numbers boost to attacks, damage, and Blast Points.

    Blast became piercing damage, and Bursts became d4s. this cements them each in their roles. Blast is for putting down the hurt, but is resistible. Burst is for ripping into utterly resistant foes.

    Blast Points became better progressing. as you power up, you can blast more times at full power per day. I made the progression equal to a good saving throw times blaster level...

    esoteric learning is now better tied in to other abilities. it now runs of BPs and has a cost like a power. additionally you can now craft with it, and add meta magic. also, it lets you meta spells up to level 10! admittedly you only cast level 6 spells this way, but with all the meta you should have, this should be fun.

    added tables, including the table I took and edited from rapidghoul. another hour of my life gone to coding.

    durations of effects fixed/changed. you can now make stun locks, it just costs a ton to do so. want a four round stun? they get four saves, and it costs 12 dice... so not ideal. 3 rounds only costs 8 dice and a feat though...
    still for a kill thats a lot of dice, and they get four saves. that fair?

    added two groups of abilaties. one to progress on odd levels, and one to progress every four levels after 6th and first level. the first is a nice buff similar to a warlock, but with a miss chance. 30% at level 19 shoulden't be a problem I think... and DR 5/lawful is just enough to take the eadge off. the second is a bit of a general buff to the classes defenses. it lets the blast spechilest know how to dodge blasts, gives him a near full fort save as he has three main stats con not among them, kinda lets him apply a mental stat to HP on top of con put with limitations, and lastly he gets to blow up attacks/ablate spells with explosions. both of these are limited by blast points, the SR especially as it costs 1 BP per +2 to SR above class level.

    the Cap Stone got some basic fun, doubling the DR and adding ageless ness. also the damage types fell together better. now Burst is a real energy type(Arcane is arcane style sacred or profane damage), and Blast now work a most of the time.

    and gave it a D6 HD as suggested.

    now is this to much? to little? to weird?
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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    And now there are blasting Items. some fun stuff, almost enough for me to want to make a artificer variant.

    so 7 feats and 5 items to be PEACHed...
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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    It looks like an evoker would still be more impressive, if only because he does one die per level rather than one die per 2 levels.

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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    Blast points, see the blast points.

    edit: that is the exact problem with the warlock as a blasting class, and which I fixed slightly.
    Last edited by bobthe6th; 2012-01-07 at 07:49 PM.
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    Default Re: The Blaster v3 (3.5 D&D base class PEACH) FIRE IN THE HOLE!

    Quote Originally Posted by bobthe6th View Post
    Blast points, see the blast points.
    Whoops.

    Actually, the real advantage here is the ability to apply metamagic at what amounts to half price (since 2 dice are equivalent to 1 SL).

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    Default Re: The Blaster v3 (3.5 D&D base class, Feats, and Items PEACH) FIRE IN THE HOLE!

    kinda... but as it is coming out of your damage/shapeing...
    and since your blasts don't get all that better without a lot of shaping...

    making it 2BP level of meta would probably blaence it more though...

    so Question, is the meta being cheaper a balance issue? Heighten doesn't matter as the DC is level based entirely. empower is a little bit more power... hmm... I think I will make it 2dice/SL meta.

    other than that anyone seeing any problems? kinda just added a whole nother group of magic items...

    edit: changed. now the envoker will have more spells known, and The Blaster has more staying power and more adaptability in his blasting.
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    Default Re: The Blaster v3 (3.5 D&D base class, Feats, and Items PEACH) FIRE IN THE HOLE!

    Impair is still the ability of choice right now-- a -2 penalty from all the other shapings versus losing half of your set of actions for the turn is a large disparity. You need to rectify that, and Immobilize is actually a fine choice. Immobilize will stop movement, but not reduce actions, so you can halt chargers who are about to attack, or stop people running away, or give your allies time to move away from a particularly dangerous opponent. This is less OP than slow, I promise. Of course, if you're making a sweeping duration ruling so that the effect is a minimum of 6 rounds, you can kite forever, but you could do that much more with a slow effect.

    Also I missed the level cap on your blast points. I see where you're going there, but I'm still hesitant... 1d8/level non-energy damage as a ranged touch attack is very good. 1d4/level force damage is an AoE is also very good, regardless of the fact that you allow a reflex saving throw (MAD is still a problem--charisma barely plays a role with that many blast points and wis doesn't need much scaling--so his DC will be based off an 18 in Int).

    And in light of the new abilities...

    Know When to Run should be replaced by good Reflex. As it is, the blaster is getting a large scaling and stackable bonus with a Cloak of Resistance or Vestment of Resistance... it's not a huge deal, but decent casting and strong blasting and this (plus all the other even-level abilities) are pushing this class up into Tier 2 in power.

    Esoteric Learning took a heavy nerf, and I'm not sure if that's an artifact of old text or something you truly mean. Are you of the mindset that at level 20, a blaster should have no more than a single 6th-level spell and a 4th-level spell, or do you want them to have 10 spells, three of which being 6th level? Also, the cost makes me think of psionics... could powers be allowed as well?

    Ward of Chaos seems like a big deal. That miss chance and DR are this that tanks would beg for... this classing is definitely pushing the T2 envelope.

    Metamagic Feats are not Extraordinary. They would be like spells, in that they have no tag. Also, would it be possible to quicken a blast, so that you're tossing two per round?

    Battle-Hardened Body: Thematically totally weird, but... OK. This bonus really should be typed. Also, *fortitude.

    Shell-Shocked Soul: You seem interested in providing bonuses to saves, but we seem to be on the edge of... weak filler. I recommend making this a +1/4 level bonus to Will saves, since it falls with your whole schtick of bonuses to saves, decreases bookkeeping, and brings more to the table.

    Body of Power: I'm very confused.... why are we giving so many tanking abilities to a caster? This guy could probably be the party tank for a combat, maybe two, since his Intelligence is going to be wayyyy high.

    Body of Destruction both bothers me and interests me. The retaliation-attack is cool, but the ability to negate any ranged attack (because there's no BP cap) is broken, and the immunity to blast damage is really late. Nuking oneself is iconic to being a badass, and players will want to nuke themselves at the levels they play at (1-10 maybe).

    The capstone is OK, but arcane damage doesn't exist (where you going for that? I recommend just using untyped damage), and the name could use a bit more awesome. Also, your copypasta may be undercooked--you said "... still dies when her time is up." at the end of the capstone, and it should be "... still dies when his time is up." since you referenced a male figure throughout the rest of the class. I'm postulating your took that from the druid.

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    Default Re: The Blaster v3 (3.5 D&D base class, Feats, and Items PEACH) FIRE IN THE HOLE!

    a few concerns:
    You gave only one good save, and then put two abilities that increase your weak saves?
    You could have just said they were all good saves ...
    I'd say remove'em.
    i did not do the math with those blasts, but they don't sound too strong..

    the casting is too strong, though.
    At level four, you're MUCH stronger than a sorcerer, since you both have one 2nd level spell, and you have better HD, BAB, saves, AND your blast thing.

    i think it's a nice thing: without it, you can only do ONE single thing, and that's not too fun.
    just slow it down a little... maybe give them the Adept casting?
    And metamagicing up to tenth level should be removed... most of the exploits are with low-level spells (enpowered twinned split ray enervation?)
    And i'm sure you DON't want them.

    i don't have anything else to add...
    other than that, a nice class =)
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    Default Re: The Blaster v3 (3.5 D&D base class, Feats, and Items PEACH) FIRE IN THE HOLE!

    In Bold


    Quote Originally Posted by Just to Browse View Post
    Impair is still the ability of choice right now-- a -2 penalty from all the other shapings versus losing half of your set of actions for the turn is a large disparity. You need to rectify that, and Immobilize is actually a fine choice. Immobilize will stop movement, but not reduce actions, so you can halt chargers who are about to attack, or stop people running away, or give your allies time to move away from a particularly dangerous opponent. This is less OP than slow, I promise. Of course, if you're making a sweeping duration ruling so that the effect is a minimum of 6 rounds, you can kite forever, but you could do that much more with a slow effect.




    Also I missed the level cap on your blast points. I see where you're going there, but I'm still hesitant... 1d8/level non-energy damage as a ranged touch attack is very good. 1d4/level force damage is an AoE is also very good, regardless of the fact that you allow a reflex saving throw (MAD is still a problem--charisma barely plays a role with that many blast points and wis doesn't need much scaling--so his DC will be based off an 18 in Int).

    well... the first is single target, and is pircing damage so DR applies(and you can't sunder with it), and I did drop the AOE from d6 to d4(and the DA gets a d6 from level one...). they are both strong, but it is a class based off blasting... also, its level/dx + 1/2 level augment dice(or any variation that ends up with 1.5 level in dice used and no more than level/dx). you will want to augment... a lot. also, BP also give the blaster his other casting... and is a bit more then half manifesting and a lot less then full manifesting. But how should I nerf it further? this is still at the "pull numbers out of the air" stage...

    At low levels a high charisma can add quite a bit of damage/accuracy(and at level 2-4 another 4BP isn't ignored), and he needs at least a 14 wis to start... I was hesitant to require more in the way of MAD, as two decent ability scores and one heavy score, along with needing to survive a combat... seemed reasonable... But what would you suggest to put in to make the scores more important?


    And in light of the new abilities...
    admittedly I was just trying to stave off dead levels and adds some cool stuff.


    Know When to Run should be replaced by good Reflex. As it is, the blaster is getting a large scaling and stackable bonus with a Cloak of Resistance or Vestment of Resistance... it's not a huge deal, but decent casting and strong blasting and this (plus all the other even-level abilities) are pushing this class up into Tier 2 in power.

    it is specifically against one type of ref save. The guy that casts AOEs all day long also learns to get out of the way... but not dodge a pit trap, or get off a rising pillar... it is kinda semantic, but I liked the flavor and it made the effect less OP. but I will change the ability so that it replaces his current base save in those cases...

    Esoteric Learning took a heavy nerf, and I'm not sure if that's an artifact of old text or something you truly mean. Are you of the mindset that at level 20, a blaster should have no more than a single 6th-level spell and a 4th-level spell, or do you want them to have 10 spells, three of which being 6th level? Also, the cost makes me think of psionics... could powers be allowed as well?

    oop, old artifact, will remove. also well... powers might be fun, and I like them. but it might be more broadly accepted if people see it as arcane. I will add a note that says in full psionic/magic transparency the Blaster can learn powers as he learns spells, and can augment the with BP up to his level.

    Ward of Chaos seems like a big deal. That miss chance and DR are this that tanks would beg for... this classing is definitely pushing the T2 envelope.

    warlock got DR... and I was stuck for an every odd level power. the miss chance was just to stop it being DR 10 before level 20... also tell the tank to get his wizard budy to lay down a mirror image on him. 90% miss chance! woo! but is it to broken?

    Metamagic Feats are not Extraordinary. They would be like spells, in that they have no tag. Also, would it be possible to quicken a blast, so that you're tossing two per round?

    point, will fix.
    yes, but is costs quite a bit(8 dice to be exact). you could spam it, but un augmented thats two dice + charisma modifire at 60ft, or augmented it is one of your few max blasts and costs most of the augmentation dice...


    Battle-Hardened Body: Thematically totally weird, but... OK. This bonus really should be typed. Also, *fortitude.

    was trying to ease him off con...


    Shell-Shocked Soul: You seem interested in providing bonuses to saves, but we seem to be on the edge of... weak filler. I recommend making this a +1/4 level bonus to Will saves, since it falls with your whole schtick of bonuses to saves, decreases bookkeeping, and brings more to the table.

    it really is... I think I will swich this out with KWtR, and add it at first level. then a +2 against a lot of suck affects is nice... and a +4 a little later is even nicer.

    Body of Power: I'm very confused.... why are we giving so many tanking abilities to a caster? This guy could probably be the party tank for a combat, maybe two, since his Intelligence is going to be wayyyy high.

    well... con was meant to be a dump stat, and at these levels he dosn't have a normal casters six layers of buffs... seemed appropriate to let him have some HP at some point.

    Body of Destruction both bothers me and interests me. The retaliation-attack is cool, but the ability to negate any ranged attack (because there's no BP cap) is broken, and the immunity to blast damage is really late. Nuking oneself is iconic to being a badass, and players will want to nuke themselves at the levels they play at (1-10 maybe).

    The idea came form Daemons in this campain I am in. they deal damage to any thing that causes them damage... so a blaster having explosive blood sounded fun... also ranged attacks still hit, the arrow just explodes afterward. except spells... which gives him SR class level + 2/amount of BP he is willing to spend to counter. yes that can be immunity, but only a limited times per day, and only if the DM doesn't throw SR breaking foes(with greater/normal spell penetration. yes he can stop a disintegrate, but it costs power. should I increase the cost?

    pump ref and hide. also only 2+ has the shaping needed to make a real burst. and only 5+ has the dice to make it serious. by then just grab sculpt spell, and make a bit of calm around you... but I could see working that into WoC...


    The capstone is OK, but arcane damage doesn't exist (where you going for that? I recommend just using untyped damage), and the name could use a bit more awesome. Also, your copypasta may be undercooked--you said "... still dies when her time is up." at the end of the capstone, and it should be "... still dies when his time is up." since you referenced a male figure throughout the rest of the class. I'm postulating your took that from the druid.

    Arcane Fire (Su)
    The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of archmage) that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect. This ability costs one 9th-level spell slot.
    refrance... but really, its just arcane profane/divine damage... should add a note describing the type...

    nope monk. thats also were I stole the DR 10/alinment....
    a lot of fair points, and a lot of fixing to do. do you have an opinion on the items?

    Quote Originally Posted by Gandariel View Post
    a few concerns:
    You gave only one good save, and then put two abilities that increase your weak saves?
    You could have just said they were all good saves ...
    I'd say remove'em.

    really just trying to allay MAD... and they are meant to apply in specific cases, and give a nice bonus then.


    i did not do the math with those blasts, but they don't sound too strong..

    with some meta, shaping, and BP they are really strong. just puting it out there...

    the casting is too strong, though.
    At level four, you're MUCH stronger than a sorcerer, since you both have one 2nd level spell, and you have better HD, BAB, saves, AND your blast thing.

    sorc has its own shtic that is nice. also, same HD. considering it has more spells/day and a lot more first level spells...

    i think it's a nice thing: without it, you can only do ONE single thing, and that's not too fun.
    just slow it down a little... maybe give them the Adept casting?
    And metamagicing up to tenth level should be removed... most of the exploits are with low-level spells (enpowered twinned split ray enervation?)
    And i'm sure you DON't want them.

    eh, he gets ten spells. making it five spells would be silly. also I left the exploits exploitable for a reason. the above is a 11th level spell, so it is not posible. a split twined enervation is 10th... and is 19bp. a blaster has to be level 19 to cast it, and it is one of his 11 full blasts/spells per day. 4d4 negative levels v.s. 19d4+charisma modifier in a 50ft AOE and 10 dice of mods. also the blaster gets a metric ton of meta feats. I also slowed it down to half casting from the first draft...


    i don't have anything else to add...
    other than that, a nice class =)
    thanks!
    so some points here... now to the fixing.
    Last edited by bobthe6th; 2012-01-08 at 01:06 PM.
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    Default Re: The Blaster v3 (3.5 D&D base class, Feats, and Items PEACH) FIRE IN THE HOLE!

    so I fixed:
    miss chance now dependent on wisdom.
    gave a deflection bonus in place of the miss chance.
    put a cap of 10bp on body of destruction's spell dissipation.
    fixed esoteric castings starting line.
    removed the extraordinary tag from the meta feats.
    flipped KWtR and SSS in the progression, and added a final boost to SSS.
    made the capstone give burst a choice of normal damage types and force.
    fixed some capstone wording.

    any problems people see? can I please get a PEACH on the Items and feats?
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    Default Re: The Blaster v3 (3.5 D&D base class, Feats, and Items PEACH) FIRE IN THE HOLE!

    added a few blurbs allowing for psionics, and came out and gave him a caster level. its a casting class, it casts a lot...

    so, I'm thinking of diching most of the even level abilities, and giving him a meta feat every even level... thoughts? concerns? that break anything? I would lose the save bonuses, and the HP bonus... but I think I'll keep the wisdom miss chance. it seems fun to me, and otherwise the stat will be forgotten once it hits 16...
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