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Sgt. Cookie
2012-02-02, 03:33 PM
The Blue Mage

http://images.wikia.com/finalfantasy/images/a/a9/Ffta-h-bluemage.jpg

Silly clothing: Optional, but highly recomended.

For some people, killing a foe is not enough. They may take trophies from fallen foes, but some people feel a certain... pull. A need to take no physical aspect, but rather, a part of the creature's very being. A Blue Mage is much like a Sorcerer, as their power flows from their own blood.

Game rule information:
Blue Mages have the following game statistics:

Abilities: Constitution is important for any class, and strength is helpful to augment the Blue Mage's combat capabilities, but beyond that, a Blue Mage is MAC. Multi Attribute Compatible. Key attributes depend entirely on the abilities the Blue Mage decides to use.

Alignment: Any
Hit Dice: D8
Starting Age: As Fighter
Starting Gold: As Fighter

Class skills: The Blue Mage's skills (And the ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Local), Knowledge (Nature), Knowledge (Religion), Knowledge (The Plains), Sense Motive (Wis) and Tumble (Dex)

Skill points at first level: (4 + Int bonus) x 4
Skill points at each additional level: 4 + Int bonus



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Abilities known
Abilities readied


1st

+0

+2

+0

+2
Blue magic, Lancet
1
1


2nd

+1

+3

+0

+3
Improved unarmed strike, Unarmed damage
2
1


3rd

+2

+3

+1

+3

3
2


4th

+3

+4

+1

+4

4
2


5th

+3

+4

+1

+4

5
3


6th

+4

+5

+2

+5

6
3


7th

+5

+5

+2

+5

7
4


8th

+6/1

+6

+2

+6

8
4


9th

+6/1

+6

+3

+6

9
5


10th

+7/2

+7

+3

+7

10
5


11th

+8/3

+7

+3

+7

11
6


12th

+9/4

+8

+4

+8

12
6


13th

+9/4

+8

+4

+8

13
7


14th

+10/5

+9

+4

+9

14
7


15th

+11/6/1

+9

+5

+9

15
8


16th

+12/7/2

+10

+5

+10

16
8


17th

+12/7/2

+10

+5

+10

17
9


18th

+13/8/3

+11

+6

+11

18
9


19th

+14/9/4

+11

+6

+11

19
10


20th

+15/10/5

+12

+6

+12

20
10



Class features: The Following are considered class features for the Blue Mage

Weapon and armour proficiencies:
The Blue Mage is proficient with all simple and martial weapons, light armour and light shields.

Blue Magic:
Blue Magic is a catch-all term that refers to all the abilities that a Blue Mage can steal from enemies.

In order to "learn" an ability, one of three conditions must be met:

1. The Blue Mage lancets an enemy with a learn-able ability. (Only way to learn extraordinary abilities)

2. The ability is used on the Blue Mage. (Some supernatural abilities can only be learned this way. Otherwise, they can be lanceted OR experienced)

3. (This only applies if the Blue Mage has the "Swallow whole" or "Feed" ability) The Blue Mage eats the enemy (Enemy must be dead for the ability to be learned), this bypasses any other tags.

The Blue Mage may only learn one iteration of an ability. I.e, the Blue Mage could not have both a Red Dragon's fire breath and the Gorgon's petrifying breath, as both are considered "Breath attacks".

After learning an ability, it is used in (almost) the exact same way it is described in the monster's stat block. If an ability uses a natural attack that the Blue Mage does not have, then he may substitute an unarmed strike instead. Other things are noted next to the individual ability. Normal touch attacks are used in place of incorporeal touch attacks. (Unless the Blue Mage can become incorporeal). Additionally, Blue Magic abilities that are dependent on size use the Blue Mage's size. Not the size of the creature it was taken from.

Obviously, the Blue Mage does not use the as written DCs.

The Blue Mage may learn and ready only a certain number of abilities. The total number of abilities the Blue Mage may learn is 20, at a rate of one ability per level.

The Blue Mage may only ready a certain number of abilities, this number is equal to his Blue Mage Level divided by 2, rounding up.

Blue Mage levels are substituted for all abilities that use Hd, i.e, a level 12 Blue Mage with 2 racial Hit Die is considered to have 12 Hd, for all blue magic abilities NOT 14.

If the Blue Mage attempts to learn an ability when he is at his maximum, the Blue Mage may decide which ability to forget, including the learned one. The same rules apply to a different iteration of an ability the Blue Mage already knows.

The Blue Mage may swap his readied abilities after five minutes of meditation.

Lancet (Su):
By making a ranged touch attack, range of 25ft + 5ft per Blue Mage class level, the Blue Mage may drain 1d6 hit points per 1/2 Blue Mage class levels, rounded up, and heal for the amount drained. Once used, Lancet cannot be used for 1d4 + 2 rounds.

The Blue Mage also learns any one ability, Blue Mage's choice, if the creature has one.

If the target creature is willing, the Blue Mage may use Lancet without dealing damage or making an attack roll. The Blue Mage then learns any ability the willing target possesses.

Improved unarmed strike:
The Blue Mage gains improved unarmed strike as a bonus feat.

Unarmed damage:
Because may blue magic abilities are used with an unarmed strike, the Blue Mage has learned how to best make use of his attacks. The Blue Mage is considered to be a Monk of half his Blue Mage class levels, in regards to unarmed damage.

The Blue Mage may make unarmed attacks with his fists only.

Blue Magic abilities:

The Following is an alphabetical list of all the abilities a Blue Mage can learn.

If the ability is learned from multiple creatures, note down WHICH creature, including colour/type in certain cases, the ability came from.

The Blue Mage is immune to his own blue magic abilities, but not is not immune to the ability if it comes from the normal creature or another Blue Mage.

The Blue Mage may activate or deactivate any number of abilities as a free action. (Meaning that a Blue Mage doesn't need to walk around with quills coming out of him all day)

Using any blue magic ability is not a good or evil act.

The ability lists function like magic lists in the PHB, I.e, the player knows what spell does what, likewise a Blue Mage knows what ability can be taken from what monster.

Use the following to determine the save DC:

10 + 1/2 Blue Mage level + Cha mod (If Su/Sp) or Con mod (If Ex)

However, if the Monster description states a different ability modifer, then use that instead.

A Note on True Dragon breath weapons: Blue Mages deal damage with a True Dragon's breath weapon as though they had True Dragon HD equal to their Blue Mage level.

For example, a 10th level Blue Mage with a Black Dragon's Breath Weapon (regardless of the damage the Black Dragon did) the Blue Mage would deal 6d4 damage. Whereas, a 16th level Blue Mage would deal 10d4 damage, even if they never copied a new Breath Weapon.

Additionally, this functions as your Age Catagory for any True Dragon Breath Weapon.

Monster Manual 1:

Acid Spray (Ex)
Learned from: Digester, Giant bombardier beetle

Bay (Su)
Learned from:Shadow mastiff, Yeth hound
The Blue Mage's allies are unaffected

Black Cloud (Ex)
Learned from: Achaierai

Breath weapon (Su)
Learned from: Behir, Chimera, True dragons, Dragon turtle, Frost worm, Iron golem, Gorgon, Half-dragons, Hell hound, Mephits, Winter wolf
Chimera, True dragons, Half-dragons and Mephits all give different breath weapons depending on their colour or type

Burn (Ex)
Learned from: Fire elemental, Thoqqua

Captivating Song (Su)
Learned from: Harpy
Allies are unaffected

Charming Gaze (Su)
Learned from: Spirit naga

Confusing Gaze (Su)
Learned from: Umber hulk, Truly horrifying umber hulk

Corrosive Slime (Ex)
Learned from: Delver

The ability "Stone Shape" is considered a part of the Corrosive Slime ability as far as the Blue Mage is concerned. (It doesn't take up a known or readied slot) It is, however, recommended to note the Stone Shape ability down for convenience

Corrupting Gaze (Su)
Learned from: Ghost (Any)

Cursed Wound (Ex)
Learned from: Clay golem

Destructive Harmonics (Su)
Learned from: Destrachan

Electricity Ray (Su)
Learned from: Arrowhawk

Energy Drain (Su)
Learned from: Succubus (Includes the suggestion effect), Devourer, Spectre, Vampire (Any), Vampire spawn, Wight

Must be experienced.

Evil Gaze (Su)
Learned from: Nightwalker

Infernal Wound (Su)
Learned from: Bearded devil, Horned devil

The Blue Mage does not require the specific weapon, slashing or piercing damage is enough.

Must be experienced.

Ink Cloud (Ex)
Learned from: Tojanida, (Never learned from animals)

Leap (Ex)
Learned from: Bulette

You do not use the ability as written, instead it allows you to make two extra attacks, with a +5 untyped bonus to the attack roll.

Moan (Ex)
Learned from: Cloaker

Paralysis (Ex)
Learned from: Carrion crawler, Ghoul, Ghast

Paralytic Tentacles (Ex)
Learned from: Chuul
Requires successful grapple check

Petrifying Gaze (Su)
Learned from: Basilisk, Abysall Greater Basilisk, Medusa

Positive Energy Lash (Su)
Learned from: Ravid

Quills (Ex)
Learned from: Howler

The quills can come from arms, legs, etc. There is no save on a successful grapple check. A medium Blue Mage has 30 quills, small Blue Mages have half that, large Blue Mages have double. When broken off, a quill grows back after 24 hours.

Roar (Su)
Learned from: Dragonne, Leonal, Androsphinx

Shriek (Su)
Learned from: Vargouille

Slime (Ex)
Learned from: Aboleth

Smite (Su)
Learned from: Nalfeshnee

Sonic Lance (Su)
Learned from: yrthak

The ability "Explosion" is considered a part of the Sonic Lance ability as far as the Blue Mage is concerned. (It doesn't take up a known or readied slot) It is, however, recommended to note the Explosion ability down for convenience.

Spikes (Ex)
Learned from: Manticore
Spikes can come from arms, legs, etc

Spit Acid (Ex)
Learned from: ankheg

Strands (Ex)
Learned from: Roper

The ability "Drag" is considered a part of the Strands ability as far as the Blue Mage is concerned. It is recommended to note the Drag ability down for convenience.

When attached to a creature, the strands can be used as tentacles for all effects that use them.

Stunning Croak (Su)
Learned from: Red Slaad

Stunning Glance (Su)
Learned from: Nymph

Stunning Screech (Su)
Learned from: Vrock

Stunning/Lethal Shock (Su)
Learned from: Shocker Lizard
Medium creatures are considered to be two small creatures, large creatures are considered to be four small creatures, etc. Additionally, if the save DC is smaller than the Number of "Small Equivalents", then use the higher DC

Blue Mages may join with other Blue Mages (And/Or Shocker Lizards with a Friendly or higher disposition) to increase the Damage/DC

Unnerving Gaze (Su)
Learned from: Chain devil

Web (Ex)
Learned from: Aranea, Bebilith, Ettercap


MMII:

Blood Sparay (Su): Rogue Eidolon

Brain Lock (Su): Ethereal Doppelganger

Breath Weapon (Su): Brazat, Gem Dragons, Hellfire Wyrm, Yagnoloth

Colour Spray (Su): Corollaxe

Caster level is equal to Blue Mage level

Draining Gaze (Su): Zovvut

Elemental Command (Su): Elemental Weird

The Blue Mage may command a number of Elemental HD equal to his Blue Mage level. The Blue Mage may command elementals for 24 hours, until the Elemental dies or it's summoning ends. Whichever comes first.

Energy Drain (Su): Effigy, Yangoloth

Fear Aura (Ex): Lupinal

Use Charisma for save DC

Fear Gaze (Su): Breathdrinker, Marraenoloth

Force Web (Su): Spellgaunt

Lightning Bolt (Sp): Gold Horror, Platinum Horror

Negative Burst (Su): Deathbringer

Shriek (Ex): Pheonix

Use Charisma for save DC

Silk Slick (Su): Shadow Spider

A Blue Mage can walk along his own slick without issue

Sonic Abilities (Su): Desmodu

Sonic Shriek (Ex): Pulverizer

Stunning Strike (Ex): Runic Guardian


MMIII:

Breath Weapon (Su): Ambush Drake, Cadaver Collector, Greater Cadaver Collector, Alchemical Golem, Mud Golem

Call Brambles (Su): Splinterwaif

Cause Avalanche (Su): Avalacher

Dehydrating Impact (Su): Salt Mummy

Energy Drain (Su): Grimweird

Freezing Gaze (Su): Rejkar

Gaze (Su): Visilight

Negative Wave Pulse (Su): Shadesteel Golem

Shock (Su): Storm Elemental, Any

You use this ability of a Storm Elemental of your Blue Mage level. For example, a 3rd level Blue Mage uses this ability as a Small Storm Elemental, while a level 19 Blue Mage would use this ability as a Huge Storm Elemental.

Shriek (Su): Shrieking Terror

Sonic Pulse (Ex): Gulgar

Spell Siphon (Su): Arcane Ooze

Allies are unaffected.

Thorn Volley (Ex): Battlebriar, Warbound Impaler

Vile Spew (Su): Runehound

Whispers of Loss (Su): Sorrowswarn

Yowl of fear (Su): Feral Yowler

Allies are unaffected


MMIV:

Breath Weapon (Su): Clockroach

Buffeting Winds (Su): Cyclonic Ravager

Corrupting Gaze (Su): Corrupter of Fate

Devouring Larvae (Ex): Quanlos

Fire Bolt (Su): Holocaust Disciple

Flame Burst (Su): Bloodfire Ooze, Blighted Bloodfire

Horrific Gaze (Su): Vitreous Drinker

Justice Strike (Su): Justice Archon

Thorn Burrow (Su): Briarvex

Venom Spray (Ex): Sailsnake

Warping Energy (Su): Zern


MMV:

Avalanche Wave (Su): Malastor

Captivating Call (Su): Frostwind Vigaro

Earthshock (Su): Ken-Kuni

Feeding Frenzy (Ex): Dalmosh

Fire Breath (Su): Ember Guard

You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability

Flame Breath (Su): Ken-Li

You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability

Hail of Razorfeathers (Ex): Steelwing

Soulfire (Su): Solamith

You do not get Soulfire Retort

Spore Pod (Ex): Demonthorn Mandrake

Tainted Energy (Sp): Etherial Defiler

Wind Breath (Su): Ken-Sun

You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability


Misc:
Draconomicom:
Breath Weapon (Su): Abyssal Drake, Dracolich, Faerie Drake, Ghostly Dragon, Planar Dragons (All except Pyroclastic), Squamous Spewer, Storm Drake, Vampiric Dragon, Zombie Dragon

Freezing Touch (Su): Ice Drake

Hypnotyzing Gaze (Su): Jungle Drake

BoVD:
Dark Channel (Sp): Vilewight

Energy Drain (Su): Vilewight


BoED:
Gaze (Su): Firre

Lightshard Strike (Su): Shiradi

You do not need to assume a "Cloud of light shards" to use this ability. If your Blue Mage Level is 5 or less, you only deal damage. If your level is 6-11, your attack functions as Dispell Magic. 12+ the attack functions as Greater Dispell Magic

Dream Ray (Su): Tulani

You do not need to assume a Globe form

Frost Breath (Su): Leskylor

You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability

Bay (Su): Moon Dog

Allies are unaffected, regardless of alignment.


Dragon Magic:


Breath Weapon (Su): Aspect of Bahamut, Aspect of Tiamat (Choose head)

Firey Body (Ex): Blazewurm

Tumbling Flame (Ex): Blazewurm

Beserk Attacks (Ex): Redspawn Berserker

Devour Spell (Su): Spell Eater

Use your Blue Mage level +11 for this ability or your actual Spell Resistance, whichever is higher. If the spell does not beat this pseudo resistance, then you may use the ability as stated in the Spell Eater description. This is not Spell Resistance, as you still take the effect of the spell regardless of the roll.[/roll]

Magic Distortion Aura (Su): Velroc

[i]The Blue Mage and his allies are never considered the closest creature. Allies may cast within this aura without needing to make a Caster Level check.



Drow of the Underdark:


Reactive Web (Ex): Admantine Spider

The Blue Mage may use this ability when he himself is attacked, and against any enemy that deals at least 1 point of damage to any adjacent ally. This is an imediate action. Save DC is Dex based.

Breath Weapon (Su): Deep Dragon

Energy Drain (Su): Huge Husk Scorpion, any Huge or larger Husk Vermin

Disgorge Spiders (Su): Shunned

Due to it's nature, it can only be learned via Lancet. The Blue Mage may only have two swarms at any time. "Spewing" the swarms is not required for a Blue Mage, they may simply "appear" in a square next to the Blue Mage.


Dungeonscape:


Spore Jet (Ex): Ascomoid

Infestation (Ex): Rot Grub Swarm

This ability may be used along side any other Blue Mage ability that requires an Unarmed Strike









Frostburn:


Breath Weapon (Su): Chilblain

Elemental Command (Su): Elemental Weird (Both),

The Blue Mage may command a number of Elemental HD equal to his Blue Mage level. The Blue Mage may command elementals for 24 hours, until the Elemental dies or it's summoning ends. Whichever comes first.

Icy Touch (Su): Entombed

This ability may be used along side any other Blue Mage ability that requires an Unarmed Strike

Ice Blast (Su): Frost Folk

Coldfire Radiance (Su): Frostfell Ghost

Allies are unaffected

Ice Shards (Su): Ice Golem

Ice Breath (Su): Ice Beast

You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability

Sphere of Cold (Su): Ice Toad

Rimefire Bolt (Su): Rimefire Eidolon

If you possess the Eldritch Lancet feat, you may use Rimefire Bolt with an Eldritch Blast attack, dealing an extra 3d6+cha mod damage per blast and allows you to make a full attack with your Eldritch Blast, your Eldritch Blast range is still used, however. Rimefire Bolt counts as an Eldritch Esscence when used as part of an Eldritch Blast.

Beguiling Song (Su): Rusalka

Cold Aura (Su): Shivhad

Bellow (Su): Tlalusk

Frost Glance (Su): Winterspawn

Paralyzing Gaze (Su): Yuki-on-na


Heroes of Horror:


Sink (Su): Bog Imp

Devour Corruption (Ex): Corruption Eater

The Blue Mage does not gain this corruption himself. This ability is only avilable when the Taint optional rule is in play.



Libris Mortis:


Cold to the Touch (Su): Bleakborn

This ability may be used along side any other Blue Mage ability that requires an Unarmed Strike

Mind Thrust (Su): Brain in a jar


Lords of Madness:


Baleful flash (Su): Eye of the deep

Mind Blast (Sp): Elder Brain, Mind Flayer Alhoon, Mind Flayer Ultihard, Mind Flayer Vampire, Urophion,

Screech (Su): Saltor

Strands (Ex): Urophion

The ability "Drag" is considered a part of the Strands ability as far as the Blue Mage is concerned. It is recommended to note the Drag ability down for convenience.

When attached to a creature, the strands can be used as tentacles for all effects that use them.


Magic of Incarnum:


Bile of hatered (Ex): [Hateful] Lost

Fury of Wrath (Ex): [Wrathful] Lost

Mirror of Despair (Ex): [Despairing] Lost

Song of Misery (Ex): [Miserable] Lost

Consume Soul (Su): Souleater

Souls are realeased after the duration expires, however a Blue Mage may "hold onto" allies willing soul(s) instead of releasing them, allowing them to be raised or ressurected for half the cost required for those spells, because the soul is close by.


Miniatures handbook:


Curse Aura (Su): Cursed Spirit

Stunning Strike (Su): Gravehound

Flesh Rotting Gaze (Su): Nothic

Paralasys (Su): Ghirrash


Planar Handbook:


Energy Ray (Ex): Energon (Any)

Smoke (Su): Lesser Nightmare

Allies do not suffer from the -2 penalty, but the Blue Mage still has partial/total concealment from allies.


Sandstorm:


Desert Halo (Su): Desert Devil

Breath Weapon (Su): Sand Dragon, Dustform Creature, Mephit (Any),

Burn (Ex): Lava ooze


Stormwrack:


Sonic Pulse (Su): Hammerclaw

Paralytic Tentacles (Ex): Slime Chuul

Requires successful grapple check

Infernal Wound (Su): Echinoloth

Does not require the specific weapon. Slashing/Piercing damage is enough.




Note for DMs: It is recommended that you allow the Blue Mage to start with abilities that come from monsters with a CR equal to or less than the Blue Mage's ECL.



Blue Mage Feats

Note: Whenever "Lancet Damage", or similar is mentioned, the ability to learn Blue Mage abilities is also included; unless otherwise stated.

Lancet Recovery
Prerequisites: Lancet 3d6
Effect: Your Lancet recovery time becomes 1d2+1. However, this only applies to standalone Lancet, it does not affect any Blue Mage feats, unless otherwise stated.


Lancet Breath [Metabreath]
Prerequisites: Breath Weapon with a recharge time measured in rounds, Lancet 3d6
Effect: Whenever you use a Breath Weapon you may, as a free action, apply half your Lancet Damage, to your Breath Weapon.

Using this feat adds 1d4+2 rounds to your Breath Weapon and you cannot use your Lancet ability for 1d4+6 rounds.

Eldritch Lancet
Prerequisites: Eldritch Blast 2d6, Lancet 2d6
Effect: You may Apply your Lancet Damage to your Eldritch Blast. Applying Lancet damage in this way counts as an Eldritch Essence, with a Spell Level equal to the Eldritch Blast spell level.

Additionally, your Warlock and Blue Mage levels stack with each other to determine Eldritch Blast and Lancet damage.

Using this feat means that you cannot use either your Eldritch Blast OR Lancet for 1d4+2 rounds (Roll once for both). Lancet Recovery cuts this down to 1d2+1 rounds.


Extra Readied Ability
Prerequisites: Blue Magic class feature
Effect: You can ready an additional ability.
Special: This Feat may be taken more than once.


Extra Known Ability
Prerequisites: Blue Magic class feature
Effect: You can know an additional ability.
Special: This Feat may be taken more than once.


Learn By Action
Prerequisites: Blue Magic class feature
Effect: You can learn Extraordinary Blue Mage abilities by simply having them effect you, in the same manner as Supernatural abilities.

Normal: You must use Lancet on an enemy with an Extraordinary Ability in order to learn it.

Devronq
2012-02-02, 05:52 PM
Seems like a great idea i quite like it and it doesn't seem unbalanced. I think its defiantly a good idea as a dm to write out which abilitys you are and arent going to allow,(as you are already doing) as there could be potential abuse if you didn't

Welknair
2012-02-02, 07:11 PM
Sounds like a very cool idea.

My first concern though: At-will 1d6/level ranged damage. That's double the Warlock's blasting power. That is very impressive. I'd suggest halving that, to 1d6 damage for every two levels, rounded up.

absolmorph
2012-02-02, 08:56 PM
Sounds like a very cool idea.

My first concern though: At-will 1d6/level ranged damage. That's double the Warlock's blasting power. That is very impressive. I'd suggest halving that, to 1d6 damage for every two levels, rounded up.
Actually, it's not just damage. It's also healing for the blue mage. I'd suggest it be 1d6+1d6/3levels, at most.

Sgt. Cookie
2012-02-03, 09:21 AM
UPDATE: Cut down the power to 1/2 the Blue Mage's class levels and added a cool down period as well.

gkathellar
2012-02-03, 10:42 AM
Silly clothing: Optional

This, sir, is sacrilege.

Sgt. Cookie
2012-02-03, 10:46 AM
This, sir, is sacrilege.

Fine then: Silly clothing: Optional, but highly recomended.

blackjack217
2012-02-03, 10:55 AM
You should specifically ban assume supernatural ability. and everything else used by pun-pun

Sgt. Cookie
2012-02-03, 11:04 AM
You should specifically ban assume supernatural ability. and everything else used by pun-pun

While DM's will probably change the list(s) in some slight ways, generaly speaking, if it's not in the list a Blue Mage cannot learn it.

That said, I am only vaguely familiar with pun-pun (I get the general idea, Pazazu and a load of wishing candles) but beyond that, I don't know what abilities pun-pun uses.

blackjack217
2012-02-03, 11:17 AM
While DM's will probably change the list(s) in some slight ways, generaly speaking, if it's not in the list a Blue Mage cannot learn it.

That said, I am only vaguely familiar with pun-pun (I get the general idea, Pazazu and a load of wishing candles) but beyond that, I don't know what abilities pun-pun uses.

the main one is Manipulate Form which is an incredibly poorly thought out ability used by the Sarruhk from serpent kingdom.

Roak Star
2012-02-03, 11:22 AM
I feel like you should give the class the ability to identify whether or not a monster has a learnable ability (either by giving them appropriate Knowledges as class skills or through a new class feature). From what I can tell, right now it seems kind of like a shoot blindly at things till you learn something.

Sgt. Cookie
2012-02-03, 11:35 AM
the main one is Manipulate Form which is an incredibly poorly thought out ability used by the Sarruhk from serpent kingdom.

I'll note down that it is highly recomended that a Blue Mage cannot learn those two abilities.


I feel like you should give the class the ability to identify whether or not a monster has a learnable ability (either by giving them appropriate Knowledges as class skills or through a new class feature). From what I can tell, right now it seems kind of like a shoot blindly at things till you learn something.

I intended for the ability list(s) to be like the spell list from the PHB. If it doesn't feel that it states that, I'll note that down too.

Roak Star
2012-02-03, 11:49 AM
Alright, having that as an assumed known list isn't bad. I guess I was just a little confused because you didn't explicitly state it one way or the other (unless I missed something).

But I must say I kind of like the idea of having to invest a little time into learning about the abilities you want to learn. gives a little bit more character depth for the class. And it can offer easy synergy with Knowledge Devotion.

Sgt. Cookie
2012-02-03, 12:02 PM
I'll make it clearer that that is the case.

Honestly, I'm not really sure that having to make knowledge checks is really necessary, for one thing all supernatural abilities can be learned simply by having them used on the Blue Mage.

It wouldn't even be useful for extraordinary abilities, since a Blue Mage PC is likely to lancet every enemy anyway.

Sgt. Cookie
2013-04-08, 08:25 AM
I am reopening this thread at the request of Madara.

Octopusapult
2013-04-08, 01:44 PM
Really liking the Blue Mage, this is awesome. One of my favorite classes Jobs from FFTA.

Madara
2013-04-08, 03:41 PM
OK, so right now I can mostly just give first thoughts: stuff that came to mind when I was building a character.

1. I'm purely a combat character right now. Most of the abilities are damage dealing, or can be debuff.
2. Leap should never, ever be in a player's hands, or at least not as-written, and mostly at its CR level.
3. There are a few abilities from creatures that give a flat DC, not saying "This is X stat based," if you could find a way to just define the DC for the Blue Mage, rather than it being on a case-to-case basis, that'd be fantastic.
4. Are there any plans to include more passive abilities? Such as movement modes?
5. A note for future players of this class: Look for Monster-Specific feats that are based on abilities (I.E. Libris Mortis :smallwink:)
6. Neither Feed or Swallow Whole are on the list right now, making one of the options for learning abilities irrelevent.

Edit: Also, you mentioned something about a MM3 list? :smallconfused:

Sgt. Cookie
2013-04-09, 07:59 AM
@Octo: Agreed. I just wish the the damned Morpher could be used to learn the abilities.

@Madara:

2. Good catch, I'll edit that ability slightly.
3. Would 10 + Blue Mage level + Cha (If Su or Sp)/Con (If Ex) work?
4. More passive abilities, yes. Movement modes, no.
6. It's a nod to FF9, where one of the characters eats opponents for abilities.

Yes, I did mention that list. I'm having a look around, but I've got College work that needs doing, so I'll have it up as soon as I can.

Madara
2013-04-09, 03:23 PM
@Octo: Agreed. I just wish the the damned Morpher could be used to learn the abilities.

@Madara:

2. Good catch, I'll edit that ability slightly.
3. Would 10 + Blue Mage level + Cha (If Su or Sp)/Con (If Ex) work?
Feels a little complicated, but its probably fine. Wait, it wouldn't, since it wouldn't scale like some abilities should. Perhaps it should be 10+level at which ability was gained+modifier?
4. More passive abilities, yes. Movement modes, no.
That sounds pretty good.
6. It's a nod to FF9, where one of the characters eats opponents for abilities.
I recognized the nod, its just not on the list.
Yes, I did mention that list. I'm having a look around, but I've got College work that needs doing, so I'll have it up as soon as I can.
I understand perfectly, I'm not in any hurry.


Good ol' response in the quote

Sgt. Cookie
2013-04-09, 03:28 PM
3. It actually scales a little too well, as by level 20, you have a base 30 to the DC. It should have been 10 + 1/2 Blue Mage Level + Mod.


6. The nod is there in case the Blue Mage gains the ability via some other method, and Swallow Whole/Feed doesn't really fit with the rest of the abilities.

Silverbit
2013-04-09, 06:15 PM
This looks awesome! It's getting included in my campaign world.

Sgt. Cookie
2013-04-10, 04:16 PM
As promised, MMIII listing.

Madara
2013-04-10, 04:36 PM
As promised, MMIII listing.

*Hugs*

You are fantastic. :smallsmile:

Sgt. Cookie
2013-04-11, 05:06 PM
Your welcome.

Also, made some minor changes to the Blue Magic ability, you now know a total of 20 abilities, excluding feats.

Additionally, added some Blue Mage feats. They look alright? Too OP, too UP?

Madara
2013-04-11, 05:30 PM
Your welcome.

Also, made some minor changes to the Blue Magic ability, you now know a total of 20 abilities, excluding feats.

Additionally, added some Blue Mage feats. They look alright? Too OP, too UP?

They don't look too powerful, considering there are many other feats available to this class.

Edit: A quick look-through, and I noticed that it lists true dragons, which would include more than just MM1, is this intensional?

Sgt. Cookie
2013-04-11, 05:37 PM
Do you think any of them are "Must haves" for a Blue Mage? I'm a little worried that Lancet Breath and Lancet Recovery are Class Features that eat up a feat slot. Thoughts?

Madara
2013-04-11, 05:44 PM
Do you think any of them are "Must haves" for a Blue Mage? I'm a little worried that Lancet Breath and Lancet Recovery are Class Features that eat up a feat slot. Thoughts?

Honestly, this class gains so many abilities that 1 lancet/fight isn't a big deal. The big problem is that you can usually only use one per round, which means that there's no danger of Lancet Breath and Recovery being dangerous. Recovery isn't too much of an upgrade, so its no big deal.

Sgt. Cookie
2013-04-12, 11:22 AM
UPDATE: The MMII list has been added.

Madara
2013-04-12, 11:30 AM
UPDATE: The MMII list has been added.

Aww shucks, you're too kind. I'm working on charting them by CR for ease of use, I'll probably post it here as well. Still doing MM1 though. :smallsmile:

Sgt. Cookie
2013-04-12, 05:00 PM
I'm kinder still, with the MMIV update.

Madara
2013-04-12, 06:18 PM
I'm thrilled with my build. Paralysis+Energy Drain is fantastic. The temp hp and the fact that unlike undead, I have a con score means I can actually be in close enough range for the improved unarmed attack. :smallsmile:

Sgt. Cookie
2013-04-13, 07:25 AM
Well, I hope I can help improve your build, with the MMV update.

EDIT: I've also started the Miscellaneous section, with the Dracomonicom added.

EDIT EDIT: BoVD and BoED are now up.

Madara
2013-04-13, 09:24 AM
OK, a bit of feedback time. I'm finding this class has nothing to do out of combat. While this is likely true to the source material, you may want to consider expanding something for out-of-combat capabilities. You gave it Bluff, so you could easily just do the social 4, bluff, diplomacy, sense motive, and intimidate. Also, it felt wrong to lack any sort of knowledge skill.

Let's talk combat now: Energy Drain is a must have for anyone who plays this class, its like how all Clerics should have high wisdom. The temp hp are needed for melee combat. On the other hand, the fact that Con contributes to your abilities means that you have rather high hp anyways. I had the same hp as the unoptimized fighter in the party, not to mention the temp hp...:smallcool:

Finally, there need to be more passive abilities. In the end, I use about 2-3 of my 5 prepared abilities per fight, merely because each takes actions. I haven't looked at the updates yet, but it sounds like you've made serious progress.

Sgt. Cookie
2013-04-13, 10:36 AM
OK, a bit of feedback time. I'm finding this class has nothing to do out of combat. While this is likely true to the source material, you may want to consider expanding something for out-of-combat capabilities. You gave it Bluff, so you could easily just do the social 4, bluff, diplomacy, sense motive, and intimidate. Also, it felt wrong to lack any sort of knowledge skill.

Expand the skill list to: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Local), Knowledge (Nature), Knowledge (Religion), Knowledge (The Plains), Sense Motive (Wis) and Tumble (Dex)

(New additions are bold)

Additionally, skillpoints are boosted to 4 + Int per level.

That look OK to you?


Let's talk combat now: Energy Drain is a must have for anyone who plays this class, its like how all Clerics should have high wisdom. The temp hp are needed for melee combat. On the other hand, the fact that Con contributes to your abilities means that you have rather high hp anyways. I had the same hp as the unoptimized fighter in the party, not to mention the temp hp...:smallcool:

So, is Energy Drain a "Must have" for this class, in the same sense that DMM is a must have for a Cleric, or is it a "This class literally cannot function without it" sort of deal?


Finally, there need to be more passive abilities. In the end, I use about 2-3 of my 5 prepared abilities per fight, merely because each takes actions. I haven't looked at the updates yet, but it sounds like you've made serious progress.

If I'm honest, I wasn't comfortable with giving out Passive abilities. But if you think I should add them, I'll have another look through the Monster Manuals and add a few.

Do you have any idea as to some Passive abilities that should be added?

Madara
2013-04-13, 01:24 PM
Its kinda like DMM. Honestly, I don't know how it would go without energy drain, but seeing how much of the options are energy drain, and that alot of the class is melee, those temp HP are a big deal.

Skills look good now. In the case of passive abilities, you can still find some that are combat-oriented, I think the class just needs abilities that aren't action-draining.

I'll do a little digging as well.

Things like Inertial Armor(Githzerai)(MM1), Adhesive(Kuo-toas)(MM1), Fear Auras(Lich..ect), Magmin abilities(Combustion, Fiery Aura, Melt Weapons), Blinding Beauty(Nymph):smallwink:(Think of how hilarious this ability would be...)

Sgt. Cookie
2013-04-13, 01:58 PM
I'll be sure to have a look at those. Especially nymph, because at will Blinding Beauty in the hands of a PC certainly isn't unbalanced.

I'm going through MMI now, I've already got a few: Babble (Alip), Shadow Shift (Cloaker)*, Protective Slime (Babu), Stench (Hexrou) and Spores (Vrock)*



*Ok, they're not technically passive, but they don't have an action cost. So I'm counting them.

Madara
2013-04-13, 03:22 PM
I'll be sure to have a look at those. Especially nymph, because at will Blinding Beauty in the hands of a PC certainly isn't unbalanced.

I'm going through MMI now, I've already got a few: Babble (Alip), Shadow Shift (Cloaker)*, Protective Slime (Babu), Stench (Hexrou) and Spores (Vrock)*



*Ok, they're not technically passive, but they don't have an action cost. So I'm counting them.

Looks pretty good, it'll be nice to have a bit more variety in tools and possible themed characters.

Sgt. Cookie
2013-04-13, 03:38 PM
I was wondering, do you think it would be unbalancing if the Corrosive Slime ability gave the Blue Mage Stone Shape, as per the Delver ability?

Madara
2013-04-13, 03:55 PM
I was wondering, do you think it would be unbalancing if the Corrosive Slime ability gave the Blue Mage Stone Shape, as per the Delver ability?

Not really, seeing as its only once every 10 minutes. I'd definently pick it up for utility then.

Sgt. Cookie
2013-04-13, 04:10 PM
Alright, I'll add that in then.

Silvernale
2013-04-16, 02:53 AM
Can a blue mage:
1 - Learn spells from a cleric/wizard/etc ?
2 - Learn class abilities such as smite evil, rage or bardic music ?
3 - Learn other PC race abilities like darkvision, stonecunning or such ?
4 - Learn feats, skilltricks or the like ?

Sgt. Cookie
2013-04-16, 04:01 AM
No, to all of them. A Blue Mage's abilities are that of Monsters, not classes.

Silvernale
2013-04-16, 01:35 PM
No, to all of them. A Blue Mage's abilities are that of Monsters, not classes.

Not to be snarky (I feel this is a letigimate question), but what is the difference between playing a dragon monster or a drow elf monster? Really a "monster" is a NPC that isn't "human", so it would be possible to learn racial abilities like a drow elf's levitation or faerie fire wouldn't it? The red dragon who ate your village is a "monster" but the red dragon wizard in the party is a "character". :smallsmile:

Sgt. Cookie
2013-04-16, 01:53 PM
I should have been more clear, the Blue Mage is only intended to steal and use innate abilities, Breath Weapons or Call Brambles or Leap. Class features and the like are not "innate" and thusly do not apply to Blue Mage learning. Spell like abilities that actually replicate spells are also outside the scope of a Blue Mage's learning.

So, in your example, the Blue Mage would be able to learn the Dragon character's Breath Weapon.

Silvernale
2013-04-16, 02:18 PM
Right right. I wasn't arguing that part. What I mean is that it can learn a drow elf's faerie fire or levitation (sp) or the dwarf's stability (ex).

Sgt. Cookie
2013-04-16, 02:53 PM
No. The Blue Mage doesn't, generally speaking, learn abilities that are purely defensive in nature. All the Blue Mage's Monster Abilities either: Deal damage directly, indirectly aid combat as part of the ability or inflict some sort of status effect.

Things like Drow Levitation (Wait, where does it say Drow Levitate, again?) or Stability are neither of those things.

I'm making a list of more "passive" abilities learned, again, from Monsters but they are directly dangerous to opponents, rather than providing an all around utility.

Silvernale
2013-04-16, 02:58 PM
No. The Blue Mage doesn't, generally speaking, learn abilities that are purely defensive in nature. All the Blue Mage's Monster Abilities either: Deal damage directly, indirectly aid combat as part of the ability or inflict some sort of status effect.

Things like Drow Levitation (Wait, where does it say Drow Levitate, again?) or Stability are neither of those things.

I'm making a list of more "passive" abilities learned, again, from Monsters but they are directly dangerous to opponents, rather than providing an all around utility.

OK good that is cleared up =D

Sgt. Cookie
2013-04-16, 03:00 PM
Glad I could be of service. *Bows extravagantly*

Either way, what do you think of this class?

Silvernale
2013-04-16, 06:09 PM
I like it. I gives some interesting abilities to make the character unique. The only problem is the character having to 1) learn what monster gives what ability and 2) actually finding the monster. I'd like to see a capstone ability at level 20 too =D

Silverbit
2013-04-16, 06:57 PM
Quick question, would you allow a Troglodyte's Stench ability to be learned by a Blue Mage? I can't find it on your list, and don't see why not. There's probably a really obvious reason.

Madara
2013-04-16, 09:58 PM
I like it. I gives some interesting abilities to make the character unique. The only problem is the character having to 1) learn what monster gives what ability and 2) actually finding the monster. I'd like to see a capstone ability at level 20 too =D

In this manner, this class makes character goals easy. In a sandbox setting, its not too unreasonble to pull a gather info check or knowledge(appropriate) to get the location of a monster you are searching for. Like the Archevist, however, much of the class could rely on your DM if you happen to play on a train, following the rails.

Sgt. Cookie
2013-04-29, 08:52 AM
@Silvernale: What Madara said, really. Some of these abilities are a wee bit strong, and get a hell of a lot stronger used together. If the DM wants to give the character access to any ability on the list, that's his choice, so I'm not going to make it for him and include it as a part of the class.

@Silverbit: Yes, it will be going on a passive list, so don't worry.


Because of the downtime, I've had time to go through most of my books and create a list of abilities from miscellaneous books.

I have a second list saved on another computer, which is why there is a fairly large space in the Misc section.