bobthe6th
2011-11-14, 09:59 PM
changed a lot, but a link to the first thread for the curious...
http://www.giantitp.com/forums/showthread.php?p=12041760#post12041760
but introducing the barbarian of the magic world....
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, 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!
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 light normal protection, a blaster is often forced to remain in the back of the party.
abilities: the main stat of a blaster is charisma. it is the center of most of its abilaties. with the lowish hit die the blaster benefits from a high constitution. as the blaster often goes lightly armored, a high dex helps keep his AC up.
{table=head] level | base attack bonus | fort | ref | will | special
1st | +0 | +0 | +0 | +2| blasting
2nd | +1 | +0 | +0 | +3| between the blasts, blasting augmentation
3rd | +1 | +1 | +1 | +3|
4th | +2 | +1 | +1 | +4| between the blasts...
5th | +2 | +1 | +1 | +4| augmentation mastery
6th | +3 | +2 | +2 | +5| between the blasts...
7th | +3 | +2 | +2 | +5|
8th | +4 | +2 | +2 | +6| between the blasts...
9th | +4 | +3 | +3 | +6|
10th | +5 | +3 | +3 | +7| between the blasts..., augmentation mastery
11th | +5 | +3 | +3 | +7|
12th | +6/+1 | +4 | +4 | +8| between the blasts...
13th | +6/+1 | +4 | +4 | +8|
14th | +7/+2 | +4 | +4 | +9| between the blasts...
15th | +7/+2 | +5 | +5 | +9| augmentation mastery
16th | +8/+3 | +5 | +5 | +10| between the blasts...
17th | +8/+3 | +5 | +5 | +10|
18th | +9/+4 | +6 | +6 | +11| between the blasts...
19th | +9/+4 | +6 | +6 | +11|
20th | +10/+5 | +6 | +6 | +12| between the blasts..., augmentation mastery
[/table]
hit die: d8
skills: (4+int mod.)x4 at first level
class skills: (Concentration, Craft, Knowledge (all, taken individually), Profession, Spell craft, Use Magic Device).
weapon and armor proficiencies: a blaster is proficient with light armor and light shields. a blaster is also proficient with all simple weapons, and one martial weapon of his choice.
blasting(SP):the blaster can create destruction. this is a ray with a range of 60 feat. it is a ranged touch attack that affects a single target, and allows no saving throw. this blasting deals 1d6 damage/level. this blasting is treated as a spell equal to the blasters blaster level/2 rounded down, to a minimum of 1. blasting is subject to spell resistance, though feats that help a caster overcome spell resistance apply to the blasting. blasting deals full damage to objects.
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. when a blaster first learns a trick, he gets the most basic version. at 6th 12th and 18th levels he gains use of more comblex versions of the trick. he selects one trick every even level. he selects his tricks from the list bellow.
blasting augmentation(SP):starting a 2nd level the blaster can augment his blasting with additional power. this takes the form of a pool of augmentation points, refreshable with one round of concentration. the pool contains a number of augmentation points equal to the blasters level*2+ his charisma modifier. only up to the blasters level in augmentation points may be spent on one blast. the augmentation points can be spent on the following augmentations
area affect:
the blaster chooses one of the following forms. the size of the area is equal to 5'*the number of points placed in it*the areas modifier. as the blast is now an area of affect, it dosn't require a ranged touch attack. it now has a reflex save for half damage, with a DC equal to the effective spell level of the blast+10+the blasters charisma modifier.
burst: normal
cone: normal
line: *2
cilander: diameter as normal, height *2
damage type:
the blaster chooses one of the following damage trees. for one point he can use the lowest damage type in the tree. for 4 points he can use the secound damage type in the tree. for 9 points he can use the highest damage type in the tree.
elimental(fire, cold, acid, electricity)>sonic>half divine(the blast deals half damage, but bypasses any resistance/DR)
mundane (slashing, bludgeoning, piercing)> force> shreding (treat as force, but causes a massive damage saving throw at 25+ damage)
need more damage trees
range:
the blaster gets additional range for his blasts equal to 5'*his charisma modifire*the number of augmentation points invested.
targets:
for each augmentation point invested, the blast has another target. this combined with the area of affect augmentation can create overlapping blast area, but the damage from the blast is only applied to any given target once.
wall:
this augmentation can't be applied along with the area of affect or target augmentations. this augmentation creates a wall of blast, with a a hight equal to 5'*the amount of augmentation points invested. the wall is twice that in length. the wall has to be contiguous, but can be shaped however the blaster wishes. the wall blocks line of sight. the wall lasts until the blasters next turn.
rider affect:
need some help here... need a list of affects.
augmentation mastery(SP): at 5th, 10th, 15th, and 20th levels, the blaster selects one type of augmentation. all blast he casts may augmented with up to half his level in augmentation points in that augmentation group. this bonus can stack, but dosn't allow the blaster to put more than his level in augmentation points into that augmentation group.
tricks:
Come Apart: by focusing his power, the blaster can cause more specific destruction.
least form:the blaster may deal damage to an object with a touch attack. this deals 3/level damage that ignores hardness.
lesser form:the blaster can now do this damage at close range with a ranged touch attack. the damage increases to 4/level.
better form:the blaster can now deal this damage to all the objects a creature has equipped. he must hit the creature with a ranged touch attack at medium range. the damage increases to 5/level.
master form:the blaster can now deal this damage to all objects in a 20ft burst. this burst can be centered in any square within long range. the damage increases to 6/level
Push:by focusing raw kenetic energy, the blaster can lift himself.
least form:the blaster can take a swift action to concentrate before he makes a jump check. if he does, he can deal his normal blasting damage in nonlethal damage to himself. his check gets a bonus equal to the amount of damage taken.
lesser form: the blaster now take 1d6 non lethal damge to grant himself a 60ft flight speed with good maneuverability that round.
better form: the baster no longer take damage when he activates his flight speed.
master form: the blasters flight speed increases to perfect
least form:
lesser form:
better form:
master form:
need sugestions on more tricks...
http://www.giantitp.com/forums/showthread.php?p=12041760#post12041760
but introducing the barbarian of the magic world....
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, 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!
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 light normal protection, a blaster is often forced to remain in the back of the party.
abilities: the main stat of a blaster is charisma. it is the center of most of its abilaties. with the lowish hit die the blaster benefits from a high constitution. as the blaster often goes lightly armored, a high dex helps keep his AC up.
{table=head] level | base attack bonus | fort | ref | will | special
1st | +0 | +0 | +0 | +2| blasting
2nd | +1 | +0 | +0 | +3| between the blasts, blasting augmentation
3rd | +1 | +1 | +1 | +3|
4th | +2 | +1 | +1 | +4| between the blasts...
5th | +2 | +1 | +1 | +4| augmentation mastery
6th | +3 | +2 | +2 | +5| between the blasts...
7th | +3 | +2 | +2 | +5|
8th | +4 | +2 | +2 | +6| between the blasts...
9th | +4 | +3 | +3 | +6|
10th | +5 | +3 | +3 | +7| between the blasts..., augmentation mastery
11th | +5 | +3 | +3 | +7|
12th | +6/+1 | +4 | +4 | +8| between the blasts...
13th | +6/+1 | +4 | +4 | +8|
14th | +7/+2 | +4 | +4 | +9| between the blasts...
15th | +7/+2 | +5 | +5 | +9| augmentation mastery
16th | +8/+3 | +5 | +5 | +10| between the blasts...
17th | +8/+3 | +5 | +5 | +10|
18th | +9/+4 | +6 | +6 | +11| between the blasts...
19th | +9/+4 | +6 | +6 | +11|
20th | +10/+5 | +6 | +6 | +12| between the blasts..., augmentation mastery
[/table]
hit die: d8
skills: (4+int mod.)x4 at first level
class skills: (Concentration, Craft, Knowledge (all, taken individually), Profession, Spell craft, Use Magic Device).
weapon and armor proficiencies: a blaster is proficient with light armor and light shields. a blaster is also proficient with all simple weapons, and one martial weapon of his choice.
blasting(SP):the blaster can create destruction. this is a ray with a range of 60 feat. it is a ranged touch attack that affects a single target, and allows no saving throw. this blasting deals 1d6 damage/level. this blasting is treated as a spell equal to the blasters blaster level/2 rounded down, to a minimum of 1. blasting is subject to spell resistance, though feats that help a caster overcome spell resistance apply to the blasting. blasting deals full damage to objects.
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. when a blaster first learns a trick, he gets the most basic version. at 6th 12th and 18th levels he gains use of more comblex versions of the trick. he selects one trick every even level. he selects his tricks from the list bellow.
blasting augmentation(SP):starting a 2nd level the blaster can augment his blasting with additional power. this takes the form of a pool of augmentation points, refreshable with one round of concentration. the pool contains a number of augmentation points equal to the blasters level*2+ his charisma modifier. only up to the blasters level in augmentation points may be spent on one blast. the augmentation points can be spent on the following augmentations
area affect:
the blaster chooses one of the following forms. the size of the area is equal to 5'*the number of points placed in it*the areas modifier. as the blast is now an area of affect, it dosn't require a ranged touch attack. it now has a reflex save for half damage, with a DC equal to the effective spell level of the blast+10+the blasters charisma modifier.
burst: normal
cone: normal
line: *2
cilander: diameter as normal, height *2
damage type:
the blaster chooses one of the following damage trees. for one point he can use the lowest damage type in the tree. for 4 points he can use the secound damage type in the tree. for 9 points he can use the highest damage type in the tree.
elimental(fire, cold, acid, electricity)>sonic>half divine(the blast deals half damage, but bypasses any resistance/DR)
mundane (slashing, bludgeoning, piercing)> force> shreding (treat as force, but causes a massive damage saving throw at 25+ damage)
need more damage trees
range:
the blaster gets additional range for his blasts equal to 5'*his charisma modifire*the number of augmentation points invested.
targets:
for each augmentation point invested, the blast has another target. this combined with the area of affect augmentation can create overlapping blast area, but the damage from the blast is only applied to any given target once.
wall:
this augmentation can't be applied along with the area of affect or target augmentations. this augmentation creates a wall of blast, with a a hight equal to 5'*the amount of augmentation points invested. the wall is twice that in length. the wall has to be contiguous, but can be shaped however the blaster wishes. the wall blocks line of sight. the wall lasts until the blasters next turn.
rider affect:
need some help here... need a list of affects.
augmentation mastery(SP): at 5th, 10th, 15th, and 20th levels, the blaster selects one type of augmentation. all blast he casts may augmented with up to half his level in augmentation points in that augmentation group. this bonus can stack, but dosn't allow the blaster to put more than his level in augmentation points into that augmentation group.
tricks:
Come Apart: by focusing his power, the blaster can cause more specific destruction.
least form:the blaster may deal damage to an object with a touch attack. this deals 3/level damage that ignores hardness.
lesser form:the blaster can now do this damage at close range with a ranged touch attack. the damage increases to 4/level.
better form:the blaster can now deal this damage to all the objects a creature has equipped. he must hit the creature with a ranged touch attack at medium range. the damage increases to 5/level.
master form:the blaster can now deal this damage to all objects in a 20ft burst. this burst can be centered in any square within long range. the damage increases to 6/level
Push:by focusing raw kenetic energy, the blaster can lift himself.
least form:the blaster can take a swift action to concentrate before he makes a jump check. if he does, he can deal his normal blasting damage in nonlethal damage to himself. his check gets a bonus equal to the amount of damage taken.
lesser form: the blaster now take 1d6 non lethal damge to grant himself a 60ft flight speed with good maneuverability that round.
better form: the baster no longer take damage when he activates his flight speed.
master form: the blasters flight speed increases to perfect
least form:
lesser form:
better form:
master form:
need sugestions on more tricks...