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2012-01-17, 11:11 PM (ISO 8601)
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I've Got Your 'Eye of the Beholder' Right Here! And Here and Here! (3.5 PEACH Please)
The Beholder Mage
Spoiler
Prerequisites: In order to become a beholder mage, you must meet the following prerequisites:
Feats: Ocular Spell (Lords of Madness)
Skills: Knowledge (Dungeoneering) 8 ranks
Spellcasting: Able to cast 3rd level spells
Special: Must have the Aberration Blood (Lords of Madness) feat, unless the character is not a humanoid, in which case it may ignore this prerequisite
HD: d4
Class Skills: The beholder mage has Concentration, Craft, Decipher Script, Intimidate, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Nature), Knowledge (Religion), Profession, Spellcraft, and Spot as class skills
Skill Points: 2+Int per level
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|+0|+0|+0|+2|Madness Lore, Bonus Feat|+1 level of existing spellcasting class
2nd|+1|+0|+0|+3|Eye Growth, Eye Ray (Inflict Moderate Wounds)|+1 level of existing spellcasting class
3rd|+1|+1|+1|+3|Improved Ocular Spell|
4th|+2|+1|+1|+4|Eye Growth, Eye Ray (Slow)|+1 level of existing spellcasting class
5th|+2|+1|+1|+4|All-Around Vision|+1 level of existing spellcasting class
6th|+3|+2|+2|+5|Eye Growth, Eye Ray (Sleep)|+1 level of existing spellcasting class
7th|+3|+2|+2|+5|Bonus Feat|+1 level of existing spellcasting class
8th|+4|+2|+2|+6|Eye Growth, Eye Ray (Fear)|+1 level of existing spellcasting class
9th|+4|+3|+3|+6|Greater Ocular Spell|
10th|+5|+3|+3|+7|Eye Rays, Eye Growth|+1 level of existing spellcasting class [/table]
Class Features: All of the following are class features of the beholder mage.
Weapon and Armor Proficiency: Beholder mages gain no additional proficiencies.
Spellcasting: At every level except 3rd and 9th, a beholder mage gains new spells per day, spells known, and an increase in caster level as if she had gained levels in a spellcasting class she had prior to taking levels in beholder mage. If she had more than one casting class, she must decide which one to advance at every level of beholder mage.
Madness Lore (Ex): A beholder mage is a powerful caster who wishes to emulate the mighty beholder, and so she journeys down a twisted path to find the aberration within. A beholder mage may automatically succeed a DC 10+HD Knowledge (Dungeoneering) check made to identify an aberration (he recalls the minimum level of information without needing to make a check), and receives a +5 bonus on all Knowledge (Dungeoneering) checks related to aberrations (such as if he actually wanted to attempt a Knowledge check without automatic success).
Bonus Feat (Ex): At 1st and 7th level, a beholder mage gains an [Aberration] feat as a bonus feat. The feat must have Aberration Blood as a prerequisite, and the beholder mage must meet all prerequisites for the feat. A non-humanoid beholder mage does not gain the benefits of this class feature.
Eye Growth (Ex): At 2nd level, and every even level after that, a beholder mage grows an additional eye. The beholder mage may choose where the eye grows, it may grow from any part of her body, including her forehead, the back of her head (though it will be obscured by her hair, if she has any), her hands, her arms, her legs, her chest, her stomach, her back, where ever she likes.
Eyes that the beholder mage grows grant her a +1 bonus to her Spot checks (these bonuses stack with one another). The eyes have the same vision quality as the beholder mage (if she has darkvision or lowlight vision, so do her new eyes).
Each eye the beholder mage grows with this class feature allows her to store another Ocular Spell, as normal. The beholder mage must have line of sight to the target of her Ocular Spells with her extra eyes in order to use them. (Eyes that are masked by clothing cannot fire Ocular Spells). This ability does not allow her to fire more than two spells from two eyes as a full-round action.
Eye Ray (Sp): Also at every even level except 10th, the beholder mage gains an eye ray. Each eye ray comes assigned to the eye it has grown in at the same level as, and cannot be fired out of a different eye. (The eye ray acquired at 2nd level may only be fired out of the eye grown at 2nd level, and so on)
An eye ray allows the beholder mage to mimic a spell, with a caster level equal to his highest arcane or divine caster level. Unlike an actual beholder, a beholder mage's eye rays are spell-like abilities, not supernatural and thus using one of them provokes an attack of opportunity and they must overcome spell resistance. A beholder mage may fire a single eye ray as a standard action. Even if the beholder mage somehow gains multiple standard actions in a single round, she may not use the same eye ray more than once in the same round. The eye rays are otherwise usable at will.
Eye rays are rays, and therefore do not have an area of effect ability. They affect only a single target creature. To use an eye ray, a beholder must succeed on a ranged touch attack against a single target within 60 feet.
Inflict Moderate Wounds: At 2nd level, the beholder mage can cast inflict moderate wounds as a spell-like ability. This works as the spell. A successful Will save (DC 12+the beholder mage's primary casting ability modifier) halves the damage.
Slow: At 4th level, the beholder mage can cast slow as a spell-like ability. This works as the spell. A successful Will save (DC 13+the beholder mage's primary casting ability modifier) negates the effect.
Sleep: At 6th level, the beholder can cast sleep as a spell-like ability. This works as the spell, except there is no HD limit. A successful Will save (DC 11+the beholder mage's primary casting modifier) negates the effect.
Fear: At 8th level, the beholder mage can cast fear as a spell-like ability. This works as the spell. A successful Will save (DC 14+the beholder mage's primary casting ability modifier) merely renders the creature shaken for 1 round.
Improved Ocular Spell (Ex): Beginning at 3rd level, once per day per class level a beholder mage may use the Ocular Spell feat as she casts the spell. If she is a prepared caster, this does not require her to have prepared the spell with the feat, and if she is a spontaneous caster, she does not increase her casting time with the spell.
The spell still uses up a spell slot two levels higher (prepared casters may sacrifice a spell slot two levels higher, and convert it into the spell that they wish to affect, and retain the original spell slot the spell was prepared in for later use).
A beholder mage may not use Improved Ocular Spell to fire a spontaneously applied Ocular Spell out of an eye that is currently holding an Ocular Spell. She may only fire the ray out of an "empty" eye.
All-Around Vision (Ex): It might surprise a beholder mage when she discovers this, but there actually are other advantages to having more than two eyes than the ability to shoot lasers out of them. Starting at 5th level, while the beholder mage has four or more eyes unobscured and uncovered by clothing, she becomes immune to flanking. She does not grant attackers who flank her a bonus to their attack rolls, and she does not allow flankers to gain flank-based precision damage against her (unless they have other ways of qualifying, such as an invisible rogue).
Greater Ocular Spell (Ex): Starting at 9th level, a beholder mage becomes the master of her eyes. Her Ocular Spell feat now has an effective spell level adjustment of +0. It no longer requires extra casting time for a spontaneous caster. (The Improved Ocular Spell feature also no longer requires expending a spell slot two levels higher to use it).
Eye Rays (Su): Finally, at 10th level, a beholder mage gains the power she sought after for so long. Once per round, a beholder mage may fire an Ocular Spell that she either has stored in her eyes or may cast using a daily use of her Improved Ocular Spell feature as a free action, as if she were a beholder. This is exhausting on the beholder mage, and after doing this, that eye is forced shut, and may not be used to see, fire an eye ray, or for the Ocular Spell feat. The eye remains shut for one hour. The beholder mage takes a -1 penalty to her Spot checks per eye she must close, and if all her eyes close, she is effectively blinded until at least one eye opens again. (If she closes all but 3 or fewer eyes, her All-Around Vision feature stops working as well).Last edited by NeoSeraphi; 2012-01-18 at 11:32 PM.
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2012-01-18, 12:17 AM (ISO 8601)
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Re: ...Words Actually Fail Me. Just Read The Class (3.5 PEACH, Please)
X out of X advancement is considered a no-no for arcane casting classes unless the pre-requisites are a nerf to the character (such as feats that don't go with full-caster very well), the class itself imposes drawbacks(such as The Rose Gunner and even that is 9/10)
Eh... if it is an infinite degree of success than this is hax against epic creatures that require a lot of research/knowledge to be able to figure out how to fight. Other than that, it... well it is very good, but not beyond the pale.
This is non-sensical for nonhumanoids who don't have the "aberration blood" feat... unless you mean that there is an "or" clause in a lot of the feats, and that "abberation blood" can be on one side of the "or" and the character can qualify with the other part.
Fluff-wise this should include clauses for when you qualify as getting all-around vision.Never mind, that comes later. Other than that... this is what I was expecting when I saw the pre-requisites (if not from the time I saw the picture).
So spontaneous casters are probably not going to load up all their eyes, or at least are going to quickly unload one at the first reasonable excuse... unless spontaneous casters don't need to "load" there eyes in the first place. Prepared casters are going to unload an eye at the first reasonable opportunity (or most of them will).
Here and also earlier (in another ability) there is a period missing. In less pedantic news the word "lasers" is anachronistic and thus needlessly immersion breaking. I am glad to see that this is covered, and having it separately from the extra eyes at least reduces weird tricks with other sources of extra eyes, and encourages staying in the class another level (I don't mind dipping, I just think that everything should have reasons to seriously consider NOT dipping).
AFAICS "Improved Ocular Spell" is a class ability, not a feat. Also, this is a very sudden drop. Metamagic reducers are suspect, but if you are going to give them I PERSONALLY would like to see it go to +1 before it goes to +0. Of course if it just went to +1 and stayed there (possibly going to +0 via an Epic progression), that would kill 1.5 birds with one stone.
Up until this last part I thought this would be utterly broken cheese... now it is just pretty broken. 3+/hour free Quicken? The munchkin's are salivating... at least it discourages going nova all at once... you can now go nova (in slightly smaller ways) two or three times a day effectively.
Again, lacking a period (might be an artifact of some weird copy-paste error).
Boiler-plate looks good...
Summary: Broken, could be fixed. 8/10 casting would probably do it. Lose casting at 1st and 10th(or maybe 9th) levels.[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
Currently Running: Equestria Begins (A High Tactics campaign)
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My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
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2012-01-18, 12:44 AM (ISO 8601)
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Re: ...Words Actually Fail Me. Just Read The Class (3.5 PEACH, Please)
True, I'll add in that if you're not a humanoid you just don't get the class feature.
Here and also earlier (in another ability) there is a period missing. In less pedantic news the word "lasers" is anachronistic and thus needlessly immersion breaking. I am glad to see that this is covered, and having it separately from the extra eyes at least reduces weird tricks with other sources of extra eyes, and encourages staying in the class another level (I don't mind dipping, I just think that everything should have reasons to seriously consider NOT dipping).
AFAICS "Improved Ocular Spell" is a class ability, not a feat. Also, this is a very sudden drop. Metamagic reducers are suspect, but if you are going to give them I PERSONALLY would like to see it go to +1 before it goes to +0. Of course if it just went to +1 and stayed there (possibly going to +0 via an Epic progression), that would kill 1.5 birds with one stone.
Up until this last part I thought this would be utterly broken cheese... now it is just pretty broken. 3+/hour free Quicken? The munchkin's are salivating... at least it discourages going nova all at once... you can now go nova (in slightly smaller ways) two or three times a day effectively.
As for the reduction, it's just a reward for staying in the class for 9 levels. Giving a -1 reduction earlier wouldn't encourage longevity so much.
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2012-01-18, 01:27 AM (ISO 8601)
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Re: I've Got Your 'Eye of the Beholder' Right Here! And Here and Here! (3.5 PEACH Ple
I am somewhat at a disadvantage because I don't know exactly what ocular spell does, having never read Lords of Madness. I hope I was able to help despite this limitation.
[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
Currently Running: Equestria Begins (A High Tactics campaign)
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My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
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2012-01-18, 01:47 AM (ISO 8601)
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Re: I've Got Your 'Eye of the Beholder' Right Here! And Here and Here! (3.5 PEACH Ple
Ah. Ocular Spell does pretty much what you'd expect. It lets you cast a spell ahead of time and prepare it in your eye. The main advantage of this is it turns any spell into a ray with a 60' range, so it lets you use touch spells at a distance that is twice as far as Reach Spell with a lower level adjustment. (The disadvantage is, obviously, most characters only have two eyes)
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2012-01-18, 01:53 AM (ISO 8601)
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Re: I've Got Your 'Eye of the Beholder' Right Here! And Here and Here! (3.5 PEACH Ple
Last edited by JoshuaZ; 2012-01-18 at 01:53 AM.
My homebrew:
Spoiler
Completed:
ToB disciplines:
The Narrow Bridge
The Broken Blade
Prestige classess:
Disciple of Karsus -PrC for Karsites.
The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
Master of the Hidden Seal - Binder/Divine hybrid
Knight of the Grave- Necromancy using Gish
Worthwhile links:
Age of Warriors
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2012-01-18, 01:59 AM (ISO 8601)
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Re: I've Got Your 'Eye of the Beholder' Right Here! And Here and Here! (3.5 PEACH Ple
Hmm...
Ocular spell obviously has advantages for single target spells, but nerfs alot of other spells. I would say you could grant it a few more abilities. Maybe the ability to straight up fire eye beams (for when the beholder mage is out of spells) or the ability to summon a beholder just to throw out a couple ideas?
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2012-01-18, 02:04 AM (ISO 8601)
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Re: I've Got Your 'Eye of the Beholder' Right Here! And Here and Here! (3.5 PEACH Ple
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2012-01-18, 02:04 AM (ISO 8601)
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Re: I've Got Your 'Eye of the Beholder' Right Here! And Here and Here! (3.5 PEACH Ple
Another rule of thumb is that if you lose any caster levels, one of them is the first one... discourages munchkin's from dipping the class. Then again, it isn't a hard and fast rule and if you really think the first two levels are that weak (or the feats that useless), then it should be fine.
[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
Currently Running: Equestria Begins (A High Tactics campaign)
Extended Signature
My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
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2012-01-18, 02:22 AM (ISO 8601)
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Re: I've Got Your 'Eye of the Beholder' Right Here! And Here and Here! (3.5 PEACH Ple
The first level is just not worth dipping. You get a single bonus feat (in exchange for being forced to take a feat tax to get in) and auto-succeed on identifying aberrations, which you could do just as easily if you had an Item Familiar. (The DC for Knowledge checks is 10+HD anyway, so it's pitiful).
The second level is now considerably better, but it's still not as good as Improved Ocular Spell.
Added the Eye Rays to the even levels to improve the flavor and capability of the class.
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2012-01-18, 01:16 PM (ISO 8601)
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Re: I've Got Your 'Eye of the Beholder' Right Here! And Here and Here! (3.5 PEACH Ple
Don't know much about item familiars. But if you look at a lore table you will see at least one point you need to clarify.
Technically correct, but there are two problems. One of the is systematic, and not something this homebrew needs to fix necessarily (being aware of it might be good).
The first problem is that it makes the high HD sluggers intrinsically harder to discover stuff about rather than the low HD sneaks and scales oddly with level. Again, not the central problem that this homebrew needs to address here.
The other, more important issue, is that you seem to be overlooking is that the DC isn't technically a single number for each species.
Originally Posted by www.d20srd.org/srd/skills/knowledge.htm
*Or even hear an incomplete, third-hand description of... although if you can figure out the species from such an description, I guess remembering all the information you could if you actually saw it in front of you isn't THAT much of a stretch... still, visuals etc can serve as jog to memory.[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
Currently Running: Equestria Begins (A High Tactics campaign)
Extended Signature
My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
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2012-01-18, 01:26 PM (ISO 8601)
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Re: I've Got Your 'Eye of the Beholder' Right Here! And Here and Here! (3.5 PEACH Ple
Fair point. Updated to say that "automatic success" only allows you to identify a creature as if you succeeded a DC 10+HD Knowledge check.
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2012-01-18, 04:21 PM (ISO 8601)
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- Danville
Re: I've Got Your 'Eye of the Beholder' Right Here! And Here and Here! (3.5 PEACH Ple
X out of X advancement is considered a no-no for arcane casting classes unless the pre-requisites are a nerf to the character (such as feats that don't go with full-caster very well), the class itself imposes drawbacks(such as The Rose Gunner and even that is 9/10)
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2012-01-18, 04:28 PM (ISO 8601)
- Join Date
- Apr 2007
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- Boston, MA
Re: I've Got Your 'Eye of the Beholder' Right Here! And Here and Here! (3.5 PEACH Ple
My homebrew:
Spoiler
Completed:
ToB disciplines:
The Narrow Bridge
The Broken Blade
Prestige classess:
Disciple of Karsus -PrC for Karsites.
The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
Master of the Hidden Seal - Binder/Divine hybrid
Knight of the Grave- Necromancy using Gish
Worthwhile links:
Age of Warriors
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2012-01-18, 09:09 PM (ISO 8601)
- Join Date
- Dec 2005
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- Danville
Re: I've Got Your 'Eye of the Beholder' Right Here! And Here and Here! (3.5 PEACH Ple
Thanks! I can see now how that might be a little too powerful for a spellcasting prC. The other abilities seem solid and well-balanced so dropping a couple of caster levels won't be enough to drive people away.
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2012-01-18, 10:08 PM (ISO 8601)
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- Erutnevda
Re: I've Got Your 'Eye of the Beholder' Right Here! And Here and Here! (3.5 PEACH Ple
So either a feat or being non-humanoid. I'd say the prerequisites are a bit light, but they don't always have to be heavy.
HD: d4
Class Skills: The beholder mage has Concentration, Craft, Decipher Script, Intimidate, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Nature), Knowledge (Religion), Profession, Spellcraft, and Spot as class skills
Skill Points: 2+Int per level
Class Features: All of the following are class features of the beholder mage.
Weapon and Armor Proficiency: Beholder mages gain no additional proficiencies.
Spellcasting: At every level except 3rd and 9th, a beholder mage gains new spells per day, spells known, and an increase in caster level as if she had gained levels in a spellcasting class she had prior to taking levels in beholder mage. If she had more than one casting class, she must decide which one to advance at every level of beholder mage.
Madness Lore (Ex): A beholder mage is a powerful caster who wishes to emulate the mighty beholder, and so she journeys down a twisted path to find the aberration within. A beholder mage may automatically succeed a DC 10+HD Knowledge (Dungeoneering) check made to identify an aberration (he recalls the minimum level of information without needing to make a check), and receives a +5 bonus on all Knowledge (Dungeoneering) checks related to aberrations (such as if he actually wanted to attempt a Knowledge check without automatic success).
Bonus Feat (Ex): At 1st and 7th level, a beholder mage gains an [Aberration] feat as a bonus feat. The feat must have Aberration Blood as a prerequisite, and the beholder mage must meet all prerequisites for the feat. A non-humanoid beholder mage does not gain the benefits of this class feature.
Eye Growth (Ex): At 2nd level, and every even level after that, a beholder mage grows an additional eye. The beholder mage may choose where the eye grows, it may grow from any part of her body, including her forehead, the back of her head (though it will be obscured by her hair, if she has any), her hands, her arms, her legs, her chest, her stomach, her back, where ever she likes.
Eyes that the beholder mage grows grant her a +1 bonus to her Spot checks (these bonuses stack with one another). The eyes have the same vision quality as the beholder mage (if she has darkvision or lowlight vision, so do her new eyes).
Each eye the beholder mage grows with this class feature allows her to store another Ocular Spell, as normal. The beholder mage must have line of sight to the target of her Ocular Spells with her extra eyes in order to use them. (Eyes that are masked by clothing cannot fire Ocular Spells).
Eye Ray (Sp): Also at every even level except 10th, the beholder mage gains an eye ray. Each eye ray comes assigned to the eye it has grown in at the same level as, and cannot be fired out of a different eye. (The eye ray acquired at 2nd level may only be fired out of the eye grown at 2nd level, and so on)
An eye ray allows the beholder mage to mimic a spell, with a caster level equal to his highest arcane or divine caster level. Unlike an actual beholder, a beholder mage's eye rays are spell-like abilities, not supernatural and thus using one of them provokes an attack of opportunity and they must overcome spell resistance. A beholder mage may fire a single eye ray as a standard action. Even if the beholder mage somehow gains multiple standard actions in a single round, she may not use the same eye ray more than once in the same round. The eye rays are otherwise usable at will.
Eye rays are rays, and therefore do not have an area of effect ability. They affect only a single target creature. To use an eye ray, a beholder must succeed on a ranged touch attack against a single target within 60 feet.
Sleep: At 2nd level, the beholder can cast sleep as a spell-like ability. This works as the spell, except there is no HD limit. A successful Will save (DC 11+the beholder mage's primary casting modifier) negates the effect.
Inflict Moderate Wounds: At 4th level, the beholder mage can cast inflict moderate wounds as a spell-like ability. This works as the spell. A successful Will save (DC 12+the beholder mage's primary casting ability modifier) halves the damage.
Slow: At 6th level, the beholder mage can cast slow as a spell-like ability. This works as the spell. A successful Will save (DC 13+the beholder mage's primary casting ability modifier) negates the effect.
Fear: At 8th level, the beholder mage can cast fear as a spell-like ability. This works as the spell. A successful Will save (DC 14+the beholder mage's primary casting ability modifier) merely renders the creature shaken for 1 round.
Improved Ocular Spell (Ex): Beginning at 3rd level, once per day per class level a beholder mage may use the Ocular Spell feat as she casts the spell. If she is a prepared caster, this does not require her to have prepared the spell with the feat, and if she is a spontaneous caster, she does not increase her casting time with the spell.
The spell still uses up a spell slot two levels higher (prepared casters may sacrifice a spell slot two levels higher, and convert it into the spell that they wish to affect, and retain the original spell slot the spell was prepared in for later use).
A beholder mage may not use Improved Ocular Spell to fire a spontaneously applied Ocular Spell out of an eye that is currently holding an Ocular Spell. She may only fire the ray out of an "empty" eye.
All-Around Vision (Ex): It might surprise a beholder mage when she discovers this, but there actually are other advantages to having more than two eyes than the ability to shoot lasers out of them. Starting at 5th level, while the beholder mage has four or more eyes unobscured and uncovered by clothing, she becomes immune to flanking. She does not grant attackers who flank her a bonus to their attack rolls, and she does not allow flankers to gain flank-based precision damage against her (unless they have other ways of qualifying, such as an invisible rogue).
Greater Ocular Spell (Ex): Starting at 9th level, a beholder mage becomes the master of her eyes. Her Ocular Spell feat now has an effective spell level adjustment of +0. It no longer requires extra casting time for a spontaneous caster. (The Improved Ocular Spell feature also no longer requires expending a spell slot two levels higher to use it).
Eye Rays (Su): Finally, at 10th level, a beholder mage gains the power she sought after for so long. Once per round, a beholder mage may fire an Ocular Spell that she either has stored in her eyes or may cast using a daily use of her Improved Ocular Spell feature as a free action, as if she were a beholder. This is exhausting on the beholder mage, and after doing this, that eye is forced shut, and may not be used to see, fire an eye ray, or for the Ocular Spell feat. The eye remains shut for one hour. The beholder mage takes a -1 penalty to her Spot checks per eye she must close, and if all her eyes close, she is effectively blinded until at least one eye opens again. (If she closes all but 3 or fewer eyes, her All-Around Vision feature stops working as well).
Really besides the question of if a full-round action fires just 2 spells or all 7 (the latter being just too much nova potential) the class looks pretty good. A free super-quicken is a nice ability without being Incanatrix level silliness, and the ability to routinely get 3 spells a round without relying on it is rather nice with the single target limitation keeping it from being anywhere near as broken as it could be. The 2 levels lost is enough to sting without making you lose 9th level spells and the high level abilities help make up for the sting (at 15th level you might only have 7th level spells but you can use two death effects in a round targeting different saves easily enough).Peanut Half-Dragon Necromancer by Kurien.
Current Projects:
Group: The Harrowing Halloween Harvest of Horror Part 2
Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.
Old: My homebrew (updated 9/9)
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2012-01-18, 11:30 PM (ISO 8601)
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Re: I've Got Your 'Eye of the Beholder' Right Here! And Here and Here! (3.5 PEACH Ple
Absolutely not! Thanks for pointing that out, I'll update that immediately.
I'd actually place no HD, standard action Sleep above single target Slow. Deep Slumber is a 3rd level spell that functions just like sleep but with a 10 HD cap, meanwhile the Slow ability is debuffed.
Looking at the last paragraph I'm guessing the intent is for casting and firing the spell to be a single action, so in short turning the spell into a 60-ft ray. If so neat, flavorful ability, but not too powerful. If not then this ability favors wizards more heavily than it already does (being completely useless to spontaneous casters).
This ability is pretty good no matter what, an extra spell in a round you need it at no increase to spell level is quite nice. The penalties are enough that it probably works. Though if a full-round action fires all 7 (at this level) spells this gives them 9 spells in a round before they even start trying to break action economy. As single target spells these won't be the encounter ending battlefield control that a normal wizard might be slinging they can easily be enough to shatter encounters that could actually get around such tactics (just imagine if 8 of them are meta-magic enhanced Orb of X).
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2012-01-19, 02:16 PM (ISO 8601)
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Re: I've Got Your 'Eye of the Beholder' Right Here! And Here and Here! (3.5 PEACH Ple
For lo, thy Seraphi Homebrew registers as Narwhal level awesome (Narwhalmage, Narwhalknight and Narwhalassasin classes pending)
My hovercraft is full of eels.
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2012-01-19, 02:26 PM (ISO 8601)
- Join Date
- Aug 2011
- Location
- lost in my own mind
Re: I've Got Your 'Eye of the Beholder' Right Here! And Here and Here! (3.5 PEACH Ple
I like the class a lot. But then, it's NeoSeraphi Homebrew(TM), so no surprises there. Let's face it, everyone has wanted laser eyes at least once. My only question is, do any of the prerequisites require an alignment? I don't have Lords of Madness, and somehow Aberration Blood sounds like it might.
...OK, NeoSeraphi has got to at least attempt these now, because the idea of a mage casting cone of Narwhal makes me giggle like a maniac.
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2012-01-19, 09:42 PM (ISO 8601)
- Join Date
- Nov 2007
- Location
- Wisconsin
- Gender
Re: I've Got Your 'Eye of the Beholder' Right Here! And Here and Here! (3.5 PEACH Ple