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Saidoro
2011-11-21, 07:09 PM
Danmaku

In war, one should seek to take and hold the high ground. From there, the enemy's movements are clearly visible, and he will struggle just to reach you, let alone fight you. High orbit is the highest ground there is.

Ancient mystically and technologically advanced civilizations have at some point risen on almost every plane, and on almost all of those planes they have fallen, leaving behind artifacts of great power. Among those artifacts there are the Danmaku satellites, grand ships filled with weapons and placed among the stars to watch over the civilization's enemies and strike them down from above. Occasionally someone will find a way to reactivate and communicate with one of these satellites, drawing upon its stored information and using it to rain death upon their foes.

Adventures: Most Danmaku adventure because there are few non-adventuring, non-military uses for an orbital laser cannon.

Characteristics: Most Danmaku will have downloaded the schematics to several mystic tools to give them some versatility, but still their answer to most situation is lasers. If that doesn't work they'll use more lasers.

Alignment: If the campaign world is such that logic and rationality are associated with law Danmaku will tend to be lawful. Otherwise they can come in any alignment whatsoever.

Religion: Every Danmaku holds in their hands the power of a lesser god, a fact which does not tend to encourage faith in anyone but oneself. In spite of this, some Danmaku will choose to worship gods of science or knowledge.

Background: The first step to becoming a Danmaku is building a device capable of sending and recieving signals to an old-tech Satellite and breaking through the satellite's information defenses. From their all they need do is decide that they want to use their new toy.

Races: Warforged are common entrants into this class, they were likely created by the same group that made the satellite and show a certain amount of kinship with the machines. It is also common for any race somehow associated with whatever civilization built the satellites to pursue the path of the Danmaku, for them it is less like discovering something new than it is like relearning old secrets.

Other Classes: Melee types tend to view the Danmaku the same way they would an arcanist when they first meet, though some will come to view them as a fellow weapon-user when the nature of their power is explained. Learned spellcasters like wizards tend to look down on the Danmaku for taking up a source of external power when they could be cultivating an internal one, and Danmaku likewise look down on wizards for taking a difficult path when an easy one is available. Danmaku tend to get along well with warlock, rogues and othe skilled types.

Role: The Danmaku fills the ever-important 'shooting things with lasers' role, their primary class abilities having to do with killing their enemies as quickly as possible. They are also a fairly skilled class, having high skill points per level, a high intelligence and the ability to select whichever skills the party most needs as class skills.

Adaptation: The satellite could easily be something the Danmaku has designed and built himself instead of something they have found and reactivated, especially in campaign settings where magitek is common. Alternately, the Danmaku could be a stellar traveller of some variety how is using the weaponry found on their spaceship.

GAME RULE INFORMATION
Danmaku have the following game statistics.
Abilities: Dexterity and intelligence are the most important scores for a Danmaku, the first deciding her attack modifier with lasers and the second contributing to her saving throw DCs. Constitution is also useful as it contributes to hitpoints and saving throws.
Alignment: Any
Hit Die: d6
Starting Age: As Bard
Starting Gold: As Monk + Communicator, Laser and Omnitools

Class Skills
The Danmaku's class skills (and the key ability for each skill) are Craft(Int), Disable Device(Int), Intimidate(cha), Knowledge(int), Open Lock(Dex), Profession(Wis), Search(Int), Spot(Wis), Use Magic Device(Cha)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

DANMAKU
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Communicator, Laser 1d6, Space Laser, Omnitools, Magitech, Schematic
2nd|
+1|
+0|
+3|
+0|Beam Spam, Trapfinding
3rd|
+2|
+1|
+3|
+1|Laser 2d6, Schematic
4th|
+3|
+1|
+4|
+1|Beam Jump
5th|
+3|
+1|
+4|
+1|Laser 3d6
6th|
+4|
+2|
+5|
+2|Schematic
7th|
+5|
+2|
+5|
+2|Laser 4d6
8th|
+6/+1|
+2|
+6|
+2|Deep Strike
9th|
+6/+1|
+3|
+6|
+3|Laser 5d6, Schematic
10th|
+7/+2|
+3|
+7|
+3|Sweep, Bunker Buster
11th|
+8/+3|
+3|
+7|
+3|Laser 6d6
12th|
+9/+4|
+4|
+8|
+4|Siege Beam, Schematic
13th|
+9/+4|
+4|
+8|
+4|Laser 7d6
14th|
+10/+5|
+4|
+9|
+4|Beamportation
15th|
+11/+6/+1|
+5|
+9|
+5|Laser 8d6, Schematic
16th|
+12/+7/+2|
+5|
+10|
+5|Paint Target
17th|
+12/+7/+2|
+5|
+10|
+5|Laser 9d6
18th|
+13/+8/+3|
+6|
+11|
+6|Beam Shield, Schematic
19th|
+14/+9/+4|
+6|
+11|
+6|Laser 10d6
20th|
+15/+10/+5|
+6|
+12|
+6|Vaporization Beam[/table]

Class Features
All of the following are class features of the Danmaku.

Weapon and Armor Proficiencies: Danmaku are proficient with all simple weapons and with their lasers. They are proficient in light armor.

Communicator (Ex): The first step in becoming a Danmaku is building a device capable of communicating with their satellite, a task which requires 4 hours work and materials worth 100 gold pieces. The communicator is required to use Beam Jump, any ability involving Space Laser or Siege Beam, and some schematics. The exact appearance and function of the communicator is up to the Danmaku, but they usually have some sort of visual component and always require at least one hand to use. The communicator can be activated using a hand also holding a light weapon or similarly sized object provided the weapon is not used to attack that round and the Danmaku does not need to hold the communicator (so it would need to be attached to their belt or wrist or something.)

Laser (Ex): One of the first things most Danmaku do is look through the satellite's schematics for a way to defend themselves in places where it cannot reach. A Danmaku is able to build a laser gun with one hours work and materials worth 50 gold pieces. The laser gun acts as a light ranged weapon with the damage listed on the above table, a critical threat range of 20x2, and a 30 ft range increment. The lasers can be used by characters other than the Danmaku but only while they are within 30 feet of the Danmaku. Only one laser can be used in any given round, though the Danmaku may possess more than one at a time.

Omnitools (Ex): The Danmaku satellites don't contain only military information, they also held some schematics for wondrous old tech tools. At first level the Danmaku can select two skill which become class skills if they were not already or gain a +1 bonus if they were. Additionally, the Danmaku can produce masterwork tools relevant to those skills with one hours work and materials worth 50 gold pieces. These tools provide a circumstance bonus equal to +2 or half the Danmaku's class level, whichever is higher. Unlike most of their class features, these can be used by people other than the Danmaku, but they exhaust their power supplies and are rendered unusable if away from their creator for more than an hour.

Space Laser (Ex): The Danmaku begins to unlock the satellite's weapon systems, starting with the basic lasers. As a standard action the Danmaku may deal 1d6 damage per class level in a cylinder up to 10 ft + 5ft per 2 class levels in radius and functionally infinite in height. This allows a reflex save to take half damage. The cylinder must be created within 50 feet per class level of the Danmaku. After using this ability the Danmaku must wait 1d4 rounds before using it again. This ability can even be used underground, indoors or on other planes, in which case the satellite fires into a momentary portal and the cylinder is only as high as the ceiling rather than being infinite in height.

Magitech (Ex): Danmaku view magic as a sort of science, and they operate magical items not through force of will or personality but through logical deduction and experimentation. A Danmaku may use their Intelligence modifier in place of their Charisma when making Use Magic Device Checks.

Schematics (Ex): The satellites were designed first and foremost for war, but they also store information about various old tech tools and weapons. At first level, third level, and every three levels thereafter the Danmaku chooses one schematic from the list below and gains the ability to construct the associated device with the listed amount of work and materials.

Beam Spam (Ex): At second level the Danmaku gains Rapid Shot as a bonus feat. If they already have rapid shot they may instead ignore the -2 penalty to attack rolls when using Rapid Shot with their lasers.

Trapfinging (Ex): Beginning at second level, the Danmaku can locate and disarm magic traps and other traps with a find or disable DC over 20.

Beam Jump (Ex): At fourth level the Danmaku has learned the secret of converting herself to pure energy and flinging her new form as a laser. This transformation only lasts for a fraction of a second, but that is enough for some purposes. As a move action the Danmaku can tranfer themselves to an unoccupied square within 10 ft + 5 ft per class level to which they have line of effect. Any creature in the straight line between the Danmaku's origin and destination take damage as though they had been struck by the Danmaku's Laser. This allows a reflex save for half damage. After using this ability the Danmaku must wait 1d4 rounds before using it again.

Multi Beam (Ex): Starting at fourth level the Danmaku can power more than one laser at a time. Any number of lasers can now be used, but for each used in a round beyond the first the damage of all lasers used in that round decreases by 1d6. If this would reduce laser damage to below 1d6 it is reduced to 1d4 instead.

Deep Striking (Ex): At eighth level the Danmaku advances their Beam Jump, allowing them to convert themselves to energy, launch themselves up to their satellite and be sent back down nearby. As a standard action the Danmaku may move to another unoccupied space capable of supporting them within 40 ft per class level. This creates an effect as the Danmaku's Space Laser at both the start and end points which does not harm the Danmaku. After using this ability the Danmaku must wait 4d6 minutes before using it again and 1d4 rounds before using Space Laser or Beam Jump again.

Sweep (Ex): Beginning at tenth level the Danmaku can set their lasers to produce a constant emanation, and use these beams to strike multiple targets. As a standard action the Danmaku can deal damage as their laser in a 300 foot line or a 150 foot cone. This ability can be used at will.

Bunkerbuster (Ex): Starting from tenth level the Danmaku can modify their Space Laser to be especially destructive to Objects. This acts as a normal use of space laser except that it deals 3 times its normal damage to unattended objects and 1.5 times its normal damage to undead and constructs. After using this ability the Danmaku must wait 1d4 minutes before using it again and 1d4 rounds before using space laser again, this ability cannot be used while space laser is unusable.

Siege Beam (Ex): Starting at twelfth level the Danmaku can call down a beam of epic proportions, far more suited for destroying cities than people. As a 2-round action the Danmaku may deal 2d6 damage per class level in a cylinder 30 feet per class level in radius and functionally infinite in height. Characters in the area may make a reflex save to take half damage but evasion and improved evasion cannot reduce the damage to zero on a successful save unless the character in question is within 5 feet of something which was not destroyed by the beam and would give cover against an attack coming from the sky. The beam iis treated as though Bunkerbuster was applied to it for the purpose of damageing objects and such. Unfortunately, this beam cannot be aimed precisely. Instead, the Danmaku should select a point within 300 feet per class level as the intended center and the beam strikes 2d6 time 100 feet in a random direction from that point. After using this ability the Danmaku cannot use it again for 6d6 hours.

Beamportation (Ex): Beginning at fourteenth level the Danmaku can send themselves and others up to their satellite and then send themselves great distances or even between planes at the expense of accuracy. This allows the Danmaku to duplicate Teleport or Plane Shift as the spells except that they are extraordinary and a space laser large enough to encompass all those affected is created at both the start and end points. After using this ability the Danmaku must wait 1d6+1 hours before using it again or one hour if it was only used to transport the Danmaku and up to 50 pounds of goods.

Paint Target (Ex): At sixteenth level the Danmaku unlocks the advanced targeting function of their satellite allowing them to fire their siege beam more accurately. As an action requiring 30 seconds of work the Danmaku may designate a point within 100 feet of themselves. For the next 24 hours they may fire their siege beam at that point and have it strike exactly at that point and not moved in a random direction. This does not render their siege beam usable again if they have already expended it within the last 6d6 hours.

Beam Shield (Ex): At eighteenth level the Danmaku gain the ability to call down a solid wall of laser energy and sustain it over time. As a standard action the Danmaku can designate a number of consecutive five-foot squares equal to their class level. Any creature or object passing through or over or starting their turn in those squares at any height takes 1d6 damage per Danmaku level. The Danmaku may maintain this ability for 1 minute per class level and may not use but may not use Space Laser, Deep Striking, Siege Beam, or Beamportation while doing so, though they may end the shield concurrently with using any of those, leaving no discernible delay between when the shield ended and the next effect took place. After ending this ability the Danmaku must wait 1d4 minutes for each minute it was used before using it again or one minute if it was used for less than a minute.

Vaporization Beam (Ex): At twentieth level the Danmaku unlocks their satellite's most dangerous weapon, the disintegration beam. This acts as a normal use of space laser except that it deals 3d6 damage per Danmaku level and offers a fortitude save to take half damage in addition to the reflex save(if both saves are made it deals one quarter normal damage.) A character with mettle or evasion or their improved versions must succeed on both saves to reduce the beam's damage to zero, though a character with both mettle and evasion may reduce damage to zero with only one successful save. After using this ability the Danmaku must wait 2d6 hours before using it again and 1d4 rounds before using space laser again. This ability cannot be used while Space Laser is unusable.

Schematics:

Composite Armor: A suit of powered armor made of lightweight materials. Mechanically identical to a chain shirt. When worn by the Danmaku the powered elements activate causing the armor to be treated as mithril and have an enhancement bonus of +1 per three Danmaku levels its wearer possesses past the first. Creating this device requires 100 gold in materials and one hour of work. This armor can be enchanted normally, though that bonus does not stack with the one the Danmaku gains while wearing it.
Powered Armor: Requires Composite Armor An enhanced form of the normal armor. Any character wearing it treats their strength score as being 4 higher for calculating encumbrance. Additionally, when worn by the Danmaku the armor's full systems activate, giving its wearer a +2 circumstance bonus to strength, dexterity and constitution.The Danmaku may add powered elements to a suit of armor with materials worth 150 gold and 2 hours of work.
Athlete's armor: Requires Composite Armor This schematic actually includes several modifications only one of which can be applied to a suit of armor at a time. The first is the runner's Armor which grants its wearer the run feat and if worn by the Danmaku improves the wearer's base move speed by 10 feet. The second is the swimmer's armor which grants its wearer a swim speed equal to their base land speed and grants a Danmaku wearing it the ability to breath underwater. The third is the Climber's Armor which grants its wearer a climb speed equal to their base land speed. Applying one of these to a suit of armor requires 100 gold worth of materials and 1 hour of work. The Danmaku can prepare several forms of this enhancement for one suit of armor and switch them out with 15 minutes of work.
Flight Armor: Requires Athlete's Armor or Power Armor An enhancement featuring a combination of jets and discrete wings allowing for flight. This enhancement grants a bonus to jump checks equal to the creator's Danmaku level and if worn by a Danmaku allows them to fly with average maneuverability at a speed equal to their base land speed plus twice their Danmaku level(rounded to the nearest 5 feet). This enhancement requires 300 gold worth of materials and three hours of work to apply to a suit of armor.

Mystic Goggles: This schematic allows the Danmaku to construct a pair of goggles capable of seeing arcane energy or augmenting an existing pair of goggles to do so. Wearing the Goggles allows it's wearer to use Detect Magic as the spell at will. Additionally, a Danmaku can use the goggles to identify magic items as the spell Identify at no cost. A Danmaku of seventh level or higher is treated as being under the effect of Arcane Sight when wearing these goggles. The Danmaku can create a new set of goggles with this effect or add this effect to an existing set of goggles with materials worth 100 gold and 1 hour of work.
Spiritual Goggles: This schematic allows the Danmaku to construct a pair of goggles capable of seeing spiritual energy or augmenting an existing pair of goggles to do so. The goggles enable their wearers to use Detect Evil, Detect Good, Detect Chaos, Detect Law and Detect Undead as the spells at will. A Danmaku wearing these goggles instead constantly recieves information as though using the spell in whichever direction they are facing for 1 round and may concentrate on any area with any of the spells as a swift action instead of a standard action. The Danmaku can create a new set of goggles with this effect or add this effect to an existing set of goggles with materials worth 100 gold and 1 hour of work.
Piercing Goggles: Requires Danmaku Level 3 This schematic allows the Danmaku to construct a pair of goggles capable of seeing through magical concealment or augmenting an existing pair of goggles to do so. Any character wearing these goggles gets a +3 bonus to will saves against illusions. Additionally, A Danmaku of fourth level or higher is treated as constantly under the effects of see invisibility, and a Danmaku of eleventh level or higher is constantly treated as being under the effects of true seeing. The Danmaku can create a new set of goggles with this effect or add this effect to an existing set of goggles with materials worth 200 gold and 2 hours of work.
Far sight: Requires Danmaku level 6 A Danmaku with access to this schematic can use their communicator to use Clairaudience/Clairvoyance as the spell at will. This schematic does not require any additional devices but it does require use of the Danmaku's Communicator.



Reposting this from the base class challenge, hoping to get some PEACHes and possibly to diagnose what made the playground so violently allergic to it.

Planned Changes:
MOAR Schematics. Ideas so far:
-Something to make little robots to scout for you
-Invisibility field
-Shields of some sort or another
-Some sort of vehicle thing probably
If you have any other ideas for schematics feel free to mention them

Rebalancing of schematics, the ones I have up were haphazardly thrown together at the last minute. Specifically, the goggles aren't very good and far the flight augment is probably the best by far.

Possibly create some sort of energy system which determines how powerful your gear is and how much you can use. Basically you'd have a pool of points based on your level and each piece of equipment would have a certain point cost while in use with some having variable costs. Anyone could use the equipment as long as it was powered and within range of the Danmaku. (Or rather, within range of the Communicator which doesn't work when someone besides the Danmaku tries to use it.

Changes:
Added reflex save to Space laser
Added Reflex save to Beam Jump
Space laser range now only 50 ft per class level from 100+500/level
Disintegration beam reduced to 3d6 damage per level from 4d6

bobthe6th
2011-11-21, 07:28 PM
a level one with an at will area attack?

radmelon
2011-11-21, 08:15 PM
This is a really interesting, original idea. I will watch this carefuly.

InfiniteNothing
2011-11-22, 11:14 PM
Okay, I'm interested.

Here's a schematic idea: A drone equipped with a laser like the handheld one a Danmaku can use. No more relying on party members to use delicate technology!

Or perhaps modifications for the handheld laser? Like increased range, crit range or crit modifier?

GuyFawkes
2011-11-23, 11:15 AM
What exactly do you have in mind for your schematics? Could they be anything? Or are they something of a specific category? Like all armors and goggles only?

Saidoro
2011-11-23, 04:19 PM
a level one with an at will area attack?At no point in the game does 1d6 per level consistently kill anything level appropriate. It can contribute to killing something and it can wipe out lower lever creatures, but at first level a fighter can kill anything in one hit anyway and there are no lower level creatures. I'm not terribly worried.

This is a really interesting, original idea. I will watch this carefuly.:smallredface:

Here's a schematic idea: A drone equipped with a laser like the handheld one a Danmaku can use. No more relying on party members to use delicate technology! That could work.

What exactly do you have in mind for your schematics? Could they be anything? Or are they something of a specific category? Like all armors and goggles only?Schematics can be anything, the armors and goggles were just things I came up with quickly because I had less than a day before the contest closed.


So here's the Energy idea:
Energy Pool: the Danmaku has a pool of energy point equal to their Danmaku level plus their intelligence modifier. (Or maybe plus some constant, whatever) Each device requires the Danmaku to invest a certain number of points into it for it to function, and the Danmaku may choose to change the energy investment of up to 3 devices as a swift action or any number as a move action. The Danmaku can only invest energy into devices within 120 feet of themselves, though some devices have onboard energy stores allowing them to continue functioning for an amount of time after leaving the Danmaku's presence. Some devices may maintain some of their functionality even when unpowered, these devices will say so in their descriptions.

So the lasers would deal a number of d6's equal to the energy invested into them with class features every handful of levels that basically give one "free" energy point to each laser. Every other device will have some sort of fixed cost. This would replace multibeam. So, what do you think?

InfiniteNothing
2011-11-23, 07:34 PM
Erm... no. The character's already restricted to 7 schematics before epic levels, so restricting them further is a bad idea.

By the way, Vaporization Beam mentions a Reflex save that's the same as Space Laser's, but Space Laser lacks any info on a Reflex save. You should probably fix that.

Saidoro
2011-11-24, 01:20 AM
Erm... no. The character's already restricted to 7 schematics before epic levels, so restricting them further is a bad idea.

By the way, Vaporization Beam mentions a Reflex save that's the same as Space Laser's, but Space Laser lacks any info on a Reflex save. You should probably fix that.

But it's not just restricting them, it's also enabling them to do things they couldn't previously, like give the fighter flight so he can chase down a dragon or giving the rogue an invisibility field for sneak attack fun-times or whatever. They won't be able to run as much at the same time in the new model but they will be much more versatile and useful to their party.

And yes, I meant for space laser to be reflex half, thanks for pointing that out.

Lert, A.
2011-11-24, 05:35 AM
As it sit right now the class is borked. I will do a full review of the class but first let me demonstrate with a 1st level character overview.

WARNING: This is going to get a bit wordy. :smalltongue:

Communicator: no problems here

Laser: free weapon with 1d6 damage, no reload time - not bad but you just got a free weapon while everybody else pays

Space Laser: OK, this one is broken. It's not just 1d6, it's as much damage as the most powerful 1st level spell (which a wizard would have 1 use of at 1st level) but instead of being touch range it is better than the range of a medium ranged spell, it has a nice large burst radius, and it is infinitely usable with a fairly short recharge time

Omnitools: two more class skills - another not bad ability but can quickly lead to optimization heaven, especially with the Int focus and good skill points

Magitech: fine, though a 1 level dip by a wizard means that his single greatest need for another stat is gone

Schematics: let's see, free armor is kind of nice but there's better. Spirit Goggles give you a 1st level spell at will and a big boost to saves vs illusions. But Mystic Goggles is way better. 0th level spell at will, OK, level 1 spell that normally costs 100 gp per use is now free and no limits to use are given. That is powerful.

--------------
Now then, can other 1st level characters compete with this guy? Not really. Compare to each.

Barbarian has more hp, move faster, +1 BAB and rage once per day. This guy can snipe the barb pretty well (barb doesn't have uncanny dodge yet) but his real strength comes from versatility with his skills, not in combat. But while the barb has to buy his weapon this guy has his for free and can spend money on a couple of items that he can use with his UMD skill.

Bard is fairly close but this guy has more skill points due to an Int focus. Bardic knowledge can be used but not of great use here. Countersong is useless against Space Laser as is Inspire Courage, Fascinate may not come into play against a space snipe. Spells are limited in comparison to your at-wills (short recharge rate isn't much of a penalty).

Cleric can't compare with you against undead since you can space snipe them pretty well then laser down the ones that get through your lines. You can also use it more often than the cleric can use all spells though you don't get to heal. You are behind a couple of hp but far ahead in skills. I guess you can't match his armor, as much as that will affect things at 1st level.

Druid has a couple more hp but less skill points. Fewer spells per day than your free space laser shots and more limited effects overall. Animal companion can be a pain but can probably be dealt with through sniping. Wild empathy, haha no.

Fighter can possibly use ranged attacks but will face a pretty large penalty unless he wanders into sniping range. Damage may be a teensy bit higher and fighter has extra hp and +1 BAB but again your guy will be ahead in skills and can more likely afford some UMD-usable items. Close-ranged fighter is much of the same except he can probably do even more damage but be even less likely of getting into melee range.

Monk is a monk. Couple more hp, less skills, has to get through the sniping, no real viable ranged attacks to return fire.

Paladin is mostly like the fighter but if he does get into range he can maybe smite you. Still not great.

Ranger is like a lot of these classes. Bit more hp, fewer skills, has to get through sniping. Only favored enemy can be of extra benefit but that's not huge.

Rogue can be an equal in skills if used right. Sneak attack unlikely due to sniping and ranged attacks (though better against space sniping because of good Ref).

Sorcerer or Wizard can cast a few spells but only a few times per day and with only one effect on each, either range, power, or burst. This guy can do all of the above every few levels. He also has a few extra hp and more skill points to help him further.


---------
Biggest game changer is the Space Laser. Massive range plus OK damage plus burst is OP. It also targets save which most low-level characters have a harder time with. You want to add this later on or make the refresh at least 1 minute between shots (later ability could allow you to "rapid fire" space laser to 1d4 rounds for level x minutes per day).

As I also pointed out the goggles are too good for 1st level, especially with removing the Identify cost.

You may want to consider dropping skill points a level since the class is already Int focused.

Like I said, I'll get around to the rest later but from my first impressions the various space lasers are just too powerful, especially with your refresh times.

Lert, A.
2011-11-24, 06:18 AM
OK, a bit more on various features and then some suggestions.

Space laser: yup, refresh rate is too high until later levels. Looks like range goes up too fast though that one may be debatable. Burst radius is too large for the first few levels but gets more reasonable afterwards. Indoors use is not good unless it gets added at higher levels though that may be just my opinion.

Beam Spam: seems fine.

Beam Jump: again, 1d4 rounds between uses is a bit too fast. As it is written right now you deal automatic damage to enemies which is OP, especially combined with short refresh times.

Multi Beam: looks fine.

Deep Striking: also looks fine.

Sweep: area of effect seems too large.

Siege beam: refresh of 36 hours seems strange for a game where powerful effects are usable each day but 6 hours almost seems to be too short. Might want to adjust refresh rate to something more towards the middle or just make it daily.

Beamportation: looks fine.

Paint Target: looks fine.

Beam Shield: not completely sold on 1 minute per level but otherwise fine.

Vaporization Beam: must wait 2d6 hours? Are you kidding? Even as a capstone that is crazy. 80d6 damage with a 2d6 hour recharge is insane.


More schematics can always be good thought they need to be better balanced.

Again the biggest issue is space beam. The damage is secondary to the other effects and recharge time. If it targeted only a small area then 1d4 might be fine (but it would have to be quite small or even just a 5' square). If it were shorter range then 1d4 would be fine but you can too easily just snipe from afar. With both and a 1d4 recharge it is too powerful.

DiBastet
2011-11-24, 08:30 AM
I always seem to say that, but...

Can you make a Prestige Class version of it for me? I have an Artificer class in my games already, and there is a path of constructing rudimentary energy weapons, and this could come as an excelent prestige class for the ones wanting to specialize. It would enter my classes compendium immediately.

Saidoro
2011-11-24, 12:52 PM
Gonna get this out of the way first: I don't build for first level. As far as I'm concerned the game doesn't start till second or third. I try to get my classes to where they will work for people who choose to subject themselves to first level play, but it isn't my top priority.

Laser: free weapon with 1d6 damage, no reload time - not bad but you just got a free weapon while everybody else pays
You also have monk starting money apart from your weapon, 12 gold isn't much.

Space Laser: OK, this one is broken. It's not just 1d6, it's as much damage as the most powerful 1st level spell (which a wizard would have 1 use of at 1st level) but instead of being touch range it is better than the range of a medium ranged spell, it has a nice large burst radius, and it is infinitely usable with a fairly short recharge time The most powerful first level spell is sleep or maybe color spray. Any amount of hit point damage is less than "lose". I will probably cut back on the range though, to cut back on the long-range sniping.

Omnitools: two more class skills - another not bad ability but can quickly lead to optimization heaven, especially with the Int focus and good skill points Most skill optimization involves lots of dips, this doesn't give any advantage over just using masterwork tools until 6 levels in.

Magitech: fine, though a 1 level dip by a wizard means that his single greatest need for another stat is goneA wizard who gives caster levels for use magic device deserves neither and will lose both.

Schematics: let's see, free armor is kind of nice but there's better. Spirit Goggles give you a 1st level spell at will and a big boost to saves vs illusions. But Mystic Goggles is way better. 0th level spell at will, OK, level 1 spell that normally costs 100 gp per use is now free and no limits to use are given. That is powerful. It's powerful for a few levels then it becomes negligible. I was probably going to scrap the spirit and mystic goggles anyway, they're pretty powerful when you first get them but they scale poorly and the flavor is kind of weird.


Barbarian has more hp, move faster, +1 BAB and rage once per day. This guy can snipe the barb pretty well (barb doesn't have uncanny dodge yet) but his real strength comes from versatility with his skills, not in combat. But while the barb has to buy his weapon this guy has his for free and can spend money on a couple of items that he can use with his UMD skill.A high-strength level 1 barb will kill pretty much any other 1st level character in 1 hit. The Danmaku will almost never kill anything in 1 hit. Also: 12 starting gold.

Several classes removed because the complaint was the same: space laser's range.

Rogue can be an equal in skills if used right. Sneak attack unlikely due to sniping and ranged attacks (though better against space sniping because of good Ref). The rogue's plan would mostly consist of running and hiding and then coming back to cut the guy's throat in his sleep I think. 1-on-1 fights are never a rogue's strong point.

Sorcerer or Wizard can cast a few spells but only a few times per day and with only one effect on each, either range, power, or burst. This guy can do all of the above every few levels. He also has a few extra hp and more skill points to help him further. Counter-Argument (http://www.d20srd.org/srd/spells/sleep.htm)



Biggest game changer is the Space Laser. Massive range plus OK damage plus burst is OP. It also targets save which most low-level characters have a harder time with. You want to add this later on or make the refresh at least 1 minute between shots (later ability could allow you to "rapid fire" space laser to 1d4 rounds for level x minutes per day). I'll cut the range. The laser isn't really dangerous against single targets if you can't just snipe repeatedly.

As I also pointed out the goggles are too good for 1st level, especially with removing the Identify cost. If players want to spend one of their seven schematics ever on a very fleeting advantage that's fine with me.

You may want to consider dropping skill points a level since the class is already Int focused. Int score shouldn't be considered when deciding skill points. This is intended to be a minor skill-monkey class[/QUOTE]

Space laser: yup, refresh rate is too high until later levels. Looks like range goes up too fast though that one may be debatable. Burst radius is too large for the first few levels but gets more reasonable afterwards. Indoors use is not good unless it gets added at higher levels though that may be just my opinion.See above. On the indoor use thing: The original plan was to make it so that it could be used indoors but only if you could break through the ceiling. This wound up being really complicated to explain through rules text and created a lot of extra work for the DM who would have to know something as arcane as how thick the ceiling of any building the party walked into was. Also it created complications were someone could just go underground beneath whatever they wanted to destroy and fire off beams wildly without putting themselves in any danger at all. The current set up is much simpler and easier and has the added benefit of working off-plane.

Beam Jump: again, 1d4 rounds between uses is a bit too fast. As it is written right now you deal automatic damage to enemies which is OP, especially combined with short refresh times. Did I forget the reflex save again? :smallredface:

Sweep: area of effect seems too large. It's a really low damage ability only for use when you are fighting large hordes and space laser is on cooldown, it needs a big area to be relevant.

Siege beam: refresh of 36 hours seems strange for a game where powerful effects are usable each day but 6 hours almost seems to be too short. Might want to adjust refresh rate to something more towards the middle or just make it daily.I would change it to 8d4 but most people don't have that many d4's. maybe 14+2d6 or something like that.

Beam Shield: not completely sold on 1 minute per level but otherwise fine.Counter-Argument (http://www.d20srd.org/srd/spells/prismaticWall.htm)

Vaporization Beam: must wait 2d6 hours? Are you kidding? Even as a capstone that is crazy. 80d6 damage with a 2d6 hour recharge is insane.Yeah, I'll probably cut the damage on this a bit, down to 2 or 3 d6. Also, I may reduce the area a bit on this form.


Can you make a Prestige Class version of it for me? I have an Artificer class in my games already, and there is a path of constructing rudimentary energy weapons, and this could come as an excelent prestige class for the ones wanting to specialize. It would enter my classes compendium immediately. No, but I would fully endorse your creation of such a prestige class. Just give it lasers capping out at 5d6, a space laser based on class level +5 or something like that, Beam Jump and Artificer advancement in place of schematics. And assign more appropriate costs to everything to make them more Artificer's magic weapon esque(so cost would need to be your limiting factor rather than energy). Mostly I just don't want to have to type everything up, I have no problems with the class being made.

zegram 33
2011-11-24, 09:00 PM
this looks awesome
only problem i have is

"Multi Beam (Ex): Starting at fourth level the Danmaku can power more than one laser at a time. Any number of lasers can now be used, but for each used in a round beyond the first the damage of all lasers used in that round decreases by 1d6. If this would reduce laser damage to below 1d6 it is reduced to 1d4 instead."

correct me if i'm wrong, but wouldnt that mean you can fire infinite attacks dealing 1d4 damage each?
might wanna limit it down to "can fire a number of shots per round equal to your class level" or something

I full support the idea of having a "school" of schematics for drones, and humbly submit some suggestions

recon drone: allows you to release a drone with a movement speed of say 30 ft/round, flight, and partial concealment, no weapons, gives a skill bonus to spot, listen, trapfinding etc checks of +1 per class level, but you can either move the drone OR your char, not both (he has to remain still to control it, and has to be withing say 100ft per class level)

targeting drone: upgrade to recon drone that allows you to fire your main sattelite laser as if you were in the position of the recon drone. However, this removes the bonuses of the drone, except for the spot check bonuses. if you do reduce the space lasers range this would be good, if not you might want to add the ability to paint targets for the siege beam as well.

bomber Drone: upgrade to the recon drone this one is kinda weird (well, wierder lol)
thinking, a normal drone, still have to replace your own characters turn with the drones, but has its own laser at the same capability as the Danmaku's laser. also give it the ability to maybe use grease once per 1d4 rounds, and web once per 1d4 minutes, and some kinda ranged fire attack dealing no damage but capable of igniting both grease and web for singnificant damage?
also, while web has quite a long cooldown (maybe still not long enough though) it would be useful for keeping people in one place to orbital laser them

stealth drone: upgrade of recon drone for stealth and subterfuge. gains total concealment, movement speed of 50ft/round, and can use invisibility on itself for 1d4 rounds once per day, and gives a flat +5 bonus to related checks as well as the +1 per class level.

for alll my suggestions this class looks really fun, I love the fact you've made a khrima class :smallwink:

sorry if these drone idea's take it away somewhat from your image of the class, just if the class is intended to be a semi skillmonkey seemed like it might be nice to allow the release/creation of a "familiar" that can be specialised to skillmonkey for particular roles depending on what your party needs

Edit: added another though of drones, and an apology for if your not a fan of them :smallbiggrin:

Galileo
2011-11-24, 11:37 PM
this looks awesome
only problem i have is

"Multi Beam (Ex): Starting at fourth level the Danmaku can power more than one laser at a time. Any number of lasers can now be used, but for each used in a round beyond the first the damage of all lasers used in that round decreases by 1d6. If this would reduce laser damage to below 1d6 it is reduced to 1d4 instead."

correct me if i'm worng, but wwouldnt that mean you can fire infinite attacks dealing 1d4 damage each?
might wanna limit it down to "can fire a number of shots per round equal o yor class level" or something

Sure you could, if you had infinite hands to use these lasers. I think the intention was for dual-wielding, or arming a few allies as well.

zegram 33
2011-11-25, 01:18 PM
ohhh, i see
fair enough, sorry for the misunderstanding

I thought that meant the orbital laser could now fire multiple shots per round, but with that limitation

now that you mention it that does seem pretty obvious, my bad!

InfiniteNothing
2011-12-15, 06:52 AM
Um... Hello?

Anything new for the class? New schematics, class features, feats, anything?

Hello?

Ashtagon
2011-12-16, 09:08 AM
Space laser is still too powerful. You're looking at (level)d6 damage every 1d4+1 rounds, Reflex save halves. That means most critters that don't have prodigious Con scores or boosted Reflex saves will be two-shotters, and any creature that can't do ranged combat is a walkover. Any encounter that begins at range means a shot or two of free soften-up attacks. This will throw out the usual planning about how balanced encounters are.

Given that encounters are "typically" four rounds, just go ahead and make it a one-minute recharge time to force this into a per-encounter attack. I'd also be tempted to make it a uses/day weapon. Say, 1 + 1/4 levels + Intelligence bonus. Uses/day will also instantly stop it from being the automatic opening salvo attack for any encounter.