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    Default (3.5) The Fire, Acid, Cold, & Electricity Mages (Prestige Classes) [PEACH]

    First off, I'd like to start this post with an enormous thanks to NeoSeraphi. In addition to being an enormously talented homebrewer, I've come to know that he's a legitimately good guy, too. Plus, his Pyromaniac was a huge inspiration for these classes. They perform a close enough role that you'd probably not allow both in the same campaign, but either one beats Complete Arcane's Elemental Savant (from which this class pulls heavily). Hopefully mine and his aren't too similar in the end, but to be comparable isn't exactly a bad thing in my book. After all, doesn't everyone love that Seraphi HomebrewTM? Please tell me what you think of these classes, good, bad, or indifferent. Without further adieu, I present the classes themselves:




    Spoiler: Fire Specialist
    Show
    Prerequisites:
    To qualify to become a Firesoul Mage, a character must fulfill all the following criteria.
    Skills: Knowledge (Arcana) 8 ranks, Knowledge (the Planes) 4 ranks.
    Feat: Energy Substitution (Fire).
    Spells: Able to cast at least three spells that have the Fire descriptor. One of the spells must be at least 3rd level.
    Special: Must have made peaceful contact with an elemental or outsider that has the Fire subtype and have them agree to place a portion of their element into you.


    The Firesoul Mage:
    d4 Hit Die
    Level
    BAB
    Fort
    Ref
    Will
    Special
    Spells per Day/Spells Known
    1st +0 +0 +0 +2 Burning Focus +1, Flaming Soul +1 level of existing spellcasting class
    2nd +1 +0 +0 +3 Advanced Learning +1 level of existing spellcasting class
    3rd +1 +1 +1 +3 Burning Penetration +2, Burning Touch +1 level of existing spellcasting class
    4th +2 +1 +1 +4 Advanced Learning +1 level of existing spellcasting class
    5th +2 +1 +1 +4 Burning Focus +2, Flame Savant +1 level of existing spellcasting class
    6th +3 +2 +2 +5 Advanced Learning +1 level of existing spellcasting class
    7th +3 +2 +2 +5 Burning Penetration +4, Fire Shield +1 level of existing spellcasting class
    8th +4 +2 +2 +6 Advanced Learning +1 level of existing spellcasting class
    9th +4 +3 +3 +6 Burning Focus +3, Gift of Fire +1 level of existing spellcasting class
    10th +5 +3 +3 +7 Advanced Learning, Fire Apotheosis +1 level of existing spellcasting class
    Skills: 2 + Int modifier.
    Skill List: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).



    Mage Class Features:

    Weapon and Armor Proficiency:
    Firesoul Mages gain no proficiency with any weapon or armor.

    Flaming Soul (Ex):
    Upon taking his first level in this class, the Mage awakens the portion of elemental fire within himself. When the Mage casts a spell that normally deals energy damage, its energy descriptor changes to be Fire, and it deals fire damage instead of its normal energy type. For example, a Firesoul Mage could still cast meld into stone, and its descriptor would not change because it does not deal energy damage. However, if he casts acid arrow, the spell would deal fire damage and have the Fire descriptor instead of dealing acid damage and having the Acid descriptor. The Mage also gains Fire Resistance equal to twice his class level.

    The Mage gains one more benefit from this ability: any dice or damage cap based on level is increased by an amount equal to his levels in this class. For example, if a 4th level Firesoul Mage were to cast lightning bolt it would not max out at 10d6 damage, but instead at 14d6 damage. This ability only works on spells with the Fire descriptor.

    Burning Focus (Ex):
    At 1st level, and again at 5th and 9th levels, the DC of all of the Mage's spells with the Fire descriptor increases by 1. This ability stacks with the Spell Focus and Greater Spell Focus feats.

    Advanced Learning (Ex):
    At 2nd level, and again at every even level thereafter, the Mage may add a spell with the Fire descriptor to his spells known. He may choose any spell from any spell list, even if that spell is normally found only in Cleric Domains, though he cannot choose a spell of a level he cannot cast. If he chooses a spell that is not already in his spell list, he adds the spell to that list at the level at which it was on the list from which he took it. This spell is treated as being on the Mage's spell list for all purposes, including the use and creation of potions, scrolls, and wands.

    Burning Penetration (Ex):
    At 3rd level, and again at 7th level, the Mage receives a cumulative +2 competence bonus on caster level checks (1d20 + caster level) to overcome a creature’s spell resistance with spells that have the Fire descriptor. This ability stacks with the Spell Penetration and Greater Spell Penetration feats.

    Burning Touch (Su):
    At 3rd level the Firesoul Mage can ignite a creature in horrendous blaze with a mere touch. A number of times per day equal to his Charisma bonus, the Mage may deal 1d6 fire damage as a touch attack. Any creature or object that takes at least 1 point of damage in this way must make a Reflex save (DC 10 + 1/2 HD + Charisma modifier) or immediately catch fire. In each subsequent round, the target must make another Reflex saving throw. Failure means that it takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once it succeeds on the saving throw, it's no longer on fire.)

    A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like as a Full-round action permits the character another save with a +4 bonus.

    Flame Savant (Ex):
    At 5th level, the Mage's ability to wield the elements astounds and frightens even elementals. From this point on, any spell or Spell-Like Ability with the Fire descriptor cast by the Mage can affect even those normally protected against such effects. Creatures who are usually immune to fire damage instead take half damage, creatures who take 150% damage instead take 200% damage, and his spells bypass Fire Resistance entirely.

    If a spell is affected by both this ability and the Searing Spell feat, the effects are similar but stronger. Creatures who are usually immune to fire damage instead take full damage, creatures who take 150% damage instead take 250% damage, but the spell has no additional affect against those protected by Fire Resistance.

    Fire Shield (Sp):
    At 7th level, the Mage is nearly at one with the fire. A number of times per day equal to his Charisma modifier (minimum 1), the Mage can use fire shield as a Spell-Like Ability. He is limited, however, to only a warm shield.

    Gift of Fire (Sp):
    At 9th level, the Mage has discovered how to tap into his elemental powers and aid his allies. A number of times per day equal to his Charisma modifier (minimum 1), as a Standard action, the Mage may create a 30ft burst of fire centered around himself. This burst deals a number of d6s of fire damage equal to his Charisma bonus to all enemies caught in the area, and also affects the weapons of all allies (including his own weapon). All weapons affected act as if they had the Flaming Burst enhancement. This effect stacks with a weapon that already has this enhancement. The weapons retain this bonus damage for 5+Cha rounds.

    Fire Apotheosis:
    At 10th level, the Mage has achieved complete and utter mastery of Fire. He gains the Fire subtype, and is now treated as both an Elemental and a creature of his original type simultaneously. Whenever an effect relying on the type of creature would effect the Mage, he may choose to be considered whichever type he finds more favorable in that instance. For example, an Elf 10th level Firesoul Mage would be treated as both a Humanoid (Elf, Fire) and an Elemental (Elf, Fire), whichever is more beneficial. As such, he couldn't be affected by a dominate person spell or rebuked by a Cleric with the Fire domain, but could be affected by an enlarge person spell or resurrected, at his option.

    Additionally, the Mage is immune to stunning, and isn't subject to extra damage from critical hits or flanking. He no longer needs to eat, sleep, or breathe (though he must still rest to regain spells). Finally, the Mage gains a natural Slam attack that deals 1d6 points of bludgeoning damage (if he's Medium; if the Mage is Small his slam deals 1d4 damage, if the Mage is Large he instead gains two slams, each dealing 1d8 damage) plus all of his natural attacks deal an additional 1d6 points of fire damage.

    Finally, once per day the Firesoul Mage may cast a spell and treat it as if it were affected by the Energy Admixture metamagic feat without increasing casting time or spell level. This spell can deal either it's original damage type in addition to its new fire damage, or it may deal its fire damage twice. For example, a shocking grasp spell that deals 15d6 fire damage can instead deal either 15d6 electricity damage and 15d6 fire damage or 30d6 fire damage.

    Spoiler: Acid Specialist
    Show
    Prerequisites:
    To qualify to become a Acidbborn Mage, a character must fulfill all the following criteria.
    Skills: Knowledge (Arcana) 8 ranks, Knowledge (the Planes) 4 ranks.
    Feat: Energy Substitution (Acid).
    Spells: Able to cast at least three spells that have the Acid descriptor. One of the spells must be at least 3rd level.
    Special: Must have made peaceful contact with an elemental or outsider that has the ability to deal Acid damage at will and have them agree to place a portion of their element into you.


    The Acidborn Mage:
    d4 Hit Die
    Level
    BAB
    Fort
    Ref
    Will
    Special
    Spells per Day/Spells Known
    1st +0 +0 +0 +2 Corrosive Focus +1, Caustic Soul +1 level of existing spellcasting class
    2nd +1 +0 +0 +3 Advanced Learning +1 level of existing spellcasting class
    3rd +1 +1 +1 +3 Corrosive Penetration +2, Corrosive Touch +1 level of existing spellcasting class
    4th +2 +1 +1 +4 Advanced Learning +1 level of existing spellcasting class
    5th +2 +1 +1 +4 Corrosive Focus +2, Acid Savant +1 level of existing spellcasting class
    6th +3 +2 +2 +5 Advanced Learning +1 level of existing spellcasting class
    7th +3 +2 +2 +5 Corrosive Penetration +4, Acid Sheathe +1 level of existing spellcasting class
    8th +4 +2 +2 +6 Advanced Learning +1 level of existing spellcasting class
    9th +4 +3 +3 +6 Corrosive Focus +3, Gift of Acid +1 level of existing spellcasting class
    10th +5 +3 +3 +7 Advanced Learning, Acid Apotheosis +1 level of existing spellcasting class
    Skills: 2 + Int modifier.
    Skill List: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).



    Mage Class Features:

    Weapon and Armor Proficiency:
    Acidborn Mages gain no proficiency with any weapon or armor.

    Caustic Born (Ex):
    Upon taking his first level in this class, the Mage awakens the portion of elemental acid within himself. When the Mage casts a spell that normally deals energy damage, its energy descriptor changes to be Acid, and it deals acid damage instead of its normal energy type. For example, an Acidborn Mage could still cast meld into stone, and its descriptor would not change because it does not deal energy damage. However, if he casts burning hands, the spell would deal acid damage and have the Acid descriptor instead of dealing fire damage and having the Fire descriptor. The Mage also gains Acid Resistance equal to twice his class level.

    The Mage gains one more benefit from this ability: any dice or damage cap based on level is increased by an amount equal to his levels in this class. For example, if a 4th level Acidborn Mage were to cast lightning bolt it would not max out at 10d6 damage, but instead at 14d6 damage. This ability only works on spells with the Acid descriptor.

    Corrosive Focus (Ex):
    At 1st level, and again at 5th and 9th levels, the DC of all of the Mage's spells with the Acid descriptor increases by 1. This ability stacks with the Spell Focus and Greater Spell Focus feats.

    Advanced Learning (Ex):
    At 2nd level, and again at every even level thereafter, the Mage may add a spell with the Acid descriptor to his spells known. He may choose any spell from any spell list, even if that spell is normally found only in Cleric Domains, though he cannot choose a spell of a level he cannot cast. If he chooses a spell that is not already in his spell list, he adds the spell to that list at the level at which it was on the list from which he took it. This spell is treated as being on the Mage's spell list for all purposes, including the use and creation of potions, scrolls, and wands.

    Corrosive Penetration (Ex):
    At 3rd level, and again at 7th level, the Mage receives a cumulative +2 competence bonus on caster level checks (1d20 + caster level) to overcome a creature’s spell resistance with spells that have the Acid descriptor. This ability stacks with the Spell Penetration and Greater Spell Penetration feats.

    Corrosive Touch (Su):
    At 3rd level the Acidborn Mage can coat a creature in a corrosive substance with a mere touch. A number of times per day equal to his Charisma bonus, the Mage may deal 1d6 acid damage as a touch attack. Any creature or object that takes at least 1 point of damage in this way must make a Reflex save (DC 10 + 1/2 HD + Charisma modifier) or immediately be covered in acid. In each subsequent round, the target must make another Reflex saving throw. Failure means that it takes another 1d6 points of damage that round. Success means that the acid has been shaken off. (That is, once it succeeds on the saving throw, it's no longer covered in acid.)

    A character covered in acid may automatically remove the substance by jumping into enough water to wash himself. If no body of water is at hand, rolling on the ground or rubbing at the acid with cloaks or the like as a Full-round action permits the character another save with a +4 bonus.

    Acid Savant (Ex):
    At 5th level, the Mage's ability to wield the elements astounds and frightens even elementals. From this point on, any spell or Spell-Like Ability with the Acid descriptor cast by the Mage can affect even those normally protected against such effects. Creatures who are usually immune to acid damage instead take half damage, creatures who take 150% damage instead take 200% damage, and his spells bypass Acid Resistance entirely.

    Acid Sheathe (Sp):
    At 8th level, the Mage is nearly at one with the acid. A number of times per day equal to his Charisma modifier (minimum 1), the Mage can use acid sheatheSC as a Spell-Like Ability.

    Gift of Acid (Sp):
    At 9th level, the Mage has discovered how to tap into his elemental powers and aid his allies. A number of times per day equal to his Charisma modifier (minimum 1), as a Standard action, the Mage may create a 30ft burst of acid centered around himself. This burst deals a number of d6s of acid damage equal to his Charisma bonus to all enemies caught in the area, and also affects the weapons of all allies (including his own weapon). All weapons affected act as if they had the Corrosive and Acidic Burst enhancements. This effect stacks with a weapon that already has these enhancements. The weapons retain this bonus damage for 5+Cha rounds.

    Acid Apotheosis:
    At 10th level, the Mage has achieved complete and utter mastery of Acid. He gains immunity to Acid, and is now treated as both an Elemental and a creature of his original type simultaneously. Whenever an effect relying on the type of creature would effect the Mage, he may choose to be considered whichever type he finds more favorable in that instance. For example, an Elf 10th level Acidborn Mage would be treated as both a Humanoid (Elf) and an Elemental (Elf), whichever is more beneficial. As such, he couldn't be affected by a dominate person spell, but could be affected by an enlarge person spell or resurrected, at his option.

    Additionally, the Mage is immune to stunning, and isn't subject to extra damage from critical hits or flanking. He no longer needs to eat, sleep, or breathe (though he must still rest to regain spells). Finally, the Mage gains a natural Slam attack that deals 1d6 points of bludgeoning damage (if he's Medium; if the Mage is Small his slam deals 1d4 damage, if the Mage is Large he instead gains two slams, each dealing 1d8 damage) plus all of his natural attacks deal an additional 1d6 points of acid damage.

    Finally, once per day the Acidborn Mage may cast a spell and treat it as if it were affected by the Energy Admixture metamagic feat without increasing casting time or spell level. This spell can deal either it's original damage type in addition to its new fire damage, or it may deal its fire damage twice. For example, a shocking grasp spell that deals 15d6 acid damage can instead deal either 15d6 electricity damage and 15d6 acid damage or 30d6 acid damage.

    Spoiler: Cold Specialist
    Show
    Prerequisites:
    To qualify to become a Frostheart Mage, a character must fulfill all the following criteria.
    Skills: Knowledge (Arcana) 8 ranks, Knowledge (the Planes) 4 ranks.
    Feat: Energy Substitution (Cold).
    Spells: Able to cast at least three spells that have the Cold descriptor. One of the spells must be at least 3rd level.
    Special: Must have made peaceful contact with an elemental or outsider that has the Cold subtype and have them agree to place a portion of their element into you.


    The Frostheart Mage:
    d4 Hit Die
    Level
    BAB
    Fort
    Ref
    Will
    Special
    Spells per Day/Spells Known
    1st +0 +0 +0 +2 Freezing Focus +1, Frost Heart +1 level of existing spellcasting class
    2nd +1 +0 +0 +3 Advanced Learning +1 level of existing spellcasting class
    3rd +1 +1 +1 +3 Freezing Penetration +2, Freezing Touch +1 level of existing spellcasting class
    4th +2 +1 +1 +4 Advanced Learning +1 level of existing spellcasting class
    5th +2 +1 +1 +4 Freezing Focus +2, Ice Savant +1 level of existing spellcasting class
    6th +3 +2 +2 +5 Advanced Learning +1 level of existing spellcasting class
    7th +3 +2 +2 +5 Freezing Penetration +4, Fire Shield +1 level of existing spellcasting class
    8th +4 +2 +2 +6 Advanced Learning +1 level of existing spellcasting class
    9th +4 +3 +3 +6 Freezing Focus +3, Gift of Ice +1 level of existing spellcasting class
    10th +5 +3 +3 +7 Advanced Learning, Cold Apotheosis +1 level of existing spellcasting class
    Skills: 2 + Int modifier.
    Skill List: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).



    Mage Class Features:

    Weapon and Armor Proficiency:
    Frostheart Mages gain no proficiency with any weapon or armor.

    Frost Heart (Ex):
    Upon taking his first level in this class, the Mage awakens the portion of elemental cold within himself. When the Mage casts a spell that normally deals energy damage, its energy descriptor changes to be Cold, and it deals cold damage instead of its normal energy type. For example, a Frostheart Mage could still cast meld into stone, and its descriptor would not change because it does not deal energy damage. However, if he casts acid arrow, the spell would deal cold damage and have the Cold descriptor instead of dealing acid damage and having the Acid descriptor. The Mage also gains Cold Resistance equal to twice his class level.

    The Mage gains one more benefit from this ability: any dice or damage cap based on level is increased by an amount equal to his levels in this class. For example, if a 4th level Frostheart Mage were to cast lightning bolt it would not max out at 10d6 damage, but instead at 14d6 damage. This ability only works on spells with the Cold descriptor.

    Freezing Focus (Ex):
    At 1st level, and again at 5th and 9th levels, the DC of all of the Mage's spells with the Cold descriptor increases by 1. This ability stacks with the Spell Focus and Greater Spell Focus feats.

    Advanced Learning (Ex):
    At 2nd level, and again at every even level thereafter, the Mage may add a spell with the Cold descriptor to his spells known. He may choose any spell from any spell list, even if that spell is normally found only in Cleric Domains, though he cannot choose a spell of a level he cannot cast. If he chooses a spell that is not already in his spell list, he adds the spell to that list at the level at which it was on the list from which he took it. This spell is treated as being on the Mage's spell list for all purposes, including the use and creation of potions, scrolls, and wands.

    Freezing Penetration (Ex):
    At 3rd level, and again at 7th level, the Mage receives a cumulative +2 competence bonus on caster level checks (1d20 + caster level) to overcome a creature’s spell resistance with spells that have the Cold descriptor. This ability stacks with the Spell Penetration and Greater Spell Penetration feats.

    Freezing Touch (Su):
    A number of times per day equal to his Charisma bonus, the Mage may deal 1d6 cold damage as a touch attack. Any creature that takes at least 1 point of damage in this way must make a Fortitude save (DC 10 + 1/2 HD + Charisma modifier) or immediately be frozen in place. The creature is treated as being Dazed for one round. In each subsequent round, the creature must make another Fortitude saving throw. Failure means that it is Dazed for another round. Success means that the ice has melted or shattered. (That is, once it succeeds on the saving throw, it's no longer frozen.)

    Ice Savant (Ex):
    At 5th level, the Mage's ability to wield the elements astounds and frightens even elementals. From this point on, any spell or Spell-Like Ability with the Cold descriptor cast by the Mage can affect even those normally protected against such effects. Creatures who are usually immune to cold damage instead take half damage, creatures who take 150% damage instead take 200% damage, and his spells bypass Cold Resistance entirely.

    If a spell is affected by both this ability and the Piercing Cold feat, the effects are similar but stronger. Creatures who are usually immune to cold damage instead take full damage (unless the creature has the cold subtype, in which case the spell has no additional effect), creatures who take 150% damage instead take 250% damage, but the spell has no additional affect against those protected by Cold Resistance.

    Fire Shield (Sp):
    At 7th level, the Mage is nearly at one with the cold. A number of times per day equal to his Charisma modifier (minimum 1), the Mage can use fire shield as a Spell-Like Ability. He is limited, however, to only a chill shield.

    Gift of Ice (Sp):
    At 9th level, the Mage has discovered how to tap into his elemental powers and aid his allies. A number of times per day equal to his Charisma modifier (minimum 1), as a Standard action, the Mage may create a 30ft burst of cold centered around himself. This burst deals a number of d6s of cold damage equal to his Charisma bonus to all enemies caught in the area, and also affects the weapons of all allies (including his own weapon). All weapons affected act as if they had the Icy Burst enhancement. This effect stacks with a weapon that already has this enhancement. The weapons retain this bonus damage for 5+Cha rounds.

    Cold Apotheosis:
    At 10th level, the Mage has achieved complete and utter mastery of Cold. He gains the Cold subtype, and is now treated as both an Elemental and a creature of his original type simultaneously. Whenever an effect relying on the type of creature would effect the Mage, he may choose to be considered whichever type he finds more favorable in that instance. For example, an Elf 10th level Frostheart Mage would be treated as both a Humanoid (Elf, Cold) and an Elemental (Elf, Cold), whichever is more beneficial. As such, he couldn't be affected by a dominate person spell or rebuked by a Cleric with the Cold domain, but could be affected by an enlarge person spell or resurrected, at his option.

    Additionally, the Mage is immune to stunning, and isn't subject to extra damage from critical hits or flanking. He no longer needs to eat, sleep, or breathe (though he must still rest to regain spells). Finally, the Mage gains a natural Slam attack that deals 1d6 points of bludgeoning damage (if he's Medium; if the Mage is Small his slam deals 1d4 damage, if the Mage is Large he instead gains two slams, each dealing 1d8 damage) plus all of his natural attacks deal an additional 1d6 points of cold damage.

    Finally, once per day the Frostheart Mage may cast a spell and treat it as if it were affected by the Energy Admixture metamagic feat without increasing casting time or spell level. This spell can deal either it's original damage type in addition to its new fire damage, or it may deal its cold damage twice. For example, a shocking grasp spell that deals 15d6 cold damage can instead deal either 15d6 electricity damage and 15d6 cold damage or 30d6 cold damage.

    Spoiler: Electricity Specialist
    Show
    Prerequisites:
    To qualify to become a Stormbound Mage, a character must fulfill all the following criteria.
    Skills: Knowledge (Arcana) 8 ranks, Knowledge (the Planes) 4 ranks.
    Feat: Energy Substitution (Electricity).
    Spells: Able to cast at least three spells that have the Electricity descriptor. One of the spells must be at least 3rd level.
    Special: Must have made peaceful contact with an elemental or outsider that has the ability to deal Electricity damage at will and have them agree to place a portion of their element into you.


    The Stormbound Mage:
    d4 Hit Die
    Level
    BAB
    Fort
    Ref
    Will
    Special
    Spells per Day/Spells Known
    1st +0 +0 +0 +2 Shocking Focus +1, Storm Bound +1 level of existing spellcasting class
    2nd +1 +0 +0 +3 Advanced Learning +1 level of existing spellcasting class
    3rd +1 +1 +1 +3 Shocking Penetration +2, Shocking Touch +1 level of existing spellcasting class
    4th +2 +1 +1 +4 Advanced Learning +1 level of existing spellcasting class
    5th +2 +1 +1 +4 Shocking Focus +2, Electric Savant +1 level of existing spellcasting class
    6th +3 +2 +2 +5 Advanced Learning +1 level of existing spellcasting class
    7th +3 +2 +2 +5 Shocking Penetration +4, Lightning Wreathe +1 level of existing spellcasting class
    8th +4 +2 +2 +6 Advanced Learning +1 level of existing spellcasting class
    9th +4 +3 +3 +6 Shocking Focus +3, Gift of Lightning +1 level of existing spellcasting class
    10th +5 +3 +3 +7 Advanced Learning, Electric Apotheosis +1 level of existing spellcasting class
    Skills: 2 + Int modifier.
    Skill List: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).



    Mage Class Features:

    Weapon and Armor Proficiency:
    Stormbound Mages gain no proficiency with any weapon or armor.

    Storm Bound (Ex):
    Upon taking his first level in this class, the Mage awakens the portion of elemental electricity within himself. When the Mage casts a spell that normally deals energy damage, its energy descriptor changes to be Electricity, and it deals electricity damage instead of its normal energy type. For example, a Mage of the Caustic Soul could still cast meld into stone, and its descriptor would not change because it does not deal energy damage. However, if he casts burning hands, the spell would deal electricity damage and have the Electricity descriptor instead of dealing fire damage and having the Fire descriptor. The Mage also gains Electricity Resistance equal to twice his class level.

    The Mage gains one more benefit from this ability: any dice or damage cap based on level is increased by an amount equal to his levels in this class. For example, if a 4th level Stormbound Mage were to cast lightning bolt it would not max out at 10d6 damage, but instead at 14d6 damage. This ability only works on spells with the Electricity descriptor.

    Shocking Focus (Ex):
    At 1st level, and again at 5th and 9th levels, the DC of all of the Mage's spells with the Electricity descriptor increases by 1. This ability stacks with the Spell Focus and Greater Spell Focus feats.

    Advanced Learning (Ex):
    At 2nd level, and again at every even level thereafter, the Mage may add a spell with the Electricity descriptor to his spells known. He may choose any spell from any spell list, even if that spell is normally found only in Cleric Domains, though he cannot choose a spell of a level he cannot cast. If he chooses a spell that is not already in his spell list, he adds the spell to that list at the level at which it was on the list from which he took it. This spell is treated as being on the Mage's spell list for all purposes, including the use and creation of potions, scrolls, and wands.

    Shocking Penetration (Ex):
    At 3rd level, and again at 7th level, the Mage receives a cumulative +2 competence bonus on caster level checks (1d20 + caster level) to overcome a creature’s spell resistance with spells that have the Electricity descriptor. This ability stacks with the Spell Penetration and Greater Spell Penetration feats.

    Shocking Touch (Su):
    A number of times per day equal to his Charisma bonus, the Mage may deal 1d6 electricity damage as a touch attack. Any creature that takes at least 1 point of damage in this way must make a Fortitude save (DC 10 + 1/2 HD + Charisma modifier) or immediately be overloaded with energy and held in place. The creature is treated as being Dazed for one round. In each subsequent round, the creature must make another Fortitude saving throw. Failure means that it is Dazed for another round. Success means that the electricity has dissipated. (That is, once it succeeds on the saving throw, it's no longer overwhelmed by energy.)

    Electric Savant (Ex):
    At 5th level, the Mage's ability to wield the elements astounds and frightens even elementals. From this point on, any spell or Spell-Like Ability with the Electricity descriptor cast by the Mage can affect even those normally protected against such effects. Creatures who are usually immune to electricity damage instead take half damage, creatures who take 150% damage instead take 200% damage, and his spells bypass Electricity Resistance entirely.

    Lightning Wreathe (Sp):
    At 7th level, the Mage is nearly at one with the electricity. A number of times per day equal to his Charisma modifier (minimum 1), the Mage can use an effect similar to acid sheatheSC, except that all references to acid should be replaced by electricity, as a Spell-Like Ability.

    Gift of Lightning (Sp):
    At 9th level, the Mage has discovered how to tap into his elemental powers and aid his allies. A number of times per day equal to his Charisma modifier (minimum 1), as a Standard action, the Mage may create a 30ft burst of electricity centered around himself. This burst deals a number of d6s of electricity damage equal to his Charisma bonus to all enemies caught in the area, and also affects the weapons of all allies (including his own weapon). All weapons affected act as if they had the Shocking Burst enhancements. This effect stacks with a weapon that already has this enhancement. The weapons retain this bonus damage for 5+Cha rounds.

    Electric Apotheosis:
    At 10th level, the Mage has achieved complete and utter mastery of Electricity. He gains immunity to Electricity, and is now treated as both an Elemental and a creature of his original type simultaneously. Whenever an effect relying on the type of creature would effect the Mage, he may choose to be considered whichever type he finds more favorable in that instance. For example, an Elf 10th level Stormbound Mage would be treated as both a Humanoid (Elf) and an Elemental (Elf), whichever is more beneficial. As such, he couldn't be affected by a dominate person spell, but could be affected by an enlarge person spell or resurrected, at his option.

    Additionally, the Stormbound Mage is immune to stunning, and isn't subject to extra damage from critical hits or flanking. He no longer needs to eat, sleep, or breathe (though he must still rest to regain spells). Finally, the Mage gains a natural Slam attack that deals 1d6 points of bludgeoning damage (if he's Medium; if the Mage is Small his slam deals 1d4 damage, if the Mage is Large he instead gains two slams, each dealing 1d8 damage) plus all of his natural attacks deal an additional 1d6 points of electricity damage.

    Finally, once per day the Stormbound Mage may cast a spell and treat it as if it were affected by the Energy Admixture metamagic feat without increasing casting time or spell level. This spell can deal either it's original damage type in addition to its new fire damage, or it may deal its electricity damage twice. For example, a fireball spell that deals 15d6 electricity damage can instead deal either 15d6 fire damage and 15d6 electricity damage or 30d6 electricity damage.
    Last edited by Lyndworm; 2014-04-04 at 03:35 PM.
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    Default Re: (3.5) The Mage of the Fiery Soul & Mage of the Icy Heart (Prestige Class) [PEACH]

    Nice. Close to Seraphi work, but certainly not identical. I like it. Not sure why Corrosive, Shocking, and Sonorous Heart are not in here but w/e.

    I think Gift of the elements can deal a bit more than 1d6 to enemies and grant the burst ability to weapons as well.

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    Default Re: (3.5) The Mage of the Fiery Soul & Mage of the Icy Heart (Prestige Class) [PEACH]

    Quote Originally Posted by Elfstone View Post
    Nice. Close to Seraphi work, but certainly not identical. I like it. Not sure why Corrosive, Shocking, and Sonorous Heart are not in here but w/e.
    I chose Cold and Fire specifically because they're the two most popular elements in the game, both in offense and defense, because they're the only two with access to Piercing Cold/Searing Spell, and because they're opposed to one another/had the most obvious choices for SLAs. So, partially it was a design choice, partially I'm lazy. However, I probably wouldn't allow a Sonic-focused version just because of how rare (and therefore strong) the Sonic type is.

    Quote Originally Posted by Elfstone View Post
    I think Gift of the elements can deal a bit more than 1d6 to enemies and grant the burst ability to weapons as well.
    Yeah, probably... To be honest, that was the ability about which I was least confident. I thought it felt a little weak to show up so late in the game. What do you think of Charisma bonus x 1d6 damage (in addition to the burst affect)?
    Last edited by Lyndworm; 2012-01-22 at 10:00 AM.
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    Default Re: (3.5) The Mage of the Fiery Soul & Mage of the Icy Heart (Prestige Class) [PEACH]

    There is a similar point you could make that was made with my pyromaniac class, about how if you have to negotiate with an outsider, your class probably deserves Diplomacy on its class skill list. I disagreed, but I gave the pyromancer Bluff because that's what I assumed he'd be doing, but you didn't give this guy either...so I would pick one and give it to them.

    Elemental Savant: There's going to be a bit of tricky wording here, but you should know that Piercing Cold specifically has no effect on creatures with the [cold] subtype. (It still pierces cold immunity, but not if the creature is immune to cold by being [cold]). However, Searing Spell does not have this restriction. So you'll need to work that into the ability somehow, that Piercing Cold doesn't help you deal full damage against a creature with the [cold] subtype.

    Elemental Focus (Ex): Yikes. Definitely very little reason for someone to choose Fiery Heart over Icy Heart with this ability. Between Cold Focus, Greater Cold Focus and nine levels in this class, you're getting a +5 DC to all your [cold] spells.

    Elemental Apotheosis: Nice! Very nice ability. However, I would note that if you are Large or Larger, you get a pair of slams instead of 1. (as Elementals do)

    All in all, a good class. I like it.

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    Default Re: (3.5) The Mage of the Fiery Soul & Mage of the Icy Heart (Prestige Class) [PEACH]

    Quote Originally Posted by NeoSeraphi View Post
    There is a similar point you could make that was made with my pyromaniac class, about how if you have to negotiate with an outsider, your class probably deserves Diplomacy on its class skill list. I disagreed, but I gave the pyromancer Bluff because that's what I assumed he'd be doing, but you didn't give this guy either...so I would pick one and give it to them.
    My bad, I had meant for Diplomacy to be on there. Thank you very much for catching that!

    Quote Originally Posted by NeoSeraphi View Post
    Elemental Savant: There's going to be a bit of tricky wording here, but you should know that Piercing Cold specifically has no effect on creatures with the [cold] subtype. (It still pierces cold immunity, but not if the creature is immune to cold by being [cold]). However, Searing Spell does not have this restriction. So you'll need to work that into the ability somehow, that Piercing Cold doesn't help you deal full damage against a creature with the [cold] subtype.
    Oh, yeah... I always thought that was stupid. Man, we were just talking about that, too, weren't we (shivering touch vs white dragon)? I'm a little scatterbrained recently. Anyhoo, I'll see what I can do with the wording to get that cleared up.

    Quote Originally Posted by NeoSeraphi View Post
    Elemental Focus (Ex): Yikes. Definitely very little reason for someone to choose Fiery Heart over Icy Heart with this ability. Between Cold Focus, Greater Cold Focus and nine levels in this class, you're getting a +5 DC to all your [cold] spells.
    While the effects of those two feats and nine levels are, indeed, a +5 to the DC... Is that really such a terrible thing? I'd say it was a ridiculous thing, myself, if it weren't for the fact that you had to blow two feats on it and are minimum level 14. Maybe my sense of balance is off today... I only feel bad that the Fiery Souls can't do the same thing.

    Quote Originally Posted by NeoSeraphi View Post
    Elemental Apotheosis: Nice! Very nice ability. However, I would note that if you are Large or Larger, you get a pair of slams instead of 1. (as Elementals do)
    Ooh, good catch; I'll tack that on there. (It's not fair to the Small and medium guys, but how many creatures are really going to use their slams instead of their spells, anyway?)

    Quote Originally Posted by NeoSeraphi View Post
    All in all, a good class. I like it.
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    Default Re: (3.5) The Mage of the Fiery Soul & Mage of the Icy Heart (Prestige Class) [PEACH]

    Quote Originally Posted by Lyndworm View Post
    My bad, I had meant for Diplomacy to be on there. Thank you very much for catching that!
    You are very welcome.

    While the effects of those two feats and nine levels are, indeed, a +5 to the DC... Is that really such a terrible thing? I'd say it was a ridiculous thing, myself, if it weren't for the fact that you had to blow two feats on it and are minimum level 14. Maybe my sense of balance is off today... I only feel bad that the Fiery Souls can't do the same thing.
    That was my point, not because of the unfair balance, but because Fiery Souls wouldn't get it. However, once you update Elemental Savant, it will become more balanced. (Fiery Souls can completely pierce [Fire] creatures, while Icy Souls can pump their save DCs higher)

    Edit: By the way, you should remember that you're changing every [acid], [electricity], [fire] and [sonic] spell into a [cold] spell with the first level of the class, and upping the caps...so a +5 DC to the saving throw for all your damage spells...Just wanted you to be aware of that. Take from it what you will.
    Last edited by NeoSeraphi; 2012-01-22 at 11:24 AM.

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    Default Re: (3.5) The Mage of the Fiery Soul & Mage of the Icy Heart (Prestige Class) [PEACH]

    Quote Originally Posted by NeoSeraphi View Post
    By the way, you should remember that you're changing every [acid], [electricity], [fire] and [sonic] spell into a [cold] spell with the first level of the class, and upping the caps...so a +5 DC to the saving throw for all your damage spells...Just wanted you to be aware of that. Take from it what you will.
    I'm aware, thank you. Although I did forget about the Cold Focus line at first, I don't think that changing +3 to +5 is worth the cost of two feats. If someone was willing to press the point, I might change my mind. However, with my current mindset and understanding, I think we'll be fine. Thank you very much for examining the class; it's very appreciated.
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    Default Re: (3.5) The Mage of the Fiery Soul & Mage of the Icy Heart (Prestige Class) [PEACH]

    Quote Originally Posted by Lyndworm View Post
    I'm aware, thank you. Although I did forget about the Cold Focus line at first, I don't think that changing +3 to +5 is worth the cost of two feats. If someone was willing to press the point, I might change my mind. However, with my current mindset and understanding, I think we'll be fine. Thank you very much for examining the class; it's very appreciated.
    Sure. If you don't think it's a big deal, then it's not a big deal. I like the class. The fire shield ability, in particular, really surprised me. I never thought about how custom-built fire shield would be for a dual-class like this, but it is. Very cool move, and it can be fluffed awesomely once you hit Elemental Apotheosis and your slams are on fire too.

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    Default Re: (3.5) The Mage of the Fiery Soul & Mage of the Icy Heart (Prestige Class) [PEACH]

    Quote Originally Posted by Lyndworm View Post
    I chose Cold and Fire specifically because they're the two most popular elements in the game, both in offense and defense, because they're the only two with access to Piercing Cold/Searing Spell, and because they're opposed to one another/had the most obvious choices for SLAs. So, partially it was a design choice, partially I'm lazy. However, I probably wouldn't allow a Sonic-focused version just because of how rare (and therefore strong) the Sonic type is.
    Well. I get the laziness. But in the interests of the public, I demand you make these classes! Sonic is rare because most people do not use it. Breaking a trend isn't a bad thing. But powering Sonic down wouldn't be that hard to do. But really, its okay if you wait awhile. These classes are just so great there should be more of them :p

    Yeah, probably... To be honest, that was the ability about which I was least confident. I thought it felt a little weak to show up so late in the game. What do you think of Charisma bonus x 1d6 damage (in addition to the burst affect)? I feel great about it.
    Neo made good points. I agree. +2 DC vs penetrating all resistance is cool.

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    Default Re: (3.5) The Mage of the Fiery Soul & Mage of the Icy Heart (Prestige Class) [PEACH]

    Quote Originally Posted by NeoSeraphi View Post
    Sure. If you don't think it's a big deal, then it's not a big deal. I like the class. The fire shield ability, in particular, really surprised me. I never thought about how custom-built fire shield would be for a dual-class like this, but it is. Very cool move, and it can be fluffed awesomely once you hit Elemental Apotheosis and your slams are on fire too.
    Thank you much; I was particularly fond of that SLA. I especially like how it interacts with the capstone, because it makes being Vulnerable a lot easier to swallow.

    Quote Originally Posted by Elfstone View Post
    Well. I get the laziness. But in the interests of the public, I demand you make these classes! Sonic is rare because most people do not use it. Breaking a trend isn't a bad thing. But powering Sonic down wouldn't be that hard to do. But really, its okay if you wait awhile. These classes are just so great there should be more of them :p
    In all honestly, I'll probably look into making those classes. The problems I'd be facing in doing so are fairly easy to enumerate:

    • I'd need to find a spell similar in power to chill or heat metal (2nd level) to give as an SLA at 3rd level.
    • I'd need to find a spell similar in power to fire shield (4th level) to give as an SLA at 7th level.
    • I'd need to make an ability that replaces gaining the Cold/Fire subtype (Earth and Acid aren't really all that related, and what in the world do you do for Sonic?).

    If/when I complete the above list, I'll make new classes.
    Last edited by Lyndworm; 2012-01-23 at 07:32 PM.
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    Default Re: (3.5) The Mage of the Fiery Soul & Mage of the Icy Heart (Prestige Class) [PEACH]

    Well those are really not that hard to do, first off, you can make your own spells. Charge the air around someone or make the earth corrosive beneath their feet, make their body resonate with sound waves, stuff like that. For a sonic template, you could use crystal. For Earth I swear there is a corrosive one (thats how someone made acid breathing sharkes) and lightning is easily air.

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    Default Re: (3.5) The Mage of the Fiery Soul & Mage of the Icy Heart (Prestige Class) [PEACH]

    It's not hard to fluff what an attack made with Acid, Electricity, or even Sonic damage would look like, but that's not what I was saying. Chill and heat metal are very situational, and are almost as much fluff as they are real abilities. I'd need to come up with/find abilities/spells to mimic that power level and utility.

    Gaining the Air template for Electricity makes sense to me, and was the only one of the three that I'd already figured out. What/where is this Crystal template of which you speak? I'd like to examine it. Also, I can only think of two Acid-based templates, and neither one of them fits all that well (Horrid and Acidborn, the first is Dire Animal-only, I think, and the second is Aquatic subtype only, and with good reason). I'm open to homebrewed options, of course, but I can't think of anything to nab.
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    Default Re: (3.5) The Mage of the Fiery Soul & Mage of the Icy Heart (Prestige Class) [PEACH]

    Why not have the Earth-based be more defensive in nature? Something akin to a Stoneskin, perhaps.
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    Default Re: (3.5) The Mage of the Fiery Soul & Mage of the Icy Heart (Prestige Class) [PEACH]

    I certainly don't mind the idea of a defense-oriented version, but that still leaves me at a loss for the 3rd level SLA (assuming that the stoneskin SLA is a better match for 8th level, which I think it is). I'm also still looking for a capstone ability... Anyway, thanks a lot for your advice, Solaris. I appreciate it; you've given me some good thoughts to mull over.
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    Default Re: (3.5) The Mage of the Fiery Soul & Mage of the Icy Heart (Prestige Class) [PEACH]

    Im not much for casters and havnt critiqued any PrCs as of yet but id say this is really good. I know of a certain pyro wizard in my party that would jump on this in a heartbeat.

    That said, i cant shake the feeling that your missing something.
    Ah, now i remember. Since all of your damage dealing spells could essentially be narrowed down to either fire/cold or a handful of others (like disintegrate), shouldnt you throw in some ability to ignore or reduce damage resistance/immunity to your element? It seems rather pointless to be a Mage of the Fiery Soul fighting a Red Dragon and still have to rely on magic items to overcome its defence to your most focused and possibly reliable damage output.
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    Default Re: (3.5) The Mage of the Fiery Soul & Mage of the Icy Heart (Prestige Class) [PEACH]

    Thank you very much! I'm really glad that no one's seen anything horrible in there, yet.

    As for fire Resistance/Immunity...
    Quote Originally Posted by Lyndworm View Post
    Elemental Savant (Ex):
    At 5th level, the Mage's ability to wield the elements astounds and frightens even elementals. From this point on, any spell or Spell-Like Ability with the Cold descriptor (if the Mage has an Icy Heart) or the Fire descriptor (if the Mage has a Fiery Soul) cast by the Mage can affect even those normally protected against such effects. Creatures who are usually immune instead take half damage, creatures who take 150% damage instead take 200% damage, and the spells bypass Energy Resistance entirely.

    If a spell is affected by both this ability and either Searing Spell or Piercing Cold, the effects are similar but stronger. Creatures who are usually immune instead take full damage (unless you're employing Piercing Cold against a creature with the cold subtype, in which case the spell has no additional effect), creatures who take 150% damage instead take 250% damage, but the spell has no additional affect against those protected by Energy Resistance.
    You've pretty much just suggested that I add an ability that the class already gets at 5th level.
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    Default Re: (3.5) The Mage of the Fiery Soul & Mage of the Icy Heart (Prestige Class) [PEACH]

    Oops, i mustve misse that part. My bad
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    Default Re: (3.5) The Mage of the Fiery Soul & Mage of the Icy Heart (Prestige Class) [PEACH]

    The dual nature is cool, but I think that it would be interesting to have a capstone that is somewhat different for each one. (but that's just my personal preference)

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    Default Re: (3.5) The Mages of the Fiery Soul & Icy Heart (Prestige Class) [PEACH]

    I'm not necessarily against that idea itself, but I'm not super psyched about it, either. On one hand, the classes are meant to be more or less identical, with the key differences being based solely in the elements themselves. Honestly, if I could think of a way to differentiate them that was flavorful, mechanically sound, and easy to implement I probably would.

    In other news, I've been thinking over the idea of creating Mages of the Caustic Soul and Lightning Heart. I'm considering taking out the chill or heat metal SLA that the Fiery Souls and Icy Hearts get at 3rd level, and replacing them with the following:

    Abilities:
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    Caustic Soul:
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    Acidic Touch (Su):
    At 3rd level the Mage of the Caustic Soul can coat a creature in a corrosive substance with a mere touch. A number of times per day equal to his Charisma bonus, the Mage may deal 1d6 acid damage as a touch attack. Any creature or object that takes at least 1 point of damage in this way must make a Fortitude save (DC 10 + 1/2 HD + Charisma modifier) or immediately be covered in acid. In each subsequent round, the target must make another Fortitude saving throw. Failure means that it takes another 1d6 points of damage that round. Success means that the acid has been shaken off. (That is, once it succeeds on the saving throw, it's no longer covered in acid.)

    A character covered in acid may automatically remove the substance by jumping into enough water to wash himself. If no body of water is at hand, rolling on the ground or rubbing at the acid with cloaks or the like as a Full-round action permits the character another save with a +4 bonus.

    Fiery Soul:
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    Burning Touch (Su):
    At 3rd level the Mage of the Fiery Soul can ignite a creature in horrendous blaze with a mere touch. A number of times per day equal to his Charisma bonus, the Mage may deal 1d6 fire damage as a touch attack. Any creature or object that takes at least 1 point of damage in this way must make a Reflex save (DC 10 + 1/2 HD + Charisma modifier) or immediately catch fire. In each subsequent round, the target must make another Reflex saving throw. Failure means that it takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once it succeeds on the saving throw, it's no longer on fire.)

    A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like as a Full-round action permits the character another save with a +4 bonus.

    Icy Heart:
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    Freezing Touch (Su):
    A number of times per day equal to his Charisma bonus, the Mage may deal 1d6 cold damage as a touch attack. Any creature that takes at least 1 point of damage in this way must make a Fortitude save (DC 10 + 1/2 HD + Charisma modifier) or immediately be frozen in place. The creature is treated as being Dazed for one round. In each subsequent round, the creature must make another Fortitude saving throw. Failure means that it is Dazed for another round. Success means that the ice has melted or shattered. (That is, once it succeeds on the saving throw, it's no longer frozen.

    Lightning Heart:
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    Shocking Touch (Su):
    A number of times per day equal to his Charisma bonus, the Mage may deal 1d6 electricity damage as a touch attack. Any creature that takes at least 1 point of damage in this way must make a Reflex save (DC 10 + 1/2 HD + Charisma modifier) or immediately be overloaded with energy and held in place. The creature is treated as being Dazed for one round. In each subsequent round, the creature must make another Reflex saving throw. Failure means that it is Dazed for another round. Success means that the electricity has dissipated. (That is, once it succeeds on the saving throw, it's no longer overwhelmed by energy.

    I'm not so sure about that, though... Also, I'm not quite sure what to give the Caustic Soul and Lightning Heart at 8th level, though I'm looking into it. Finally, I think I know what to give the two new guys at 10th level: the same thing, but with a different element, and just immunity instead of the elemental subtype. I'm afraid that this would make them too strong in comparison to the Fiery Soul and Icy Heart, but I'm kind of at a loss here. Any comments, good, bad, or indifferent, would be greatly appreciated.
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    Default Re: (3.5) The Mages of the Fiery Soul & Icy Heart (Prestige Class) [PEACH]

    Acidic Touch definitely sounds like a Reflex save. You've got to react or be covered in acid, and each round you try and shake it off. Fortitude has to do with your inner body and your immune system, Reflex has to do with dodging and your skin.

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    Default Re: (3.5) The Elemental Mages (Prestige Class) [PEACH]

    You know something? I agree entirely. I think (I can't even remember for sure right now) that I wanted to make one attack of each type (Damage and Daze) Fortitude and Reflex, and acid made much more sense as Fortitude than fire did (though they both make more sense as Reflex). Along that same vein, the Shocking Touch ability makes much more sense as Fortitude than as Reflex. I'll switch it so that both damage abilities are Reflex and both Daze abilities are Fortitude. That doesn't even strike me as weird in any way because that's both more balanced (status effects are more dangerous than direct damage, and Fortitude saves are generally easier to make) and more in line with existing effects (most direct damage effects are against Reflex, whereas most status effects are against Fortitude).

    Thanks for the help!



    OK, I've done the above, and updated the class with Acid and Electricity variants. I've split each variant into a different write-up, so that it's much easier to read. Any comments would be appreciated, especially relating to wording and (relative) balance.
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    Default Re: (3.5) The Fire, Acid, Cold, & Electricity Mages (Prestige Class) [PEACH]

    Oh god. The bolded letters made me laugh pretty hard. I think all of them are pretty awesome. But sonic still gets no love!

    Also, how about a class that combines all of them, since the flavor in the existing four is awesome.

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    Default Re: (3.5) The Fire, Acid, Cold, & Electricity Mages (Prestige Class) [PEACH]

    You've never heard of FACES before? Every mage has to get his game FACES on every now and again.

    Sonic doesn't get much love because there's no such feat as Energy Substitution (Sonic).

    I'm not sure what you mean by "combines them." Do you mean a PrC that requires levels in four other PrCs as prerequisites? I've never seen anything like that before, but it's somewhat intriguing. I have no idea how that would even be done, though.
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    Default Re: (3.5) The Fire, Acid, Cold, & Electricity Mages (Prestige Class) [PEACH]

    I call upon you, sir, to give them all a level 9 or 10 ability that lets them apply Energy Admixture (Complete Arcane, the Gary Oak to Energy Substitution) to their spells once per day for free (or maybe more often). I am the master of Fire, therefore, my fire spell deals double fire damage when I want it to!

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    Default Re: (3.5) The Fire, Acid, Cold, & Electricity Mages (Prestige Class) [PEACH]

    That's not a bad idea at all, and it certainly helps boost the end of the class a bit. As it stands, I'm pretty sure most people would cut out after getting the 5th level. A powerful ability like that would make it worth staying to 10th, but a 1/day ability like that stops it from being silly.

    Good on you, man!
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