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View Full Version : the blaster (3.5 D&D base class,PEACH) trying to make a REAL blaster



bobthe6th
2011-10-16, 11:19 PM
this is undergoing a major reformatting, please stand by. may take untill tomorrow afternoon.

current draft (a little WIP, so give it some time...) this time a lot like a souped up warlock.

Blaster

{table=head] level | base attack bonus | fort | ref | will | special
1st | +0 | +0 | +0 | +2| blasting
2nd | +1 | +0 | +0 | +3| between the blasts, big boom
3rd | +1 | +1 | +1 | +3| meta blast
4th | +2 | +1 | +1 | +4| between the blasts...
5th | +2 | +1 | +1 | +4| meta blast
6th | +3 | +2 | +2 | +5| between the blasts...
7th | +3 | +2 | +2 | +5| meta blast
8th | +4 | +2 | +2 | +6| between the blasts...
9th | +4 | +3 | +3 | +6| meta blast
10th | +5 | +3 | +3 | +7| between the blasts...
11th | +5 | +3 | +3 | +7| meta blast
12th | +6/+1 | +4 | +4 | +8| between the blasts...
13th | +6/+1 | +4 | +4 | +8| meta blast
14th | +7/+2 | +4 | +4 | +9| between the blasts...
15th | +7/+2 | +5 | +5 | +9| meta blast
16th | +8/+3 | +5 | +5 | +10| between the blasts...
17th | +8/+3 | +5 | +5 | +10| meta blast
18th | +9/+4 | +6 | +6 | +11| between the blasts...
19th | +9/+4 | +6 | +6 | +11| meta blast
20th | +10/+5 | +6 | +6 | +12| between the blasts...
[/table]

hit die: d8

weapon and armor proficiencies: a blaster is proficiant with light arrmor and light sheilds. a blaster is also proficient with

blasting(SP):the blaster can create destruction. this is treated as a touch attack unless otherwise modified. the blast does 1d12/2 levels elemental damage (of a kind chosen at first level, it can be changed with 1 hour of meditation). a blast can be modified at the cost of damage. for each augmentation the damage decreases in this order 1d12>1d10>1d8>1d6>1d4>1. the blast can get a longer reach by augmentation in the order of close>medium>long. the damage type can be changed by augmentation in the order of slashing, or bludgeoning, or piercing>untyped>force. the area of the blast can be changed by augmentation in the order of 5' burst/10'line/5' cone>20'burst/40'line/20'cone>80'burst/160'line/80'cone. if in the form of an area, the blast has a dc 10+1/2 the blasters level+the blasters cha. modifier for half damage. this ability takes a standard action to activate and provokes an attack of opportunity. this attack of opportunity can be avoided with a successful dc 15+half blaster level concentration check. also to cast a blasting spell you need to preform a simple somatic and verbal component, along with a minor material component such as a pinch of dust. the somatic components needed are simple, so they may be used with light armor and light shields. heavier armor causes a chance of faliure equal to the normal arcane spell failure chance.

between the blasts...(SP): starting at 2nd level the blaster starts to learn to do more than blast. he learns a set of magical tricks separate from blasting. he learns one every even level. they are selected from the table below.

invocation like stuff to come.


big boom(SP):starting a 2nd level the blaster can but more power into its blasting. this takes the form of a dice pool, refreshable with three full rounds of concentration. the pool contains a number of dice equal to the blasters level+1/2 his charisma modifier(at tenth level this becomes full charisma modifier). these die may be added to a blasters blast, but only 1/2 the blasters level may be added.

meta blast(SP): at third level an every odd level therafter the blaster learns a meta magic feat. his blaster level is considered his caster level for qualifying for the feats. to apply the meta feats to a blast the blaster spends a number of dice from his dice pool equal to the normal amount of spell levels a spell would be adjusted.



draft one of the class... incompleate but might inspire, so I am saveing it here.

my opinion of the current magic system

So, D&D has a half dozen magic systems, and none of them are kind to blasting.

The original Vancian style has a nice linear progression, but all its spells are set in stone. The wizard/sorcerer has to read and remember most of their spells or force the whole game to stop so they can look it up.

Psionics, while giving some actual versatility to blasting, doesn't linearly progress. So to blast at full power, you have to dump the equivalent of a spell slot of your highest level.

Invocations get some blasting, but all the times they get it, the blast is weak for the level of play... The warlock playing with his 5d6 eldrich cone, while the wizard can pump out 10d6 cone of cold without meta magic.

Incarnum gives some interesting demi-magic item soulshapes, but they aren't powerful at any level of play.

So I chose to take a bit from psionics and invocations, stir in the tiered Vancian for form, and garnish with incarnum with.


so the
Blaster

The blaster has magic thrumming in his veins. He casts magic like a musician improvises, he makes it up as he goes. A wizard summons energy by ritual, a warlock as a set number of tricks, an incarnate cafts stiff constructs of incarnum, and the psion finds powers in his mind. The blaster does all of these things at once, shaping the power of his mind heart and soul through improvised rituals. The result is more often then not explosive, and that is the way he likes it!

But in all this chaos, in all this mad swirl of energy, a pattern apears. Just like any musician has a style, a blasters magic settles into a genre. He still improvises within this style, but it does always add a flavor to his magic.

races: Any race can produce blasters, but they all most always have a blood tie to a higher power. This power could be as symple as having a pit fiend for a father, or as complex as a long lost fae ancestor. Blasters are very common among humans, as humans are far more interbred then any other race (heh, centaurs) and among the savage races. Powerful savage mages are often blasters. Blasters are more common in times of strife, as their latent powers are more suited for combat. Many tieflings and dragon blooded become blasters.

other classes: blasters are close to sorcerers and warlocks. they are closer to their power granting ancestors then sorcerers, but still farther than warlocks. as such, they often are at odds with the two classes. they find wizards to serious, as the heavy study of magic takes most of the fun out of it. the wizards dislike the blaster, finding them shallow and undisciplined. melee classes enjoy the artillery support of the blaster, and stealthy classes enjoy the distraction.

role: the blaster is really just that, good at blasting. they take the place of magical blasting, and with little effort can be a nice anti-air cannon so the rest of the party doesn't need ranged attacks. with the proper metamagic, the blaster can gain some versatility, but it can never really fill the place of a beguiler or enchanter. with his mediocre hit die and lack of normal protection, a blaster is often forced to remain in the back of the party.

hit die: d6
skills: ( 2+int mod.)x4 at first level, 2+int mod. at all other levels
class skills: (Concentration, Craft, Knowledge (Arcana), Knowledge (The Planes), Profession, Spell craft, Use Magic Device).

abilities: the blaster should have at least one high mental score. this would function as his casting stat, so it should be as high as possible. having multiple high mental stats can work as a buffer against ability damage, as any mental stat can be the casting stat. with the lowish hit die the blaster benefits from a high constitution. as the blaster often goes without any sort of armor, a high dex helps keep his AC high.


{table=head] the blaster|shaped spell slots
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
0|
0|
0|
+2|shape spell, soul power

2nd|
+1|
0|
0|
+3| spell shield

3rd|
+1|
+1|
+1|
+3| basic archetype

4th|
+2|
+1|
+1|
+4| archetype meta

5th|
+2|
+1|
+1|
+4| spell blade

6th|
+3|
+2|
+2|
+5| basic archetype magic

7th|
+3|
+2|
+2|
+5|speed shape (standard action)

8th|
+4|
+2|
+2|
+6| anti-spell, archetype meta

9th|
+4|
+3|
+3|
+6| lesser archetype

10th|
+5|
+3|
+3|
+7|

11th|
+5|
+3|
+3|
+7| spell mail

12th|
+6/+1|
+4|
+4|
+8| lesser archetype magic, archetype meta

13th|
+6/+1|
+4|
+4|
+8| speed shape (move action)

14th|
+7/+2|
+4|
+4|
+9| spell mine

15th|
+7/+2|
+5|
+5|
+9| master archetype

16th|
+8/+3|
+5|
+5|
+10| speed shape (swift action), archetype meta

17th|
+8/+3|
+5|
+5|
+10|spell field

18th|
+9/+4|
+6|
+6|
+11| Greater Archetype Magic, archetype meta

19th|
+9/+4|
+6|
+6|
+11|

20th|
+10/+5|
+6|
+6|
+12| big bang, speed shape (free action), meta feat [/table] | {table=head] Level | spell levels total | max effective spell level
1st | 2 | 1
2nd | 3 | 1
3rd | 4 | 2
4th | 5 | 2
5th | 8 | 3
6th | 9 | 3
7th | 11 | 4
8th | 12 | 4
9th | 14 | 5
10th | 15 | 5
11th | 17 | 6
12th | 18 | 6
13th | 20 | 7
14th | 21 | 7
15th | 23 | 8
16th | 24 | 8
17th | 26 | 9
18th | 27 | 9
19th | 29 | 10
20th | 30 | 10
[/table][/table]


weapon and armor proficiencies: a blaster is proficient in all simple weapons, and with no armor or shields.

spells: the blaster doesn't prepare or cast like a normal caster. he does not expend any of his spells by casting them. to cast a spell, he must have it shaped. casting a spell is normally a standard action, though certain augments can be added to shorten or increase this time. after the blaster casts the spell, the spell is unusable for an amount of rounds equal to its effective spell level -1 per five blaster levels. the DC for spells cast by the blaster is equal to 10+the effective spell level+the blasters highest mental score. the blaster's spells are affected by arcane spell failure.

spell shape:the blaster shapes spells on the fly, taking a full round action to do so. you can only shape spells that have an effective spell level no higher than the maximum of the blaster. these spells don't unshaped until the blaster takes a swift action to do so, freeing all spell levels bound up in it. a blaster can't unshape a spell that is cooling down after use.

a blasters spells have three parts. the casting time, the range/area/target, the damage type. these can each be improved with the investment of spell levels. spells deal d6 in damage equal to the level of the blaster. all spells start at effective spell level 0, with a casting time of one standard action, a range of touch, and an elemental damage type. spell levels spent on increase the spells casting time, range/area/target, and damage type on the flowing charts.

casting time
it costs 2 spell levels to quicken a spell, an lowers the spell level by one if it is cast as a full round action. several full round actions can be strung together to allow for a bigger affect. each full round action after the first lowers the spells level by two.

range/area/target
each step costs the sum on the total steps (ie. at 20'burst cost two levels). adding targets to a spell that has an area adds another of the same area. multiple areas don't overlap (ie. three 5' on one targets does not deal triple damage).
range.) touch>close>medium>long
area.) touch>5' burst/10'line/5' cone>20'burst/40'line/20'cone>80'burst/160'line/80'cone
target.)one>two>three>four>ect.

damage type
all elemental damages>physical damages (bludgeoning, piercing, slashing)>force

meta magic feats can be added to the spell, at their normal cost in spell levels.

Soul power: the blasters soul is over flowing with magic. it can't focus his own magic as other classes can. any character that takes blaster levels and trys to cast a spell from another casting class takes 2d6 times the spells level force damage and is stunned for 1d4 round. spells cast through magic items are not affected by this, as the magic comes from the item.

archetype:the blaster chooses a archetype at first level. this archetype decides what meta magic feats he will receive, what Spell like abilities he will receive, what special abilities he will gain, and what school his spells are considered. at third level and every 6 levels afterward, the blasters special ability improves. at 6th level and every 6 levels afterward, the blasters Spell like abilities improve. at fourth level and every four levels afterward, the blaster chooses a metamagic feat from the list in his archetype. his magic is considered the school associated with his archetype.

spell shield:starting at 2nd level, a blaster can invest spell levels into raising his shield bonus to ac, at a 1-1 ratio starting at second level. he may invest up to one quarter his blaster level in spell levels. this shield also stops ranged attacks that have no magical enhancement at the cost of lowering this bonus by one, the bonus returning at a rate of one level per round.

spell blade:starting at 5th level, a blaster may create a weapon composed of magical energy, in the shape of any martial weapon. if this is a ranged weapon it generates ammunition appropriate for the weapon. if the weapon leaves the blasters hand, it dissipates in one round. a blaster is considered proficient with this weapon. this weapon is counted as magic. the blaster may invest spell levels into this weapon, granting it an enhancement bonus at a one to one ratio. a blaster may invest spell levels up to one quarter his blaster level in this way. he may also add 1d6 damage to the weapon for every spell level he puts into the weapon. this damage is either elemental or the same type as the weapon normally deals.

speed shape:the blaster can shape spells as a standard action at 7th level, a move action at 13th, a swift action at 16th, and a free action at 20th.

Anti-spell:at 8th level, do to a blasters massive innate magic, he gains SR equal to his HD+3+his highest mental abilities modifier.

spell mail:starting at 11th level, a blaster can invest spell levels into raising his armor bonus to ac, at a 1-1 ratio starting at eleventh level. this also grants an equil amount of DR/-. a blaster may invest up to one quarter his level in spell levels in this.

spell mine:starting at 14th level, a blaster may create special spells. these spells can be placed with a set of triggering conditions, that when met, cause the spell to be cast in a way you predetermined. a spell shaped in this way can't have its casting time changed to raise or lower the spells level. once created, the spell must be immediately placed. it can be placed in any agasent point. more than one mine can be place in one square. it is an a point in three dimensional space, and it does not move from the XYZ coordinates you place it in. creating this spell uses spell levels normally required to shape the spell. you can't shape other spells with these spell levels until the spell is triggered. this can not be done with spells prepared from scrolls, or any other way other than normal spell shaping.

spell field:starting at 17th level, a blaster can make a variation on a spell mine. the spell feild makes a number of the spell mine equal to a quarter of the blasters blaster level. these all have the same spell imbedded in them as the orgional spell mine. they only take up as a group an amount of spell levels equal to the original spell. all of these spell mines trigger simultaneously when one of them meets the triggering conditions. making a spell field takes one round per spell mine.

big bang:the spells damage increases to 2d4 per blaster level.



archetypes:

War Whight (Necromancy)

this archetype gets its name from the main way it gains undead followers, fell drain. this archetype is based around sacrificing things to do more with your magic.
abilities:
special abilities:
least: you may sacrifice hp to increase the power of your spells. the damage increases on a 1-2 ratio, and the bonus damage is negative energy damage. you may sacrafice 1hp/level this way.
moderate: you may apply any of the fell metamagics more than once. if you apply fell drain more than once, it stacks with itself. multiple applications of fell animate steps up the type of undead animated, two makes it create undead, three makes it create greater undead. these undead are not automatically under your control, but are treated as dominated for a number of rounds equal to your caster level. multiple applications of fell frighten increase the level of fright. multiple applications of fell weaken slow the targets movement speed by 10 ft per repetition, this goes away at the same speed as the normal fell weaken.
greater: you may sacrifice an undead to speed up the cool down of a spell.
for every undead you sacrifice, the cool down goes down by 1 round.
Magic:
lesser: command undead 2/day
moderate: command undead 4/day
greater: command undead 6/day
meta feats:
fell drain, fell weaken, fell animate, fell frighten, maximize spell, empower spell.


Warmage (Conjuration)

this archetype is a blaster built around harming the most foes it can. it is built for war, tons of low HD foes running about...
Abilaties
special abilities:
least: you may lower a spells damage die one step (1d6>1d4>1d2>1) to gain a step on the area chain of spell shape. so a 80 ft burst at long range is a third level spell, but it does 1/CL damage.
moderate: you may increase the area of your spells further than normal. the area chain of spell shape continues for you, multiplying the previous value by 4 for each step.
greater: you may now shape spells as emanations. these emanations start from the caster but do not hit the caster. they increase in size as a burst with twice the radius. emanations have their damage die lowered by one.
Magic:
lesser: grease 2/day
moderate: web 2/day, grease 2/day
greater: wall of iron 2/day, web 2/day, grease 2/day
meta magic:
widen spell, enlarge spell, explosive spell, twin spell, delay spell


Variation (Envocation)

Fae blaze (Illusion)

the magic of a fae blaze blaster is always less than it appears.
abilities:
special abilities:
lesser: your magic is infused with illusions, making it appear far more fearsome then it is truly. you add 1d6/2levels illusionary damage to your spell. this damage has a will save to disbelieve, and is a mind effecting fear effect.
moderate: the illusionary damage now leaves a target more ready to believe other illusions. targets that take illusionary damage now save for half damage against further illusionary attacks, and take a -4 to saves to disbelive illusions.
greater: you may now shape spells as entirely illusionary attacks. they deal twice the normal damage, but don't receive the bonus illusionary damage of least.
Magic:
least: mirror image 2/day
moderate: mirror image 4/day, Greater invisibility 2/day
greater: mirror image 6/day Greater invisibility 4/day persistent image 2/day
Meta:
silent spell, still spell, maxamise spell, empower spell, twin spell.


Spell bound (Enchantment)

this blaster masters then binding of his magic into items.
Abilities:
Special abilities:
least: the blaster can create blasting tokens. these may be anything, from a small rock to a small gem. they contain the power to cast the blaster spell once, before they need to be recharged. thy cost 25 gp times the the blasters level times the spells level to create, and burn 1/50 of that in xp. they can only be activate at the speed the spell is normally cast. a blaster can recharge a blasting token with an 15 minutes of meditation.

moderate: the blaster gains the ability to craft blasting rods. they function as pre-shaped spells, but do not cost spell levels to maintain. they cost 50 gp times the blasters level times the level of the spell to craft, and burn 1/50th that cost in XP to make. these items are a bit like wands, in that they hold charges. they can hold a number of charges equal to twice the blasters level. a blaster may charge a blasting rod by meditating with it. the amount of time spent meditating recharges one charge per 15 minutes. spells cast from rods do have a recharge time, equal to the level of the spell minus one fith the blaster level when they were made. they take the amount of casting time for the spell to activate.

greater: the blaster gains the ability to craft blasting staves. these staves can hold multiple pre-shaped spells. they cost 25 gp times the blasters level times the sum of levels of the spells to craft, and burn 1/50th that cost in XP to make. they can hold a number of charges equal to eight times the blaster level. they can be recharged through meditation, at a rate of one charge per 10 minuets. to cast one of the spells in the staff, a number of charges equal to the spells level are discharged, and an amount of time equal to the spells normal casting time is spent activating the staff.

Magic:
lesser: Hideous Laughter 2/day
moderate: Hideous Laughter 4/day, Confusion 2/day
greater: Hideous Laughter 6/day, Confusion 4/day, Sugestion mass 2/day

meta feats: explosive spell (CA), Delay spell, Empower spell, Maxamise spell, Widen spell.


Sniper(Divination)

Abilaties
special abilities:
least: you may lower a spells damage die one step (1d6>1d4>1d2>1) to gain a step on the range chain of spell shape. so a 20 ft burst at long range is a third level spell, but it does 1/CL damage.
moderate: you may increase the range of your spells further than normal. the area chain of spell shape continues for you, multiplying the previous value by 2 for each step. so a step after long range is (800ft+ 80ft/CL)
greater: you may now shape spells as bolts. these bolts start from the caster, they function as a line. they hit all targets along the range of the spell. they cost 2 spell levels more to shape then normal spells.
Magic:
lesser: locate object 2/day
moderate: locate object 4/day, Scrying 2/day
greater: locate object 6/day, Scrying 4/day, greater Scrying 2/day
meta magic:
Silent spell, still spell, Delay spell, fortefy spell, chain spell.


Warder (Abjuration)

Warleader (Transmutation)

changed the spell melds, changed soul power.

YouLostMe
2011-10-17, 01:13 AM
All right, I see that you have a solid plan here, but I'm going to post this (http://www.tgdmb.com/viewtopic.php?p=162378) in case your idea is still in the works. It's a set of re-done evocation spells, and it's a better balance point for wizard/sorcerer/beguiler-level tactics.

bobthe6th
2011-10-17, 01:33 AM
this is not a really solid plan per say... but I really want a way to make a spontaneous caster really spontaneous. the poet isn't limited to writing a poem by rote, neither should a spell caster be forced to abide by a set group of spells.

this should be like a warlock/sorcerer spell caster, able to improvise on the fly. now that kind of power would be hard to balance, so I did the next best thing. the blaster gets a spell to riff off of, a base he can then play with like an erector set.

thinking of tossing the side effects in place of damage type... thoughts? thinking of making all the elemental types free, bludgeoning piercing and slashing one level, positive/negative energy two levels, and unresistable three slots. also, as a class feature allow the blaster to learn normal spells by reading a normal scroll. those spells can be shaped like normal blaster spells, but are used up after a casting, and don't realise their spell levels for 8 hours. thought on either of those?

YouLostMe
2011-10-17, 01:45 PM
A coupe of things:

Blaster is very different from completely spontaneous spellcaster. Are you aiming for both?
What you're suggesting is a system of spell seeds. Paizo, WotC, and even high-quality homebrewers like Fax Celestis have a hard time doing this. Fax re-did the spell seed sorcerer (http://www.giantitp.com/forums/showthread.php?t=103250) has pages and pages of corrections and I think two or three threads dedicated to it.

bobthe6th
2011-10-17, 02:24 PM
Hmm... you have a point. I think I will dump the riff idea. To make up for only haveing one spell, how about adding some abilaties that work like soul melds? They would be boosted by spell levels instead of incarnum. So say one that grants a deflection modifier, or one that boosts worn arrmor ac.

The idea was, that all the magic systems force the blaster into a few spells or abilaties. This blaster would indstead be handed an erector set.

bobthe6th
2011-10-17, 08:07 PM
ka bump, the blaster, now with actual features!
would be nice if I could get some more comments...

YouLostMe
2011-10-17, 08:08 PM
All right, if we want to try this, I'd give it a base blasting damage, weak and useable unaugmented (like the pokemon move "struggle"). Then I'd give it a series of augments that deal basic elemental damage and increase it to something level-appropriate. You could also add blast shapes, maybe at higher levels.

Then you could give him a series of utility seeds ordered by level. Force armor would come online at level 1 and provide an armor bonus to AC equal 1 + the spell level invested in it. Invisibility could come online at level 3 and provide invisibility with certain conditions based on the level invested in it (longer duration, functional with attacks, etc.). You could also combine spells (silence and invisibility, fire and cold blasts) by combining their minimum spell level.

Each level could provide one of those seeds, and then would give you a certain number of "spells" per day or per encounter of each level that you're allowed to cast. It's a fair bit of work, though; spell seeds always are.

EDIT: Oh... oh damn it. I just described a psionic warlock lovechild... No actual insight in this post, move along.

bobthe6th
2011-10-17, 08:16 PM
seeds are not the way I was headed. the only spell that the class cares about is its basic blast. it starts as a touch 1d6 per level elimental energy type. it goes up from there. I added some incarnum reminisent boosts, that would not be heavily used.


edit: this should make a love child of all the major magic systems. they all have nice macanics, so I stole all the ones I could. I tried to amalgamate them into one really spechilsed magic system, that I hope a DM could get in a short look over. the class itself has only limited out of combat abilaties, which it can supliment with UMD.

SlashRunner
2011-10-17, 09:30 PM
It's Vancian, not Vatican :smallbiggrin:
Shall critique later...

bobthe6th
2011-10-17, 09:54 PM
Wait, its not based on rome? Lol, will fix at a later point.

Hope I can get some more opinions...

bobthe6th
2011-10-18, 11:09 PM
not very well veiled bump... could I please get some comments, I have over one hundred views, so I know your out there...

bobthe6th
2011-10-19, 09:27 PM
ok, fixed some major problems, fixed some termanolagy... really want some opinions here! its passed 400 views, and I have two opinions! could I please get someone to admit they read this, I need to prove I exist *falls to knees, sobs*...
that didn't get you to post? heh, no one enjoys zany mad kap these days...

lothofkalroth
2011-10-19, 10:47 PM
The Damage type soul power seems a little overpowered, but I like the idea of shaping spells on the fly. It reminds me of pathfinder's words of power a bit.

bobthe6th
2011-10-19, 10:53 PM
well, it costs three spell levels... so its a way to waste massive amounts of power to really fry balors and such... "you have imunity to all eliments, and rather heavy DR... I have from level one had one spell, you now what? I don't care! *plasmarific mayhem*"
those same three levels would nearly maximize it, make the area of affect larger, ect.

edit:and really, force can blow through resistances already, but for those few creatures (i'm looking at you force dragon) it just won't cut it. it should be refluffed to fit the character. a infernal based blaster might use hell fire, a fey based could use chaos, while a dragon based can use some weird amalgam dragon fire.

bobthe6th
2011-10-25, 12:17 AM
removed the last step in the damage line up, now it ends in force... against force golloms/dragons I suggest S/B/P.

also, veiled bump

edit: futsed with soul power and the spell melds. they now have some noticable limits, but they all have some nice power to back them up

Random_person
2011-11-11, 06:02 PM
OK, first thing? Spellchecker. It hurts to read anything this long that doesn't at least capitalize.


my opinion of the curent magic system

so, D&D has a half dozen magic systems, and none of them are kind to blasting.

the original Vancian style has a nice linear progression, but all its spells are set in stone. the wizard/sorcerer has to read and remember most of their spells or force the whole game to stop so they can look it up.

psionics, while giving some actual versatility to blasting, doesn't linearly progress. so to blast at full power, you have to dump the equivalent of a spell slot of your highest level.

invocations get some blasting, but all the times they get it, the blast is weak for the level of play... the warlock playing with his 5d6 eldrich cone, while the wizard can pump out 10d6 cone of cold without meta magic.

incarnum gives some interesting demi-magic item soulshapes, but they aren't powerful at any level of play.

so I chose to take a bit from psionics and invocations, stir in the tiered Vancian for form, and garnish with incarnum with.


Sounds interesting. Let's see what happens.

]
so the
Blaster

the blaster has magic thrumming in his veins. he casts magic like a musician improvises, he makes it up as he goes. a wizard summons energy by ritual, a warlock as a set number of tricks, an incarnate cafts stiff constructs of incarnum, and the psion finds powers in his mind. the blaster does all of these things at once, shaping the power of his mind heart and soul through improvised rituals. the result is more often then not explosive, and that is the way he likes it!

but in all this chaos, in all this mad swirl of energy, a pattern apears. just like any musician has a style, a blasters magic settles into a genre. he still improvises within this style, but it does always add a flavor to his magic.

races: any race can produce blasters, but they all most always have a blood tie to a higher power. this power could be as symple as having a pit fiend for a father, or as complex as a long lost fae ancestor. blasters are very common among humans, as humans are far more interbred then any other race (heh, centaurs) and among the savage races. powerful savage mages are often blasters. blasters are more common in times of strife, as their latent powers are more suited for combat. many tieflings and dragon blooded become blasters.

other classes: blasters are close to sorcerers and warlocks. they are closer to their power granting ancestors then sorcerers, but still farther than warlocks. as such, they often are at odds with the two classes. they find wizards to serious, as the heavy study of magic takes most of the fun out of it. the wizards dislike the blaster, finding them shallow and undisciplined. melee classes enjoy the artillery support of the blaster, and stealthy classes enjoy the distraction.

role: the blaster is really just that, good at blasting. they take the place of magical blasting, and with little effort can be a nice anti-air cannon so the rest of the party doesn't need ranged attacks. with the proper metamagic, the blaster can gain some versatility, but it can never really fill the place of a beguiler or enchanter. with his mediocre hit die and lack of normal protection, a blaster is often forced to remain in the back of the party.

hit die: d6
skills: 2+int mod. class skills (Concentration, Craft, Knowledge (Arcana), Knowledge (The Planes), Profession, Spell craft, Use Magic Device).

Pretty sparse on the skills, there. I suppose that's alright, but minimal skills means minimal out-of-combat utility, particularly if you don't get anything from the class for out-of-combat. Spellcraft, not Spell craft. Skill points at first level are listed separately: see the SRD (www.d20srd.org) for examples of how to format a class.



{table=head] the blaster|shaped spell slots
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
0|
0|
0|
+2|shape spell, soul power

2nd|
+1|
0|
0|
+3| spell shield

3rd|
+1|
+1|
+1|
+3| basic archetype

4th|
+2|
+1|
+1|
+4| archetype meta

5th|
+2|
+1|
+1|
+4| spell blade

6th|
+3|
+2|
+2|
+5| basic archetype magic

7th|
+3|
+2|
+2|
+5|speed shape (standard action)

8th|
+4|
+2|
+2|
+6| anti-spell, archetype meta

9th|
+4|
+3|
+3|
+6| lesser archetype

10th|
+5|
+3|
+3|
+7|

11th|
+5|
+3|
+3|
+7| spell mail

12th|
+6/+1|
+4|
+4|
+8| lesser archetype magic, archetype meta

13th|
+6/+1|
+4|
+4|
+8| speed shape (move action)

14th|
+7/+2|
+4|
+4|
+9| spell mine

15th|
+7/+2|
+5|
+5|
+9| master archetype

16th|
+8/+3|
+5|
+5|
+10| speed shape (swift action), archetype meta

17th|
+8/+3|
+5|
+5|
+10|spell field

18th|
+9/+4|
+6|
+6|
+11| Greater Archetype Magic, archetype meta

19th|
+9/+4|
+6|
+6|
+11|

20th|
+10/+5|
+6|
+6|
+12| big bang, speed shape (free action), meta feat [/table] | {table=head] Level | spell levels total | max effective spell level
1st | 2 | 1
2nd | 3 | 1
3rd | 4 | 2
4th | 5 | 2
5th | 8 | 3
6th | 9 | 3
7th | 11 | 4
8th | 12 | 4
9th | 14 | 5
10th | 15 | 5
11th | 17 | 6
12th | 18 | 6
13th | 20 | 7
14th | 21 | 7
15th | 23 | 8
16th | 24 | 8
17th | 26 | 9
18th | 27 | 9
19th | 29 | 10
20th | 30 | 10
[/table][/table]


So, only one good save, poor BAB and a d6 hit die. Not the best chassis ever. These class features had better be something.

ESL:effective spell level

Just a style thing: better to mention this when you first use it, something like "effective spell level, or ESL". Ideally, you should avoid abbreviations wherever possible: use it in the table at most.


abilities: the blaster should have at least one high mental score. this would function as his casting stat, so it should be as high as possible. having multiple high mental stats can work as a buffer against ability damage, as any mental stat can be the casting stat. with the lowish hit die the blaster benefits from a high constitution. as the blaster often goes without any sort of armor, a high dex helps keep his AC high.

This section usually goes before any of the mechanics, I believe.


weapon and armor proficiencies: a blaster is proficient in all simple weapons, and with no armor or shields.

This chassis is looking less and less promising...


spells: the blaster doesn't prepare or cast like a normal caster. he does not expend any of his spells by casting them. to cast a spell, he must have it shaped. casting a spell is normally a standard action, though certain augments can be added to shorten or increase this time. after the blaster casts the spell, the spell is unusable for an amount of rounds equal to its ESL -1 per five blaster levels. the DC for spells cast by the blaster is equal to 10+the ESL+the blasters highest mental score. the blaster's spells are affected by arcane spell failure.

OK, sure. Let's see what you do with this.


spell shape:the blaster shapes spells on the fly, taking a full round action to do so. you can only shape spells that have an ESL no higher than the maximum of the blaster. these spells don't unshaped until the blaster takes a swift action to do so, freeing all spell levels bound up in it. a blaster can't unshape a spell that is cooling down after use.

a blasters spells have three parts. the casting time, the range/area/target, the damage type. these can each be improved with the investment of spell levels. spells deal d6 in damage equal to the level of the blaster. all spells start at ESL of 0, with a casting time of one standard action, a range of touch, and an elemental damage type. spell levels spent on increase the spells casting time, range/area/target, and damage type on the flowing charts.

casting time
it costs 2 spell levels to quicken a spell, an lowers the spell level by one if it is cast as a full round action. several full round actions can be strung together to allow for a bigger affect. each full round action after the first lowers the spells level by two.

range/area/target
each step costs the sum on the total steps (ie. at 20'burst cost two levels). adding targets to a spell that has an area adds another of the same area. multiple areas don't overlap (ie. three 5' on one targets does not deal triple damage).
range.) touch>close>medium>long
area.) touch>5' burst/10'line/5' cone>20'burst/40'line/20'cone>80'burst/160'line/80'cone
target.)one>two>three>four>ect.

damage type
all elemental damages>physical damages (bludgeoning, piercing, slashing)>force

meta magic feats can be added to the spell, at their normal cost in spell levels.

I see...

First, what are you saving for? Half damage? No damage? Important to note.

Second, a first level warlock hands-down beats a first level blaster at blasting. They get untyped damage at a decent range as a standard action, with the option of a couple of tricks thrown in. You? You have trouble getting more than twenty-five feet of range, with elemental damage at that. You can extend it to a full-round action to get a range that isn't completely laughable, or to switch to a slightly less sucky damage type, or to hit more than one person at a time with it. I'd reconsider the baselines, personally.


Soul power: the blasters soul is over flowing with magic. it can't focus his own magic as other classes can. any character that takes blaster levels and trys to cast a spell from another casting class takes 2d6 times the spells level force damage and is stunned for 1d4 round. spells cast through magic items are not affected by this, as the magic comes from the item.

Y'know, you could just use a paladin-esque multiclassing clause, not that I feel this is needed anyway.


archetype:the blaster chooses a archetype at first level. this archetype decides what meta magic feats he will receive, what Spell like abilities he will receive, what special abilities he will gain, and what school his spells are considered. at third level and every 6 levels afterward, the blasters special ability improves. at 6th level and every 6 levels afterward, the blasters Spell like abilities improve. at fourth level and every four levels afterward, the blaster chooses a metamagic feat from the list in his archetype. his magic is considered the school associated with his archetype.

I'll talk about these later, if I have time.


spell shield:starting at 2nd level, a blaster can invest spell levels into raising his shield bonus to ac, at a 1-1 ratio starting at second level. he may invest up to one quarter his blaster level in spell levels. this shield also stops ranged attacks that have no magical enhancement at the cost of lowering this bonus by one, the bonus returning at a rate of one level per round.

I'm sorry, what? Almost completely worthless, except for stopping non-magical projectiles, itself incredibly niche. This needs a boost, and bad.


spell blade:starting at 5th level, a blaster may create a weapon composed of magical energy, in the shape of any martial weapon. if this is a ranged weapon it generates ammunition appropriate for the weapon. if the weapon leaves the blasters hand, it dissipates in one round. a blaster is considered proficient with this weapon. this weapon is counted as magic. the blaster may invest spell levels into this weapon, granting it an enhancement bonus at a one to one ratio. a blaster may invest spell levels up to one quarter his blaster level in this way. he may also add 1d6 damage to the weapon for every spell level he puts into the weapon. this damage is either elemental or the same type as the weapon normally deals.

For melee, warlock has been doing it better for a while. At range, you're better off with your spells. Sorry, just not good enough.


speed shape:the blaster can shape spells as a standard action at 7th level, a move action at 13th, a swift action at 16th, and a free action at 20th.

Well, that's something. You now finally beat a warlock, the one-trick-pony of magic, at versatility. Woo?


Anti-spell:at 8th level, do to a blasters massive innate magic, he gains SR equal to his HD+3+his highest mental abilities modifier.

OK, sure, whatever. The world needs more SR. That reminds me, do blaster spells allow SR?


spell mail:starting at 11th level, a blaster can invest spell levels into raising his armor bonus to ac, at a 1-1 ratio starting at eleventh level. this also grants an equil amount of DR/-. a blaster may invest up to one quarter his level in spell levels in this.

Once again, worthless. That's pitiful DR at this level, and if you're relying on AC you're getting hit.


spell mine:starting at 14th level, a blaster may create special spells. these spells can be placed with a set of triggering conditions, that when met, cause the spell to be cast in a way you predetermined. a spell shaped in this way can't have its casting time changed to raise or lower the spells level. once created, the spell must be immediately placed. it can be placed in any agasent point. more than one mine can be place in one square. it is an a point in three dimensional space, and it does not move from the XYZ coordinates you place it in. creating this spell uses spell levels normally required to shape the spell. you can't shape other spells with these spell levels until the spell is triggered. this can not be done with spells prepared from scrolls, or any other way other than normal spell shaping.

Far too situational. I'd seldom, if ever, use this.


spell field:starting at 17th level, a blaster can make a variation on a spell mine. the spell feild makes a number of the spell mine equal to a quarter of the blasters blaster level. these all have the same spell imbedded in them as the orgional spell mine. they only take up as a group an amount of spell levels equal to the original spell. all of these spell mines trigger simultaneously when one of them meets the triggering conditions. making a spell field takes one round per spell mine.

Likewise situational.


big bang:the spells damage increases to 2d4 per blaster level.

Well that's a joke. From 3.5 average damage per level to 5 per level. The fact is, you need more damage earlier and better.

And unfortunately, I've got to go. At the moment, it falls behind almost everyone in power: a straight sorc or wilder blasts better, and blasting is badly suboptimal. Sorry, nice try, but not enough.

bobthe6th
2011-11-11, 06:45 PM
you make a point, this should be more balenced to the warlock... but it dishes more damage at higher levels so I am not sure how to rebalance it...

perhapce instead of SLAs in the archetype it gets a list of invocations to chose from. with that slide all the spell melds into those... perhapce have the effects run off of the spell levels the blaster has as a whole...

hmmm... the chassie is meant to be bad, as most spell casters have bad chasies, thought I probably should give them light armor proficiency and one martial weapon like a dread necromancer.

soul power is meant to allow multy classing, but to slap the hands of a wizard that wants blasting.

the skills could probably be beefed up. once again I was balancing towards wiz/sorc... perhapce give it 6+int level, and add some skills based on archatype like a psion. the fae blaze could get hide, move silently, intimidate and diplomacy ect.

not sure how I would fix the range and such... perhapce let it get a free range as a ray/line/cone/burst? then it beats the warlock again...

with the spell mine/field, I thought it let the blaster do some tactics, so that they can prep for combat with a set of contingent spells. the field kind of lets him charge up then drop 5+ spells in the first round of combat...

cleaned up a lot of the spelling and formating errors...

bobthe6th
2011-11-14, 12:23 AM
added the stub of a new draft, will finish up tomarow night. if I could get a PEACH of the current abilities. I think the invocations will be variations on the utilay invocations of the warlock.

does it need more abilities? as is it has four scaling abilities I wasn't sure, would some single level abilities help? its kind of a one trick pony, but that pony can do that trick a large number of ways. it seems to have a lot of damage capacity and a longer living battery than a full caster, but it never gets color spray/gate/time stop.

and yes the current version can run up and poke a target for an average 6 fire damage, but so can any martial adepts (1d6+1d6=6 average damage) and it doesn't add str to the damage...

any one got suggestions for utility invocations? I was going to grab some simple utility spells from the SRD and re fluff them, but some actual ideas would help...