PDA

View Full Version : Blaster(3.5 base class)PEACH. shoot first, then shoot some more!



bobthe6th
2012-03-01, 09:54 PM
so, fourth attempt, breaking from my psionic/warlock plot. So here it is, a full caster, with a direct damage fetish. with new spells, and a whole lot of attitude!

introducing, the class with more spell slots then you would normally believe possible...

THE BLASTER!

http://th05.deviantart.net/fs43/PRE/i/2009/117/3/9/Magic_Missile_by_Krejall_Ontaris.jpghttp://krejall-ontaris.deviantart.com/art/Magic-Missile-120404324

"'well, in this situation, the answer is fire' 'when do you think the answer isn't fire?'"
Salfran Flame hand, human blaster, speaking to his colleague Gimble the bard on the best way to sneak past some orcs...

Blasters are masters of destruction. Let the warmage keep his battle, a blaster is off nuking orcs in the dungeon. The blaster is no blend of magics, he is just damage magic, all the time.

Adventures: Hey, monsters provide a morally clean target for destruction, right?

Characteristics: Explosions, sniper fire, and general mayhem.

Alignment: Any, though favoring chaos. Every alignment can justify destruction.

Religion: Any, depending on personality. A blasters power are not entirely despised by any religion, so even the calmest of gods enjoy a blaster or to as worshiper.

Background: A blaster is a creature that could have become a sorcerer, but they received a little formal training in magic as a study. As a result, the blaster tends to have a fragmented past, exacerbated by the destruction they create.

Races: Humans, as with all classes can easily become blasters. Savage races as a rule favor blasters, loving the mayhem they can induce.

Other Classes: Melee classes love the covering fire the blaster can produce. Wizards are leery of the excessive focus of a blaster, and the twisting of the magic to such simplified ends. sorcerers dislike the blaster, seeing what they could have become. Divine clerics see a great tool for there gods, and often try to convert them.

Role: Blaster, thats about it. They create blasts of destruction, and can create a bit of sniping destruction.

Game Rule Information:
Blasters have the following game statistics
Abilities:
Alignment: Any
Hit Dice: D6
Starting Age: Simple
Starting Gold: 2d4x10 gp

Blaster Skill List: Balance, Bluff, Climb, Concentration, Craft, Intimidate, Jump, knowledge (arcana), knowledge (architecture and engineering), Listen, profession, Search, Spellcraft, Spot, Swim, Tumble, Use Magic Device.
Skill points at first level: (2+intelligence modifier) x4.
Skill points at each additional level: 2+ intelligence modifier

{table=head]Level|BAB|Fort|Ref|Will|Special|Spells per day|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+0|+0|+2|+0|Blasting Focus||6|4
2nd|+1|+0|+3|+0|Prepared Meta Magic||6|5
3rd|+1|+1|+3|+1|Advanced Learning, Additional Blasting Focus||6|6|4
4th|+2|+1|+4|+1|Blasting Specialization||7|6|5
5th|+2|+1|+4|+1|Advanced Learning, Additional Blasting Focus||8|6|6|4
6th|+3|+2|+5|+2|Iterative Blast||8|7|6|5
7th|+3|+2|+5|+2|Advanced Learning, Additional Blasting Focus||8|8|6|6|4
8th|+4|+2|+6|+2|Greater blasting focus||9|8|7|6|5
9th|+4|+3|+6|+3|Advanced Learning, Additional Blasting Focus||10|8|8|6|6|4
10th|+5|+3|+7|+3| Combination Blast||10|9|8|7|6|5
11th|+5|+3|+7|+3|Iterative Blast, Advanced Learning, Additional Blasting Focus ||10|10|8|8|6|6|4
12th|+6/+1|+4|+8|+4|Greater Blasting Specialization||11|10|9|8|7|6|5
13th|+6/+1|+4|+8|+4|Advanced Learning, Additional Blasting focus Focus||12|10|10|8|8|6|6|4
14th|+7/+2|+4|+9|+4| ||12|11|10|9|8|7|6|5
15th|+7/+2|+5|+9|+5|Master Blasting Focus, Advanced Learning, Additional Blasting Focus||12|12|10|10|8|8|6|6|4
16th|+8/+3|+5|+10|+5|Iterative Blast||13|12|11|10|9|8|7|6|5
17th|+8/+3|+5|+10|+5|Advanced Learning, Additional Blasting Focus||14|12|12|10|10|8|8|6|6|4
18th|+9/+4|+6|+11|+6| ||14|13|12|11|10|9|8|7|6|5
19th|+9/+4|+6|+11|+6|Advanced Learning, Additional Blasting Focus| |14|14|12|12|10|10|8|8|6|6
20th|+10/+5|+6|+12|+6|Blasting Supremacy ||15|14|13|12|11|10|9|8|7|6
[/table]

Class Features:
All the following are class features of the blaster.

Weapon and Armor Proficiency: A blaster is proficient with all simple weapons and one martial weapon of his choice. His choice of martial weapon is made when he takes the fist level of blaster, and can't be changed. Blasters are proficient with light armor, but not with shields.

Spellcasting: A blaster casts arcane spells, which are drawn from the blaster spell list. Like a sorcerer, a blaster can cast any spell he knows without preparing it ahead of time. When a blaster gains access to a new spell level, he automatically knows all spells of that given level on the blaster's spell list. He can't add any spells to the blaster spell list except with the advanced learning blaster class ability.
To cast a spell, a blaster must have a charisma of 10+ the spell's level. The save DC for a blasters spells is 10+the spells level+the blasters charisma. Like other casters, a blaster can only cast so many spells per day, given in the above table plus any bonus spells per day for a high charisma score.
A blaster refreshes his spells per day after 8 hours of complete rest, and one minute of meditation as he focuses the energies of his magic.

Blasting Focus: To use their magic, blasters require a special focus. this can be any item they can carry upon which they perform a special hour long ritual. Only one such focus can be attuned to a first level blaster at one time. Every two levels therafter, a blaster can have another item attuned as a blasting focus. To cast any blaster spells, a blaster must be holding a blasting focus in hand. The blasting focus performs as the somatic component of the spell, and so the blaster suffers not arcane spell failure while casting blaster spells with one.

Prepared Meta Magic: A second level or higher blaster learns to prepare spells with meta magic ahead of time. A blaster can prepare a spell in a spell slot when he refreshes his spells after a rest. Spells prepared this way use up a spell slot of the spells normal level plus any meta magic adjustments, but can be cast as their normal action, or less if the meta-magic feat allows(i.e. Quicken).

Advanced Learning: At third level and every odd level thereafter, a blaster expands his knowledge of destruction. He can add one sor/wiz spell from the evocation school of magic of any level he can cast when he gains the ability.

Blasting Specialization(Su): A fourth level or higher blaster learns to cast his blasting spells more effectively. Spells from the blaster spell list ignore 10 points of energy resistance plus 10 points of energy resistance for every five levels after third, maxing out at eighteenth level ignoring 40 points of energy resistance.

A blaster of eighth level or higher deals quarter damage with spells from the blaster spell list against foes with immunity to the spells energy type(one eighth on a save for half).

A blaster of thirteenth level or higher deal half damage with spells from the blaster spell list against foes with immunity to the spells energy type(one quarter on a save for half).

Iterative Blast(Su): A blaster of sixth level or higher learns to blast as fast as a fighter swings his sword. A blaster using a spell from the charged sub school can as a full round action, use the spell twice at sixth level, three times at eleventh level, and four times at sixteenth level. using this ability imposes a -2 penalty to all attacks made by the blaster for the rest of the round per blast activated by this ability. Spells activated with this ability use an additional charge for each other spell activated with this ability(so using two spells as a full round action uses up two charges from each spell.)

Greater Blasting Focus(Ex): A blaster of eighth level or higher improves his accuracy with blasting spells. A blaster gains a +2 competence bonus to all touch attacks(both ranged and melee).

Combo Blast(SU):A blaster of tenth level or higher can create combinations of spells. The blaster can prepare spells as with prepared meta-magic, but instead of adding meta magic, he adds another spell. The spell uses up a spell slot equal to the spells combined level plus one per spell added onto the first, and casting the spell takes the longest of all the spells casting times.(so a 20th level blaster could place a combination spell of magic-missile+magic-missile+magic missile as a 5th level spell slot and cast it as a standard action, or a fire ball+sending as a 9th level spell slot and casting it takes ten minutes.) these spells, although cast as one, complete as if cast separately(so 10 acid splashes cast as a 9th level spell shoot out as ten individual 1d3 damage touch attack.)

Greater Blasting Specialization(Su): A blaster of twelfth level or higher is quite adept at blowing through a foes defenses. A blaster receives a +2 bonus per spell level of the spell cast to caster level checks to overcome a foes spell resistance.

A blaster of fifteenth level can affect spell immune foes with spells as if the creature had SR 40+HD

Master Blasting Focus(Ex): A blaster of seventeenth level or higher improves his accuracy with blasting spells. A blaster gains a +4 competence bonus to all touch attacks.

Blasting Supremacy(Ex): A blaster of twentieth level or higher understands blasting to a unimaginable degree. He tunes himself to magic, becoming more spell than man. His type changes to elemental with the augmented subtype, he gains SR 15+HD(this can be deactivated or reactivated as a free action), energy resistance to cold, fire, and electricity 60, energy resistance to sonic, force, and acid 30, energy resistance to all other energy types 10, and no longer ages. Age bonus still accrue, and penalties he already received remain, but he gains no further penalties and dies when his time is up.

Blaster spell list(*are new spells):
0 level:Acid Splash, Flare,Detect Magic, Read Magic, Light, Mage Hand, Open/Close, Arcane Mark, Prestidigitation
1st level:Burning Hands, Shocking Grasp, Magic Missile, *Safrans Pistolero, *Lesser Orb
2nd level:Flaming Sphere, Shatter, Gust of Wind, Scorching Ray, Acid Arrow
3rd level:*Lesser Meteor Swarm, *Lesser Call lightning, *Lesser Aura of Ice, Fire Ball, Lightning bolt, Wind Wall, Dispel Magic
4th level:Fire Shield, Ice storm, Shout, Wall of Fire, Wall of Ice, *Salfrans Greater Pistolero, Resilient Sphere
5th level:Cone of Cold, Wall of Force, Sending, Telekinesis, *Blast
6th level:*Meteor Swarm, *Call Lightning, *Aura of Ice, Chain Lightning, Freezing Sphere, Disintegrate, Greater Dispel Magic
7th level:Delayed Blast Fire Ball, Force Cage, *Safrans Magnificent Pistolero, Mage's Sword, Prismatic Spray
8th level:Prismatic Wall, *Polar ray, Greater Shout, Telekinetic sphere, Sun Burst
9th level:*Greater Meteor Swarm, *Greater Call Lightning, *Greater Aura of Ice, Disjunction

(The [Charged] sub school of magic are spells that when cast can be used a number of times.)

New spells:
Salfran's Pistilero: Evocation [Charged]
Level: Soc/Wiz 1, Blaster 1
Components: V, S, M
Casting Time: one standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

Immediately upon completion of the spell, and once per round thereafter, you aim one of the pellets used to cast the spell, and launch it at ludicrus speeds. This is a ranged touch attack against a target out to long range, that deals 1 point of bludgeoning damage per 2 caster level.

You need not shoot immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to shoot. You may fire up to your caster level times (maximum 6).

Material Component
up to 6 small lead pellets

Salfran's Greater Pistilero: Evocation [Charged]
Level: Soc/Wiz 4, Blaster 4
Components: V, S, M
Casting Time: one standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

Immediately upon completion of the spell, and once per round thereafter, you aim one of the pellets used to cast the spell, and launch it at ludicrus speeds. This is a ranged touch attack against a target out to long range, that deals 1 point of bludgeoning damage per caster level.

You need not shoot immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to shoot. You may fire up to your caster level times (maximum 10).

Material Component
up to 10 small lead pellets

Salfran's Magnificent Pistilero: Evocation [Charged]
Level: Soc/Wiz 7, Blaster 7
Components: V, S, M
Casting Time: one standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

Immediately upon completion of the spell, and once per round thereafter, you aim one of the pellets used to cast the spell, and launch it at ludicrus speeds. This is a ranged touch attack against a target out to long range, that deals 2 point of bludgeoning damage per caster level.

You need not shoot immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to shoot. You may fire up to your caster level times.

Material Component
Caster level in small lead pellets


Lesser Orb: Evocation [Force]
Level: Soc/Wiz 1, Blaster 1
Components: V, S
Casting Time: one standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: instantaneous
Saving Throw: None
Spell Resistance: Yes

You summon an orb of energy, which you then pitch at an opponent out to medium range as a ranged touch attack. This orb deals 4 point of force damage per caster level(maximum 20).

Blast: Evocation [Force]
Level: Sor/Wiz 5, Blaster 5
Components: V, S
Casting time: one full minute
Range: Touch
Target: one point in space
Duration: 1 min./level
Saving throw: reflex for half
Spell Resistance: No

After focusing, the caster prepares a massive destructive explosion. This forms as a glowing red orb that hangs were the caster places it. This explosion can be triggered by the caster as a immediate action, or activates on its own at the end of the duration. The explosion expands out as a 100 ft spread, dealing 2d4 force damage per caster level.

Polar Ray:Evocation [Cold]
Level: Sor/Wiz 8, Blaster 8
Components: V, S
Casting time: one standard action
Range: long (400ft+40ft/caster level)
Effect: ray of freezing energy
Duration: instantaneous
Saving throw: fort
Spell Resistance: Yes

a bolt of incredibly cold energy blasts out from the casters fingers. A target hit by this ray must make a fortitude save or takes 3d6 points of cold damage per caster level. even if the target makes the save, they take 6d6 damage. targets slain by this damage is frozen solid, as the flesh to stone spell without a save, but made of ice rather then stone(hardness and HP lowered for the new material).

Lesser Aura of Ice: Evocation [Ice][Charged]
Level:Sor/Wiz 3, Blaster 3
Components: V, S
Casting Time:one standard action
Range: Personal
Area: 10ft emanation
Duration: 1 min./level
Saving Throw: fortitude half
Spell Resistance:Yes

Immediately upon completion of the spell, and once per round thereafter, you may create an area of freezing cold around him. This extends out as a 10ft emanation from the caster. Creatures other then the caster in the area take 1d6 damage per caster level, with a fortitude save for half damage.

You need not create the aura immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to create or maintain the aura. You may create or maintain the aura for a total number of round equal to your caster level(maximum 10).

Aura of Ice: Evocation [Ice][Charged]
Level:Sor/Wiz 6, Blaster 6
Components: V, S
Casting Time:one standard action
Range: Personal
Area: 20ft emanation
Duration: 1 hour./level
Saving Throw: fortitude half
Spell Resistance:Yes

Immediately upon completion of the spell, and once per round thereafter, you may create an area of freezing cold around him. This extends out as a 20ft emanation from the caster. Creatures other then the caster in the area take 1d6+1 damage per caster level, with a fortitude save for half damage.

You need not create the aura immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to create or maintain the aura. You may create or maintain the aura for a total number of round equal to your caster level(maximum 15).

Greater Aura of Ice: Evocation [Ice][Charged]
Level:Sor/Wiz 9, Blaster 9
Components: V, S
Casting Time:one standard action
Range: Personal
Area: 30ft emanation
Duration: 24 hours
Saving Throw: fortitude half
Spell Resistance:Yes

Immediately upon completion of the spell, and once per round thereafter, you may create an area of freezing cold around him. This extends out as a 30ft emanation from the caster. Creatures other then the caster in the area take (1d8+1) damage per caster level, with a fortitude save for half damage.

You need not create the aura immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to create or maintain the aura. You may create or maintain the aura for a total number of round equal to your caster level.

Lesser Call Lightning:Evocation [Electricity][Charged]
Level: Druid 3, Sorc/Wiz 3, Blaster 3
Components: V, S
Casting Time: One Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long vertical lines of lightning
Duration: 1 min./level
Saving Throw: Reflex half
Spell Resistance: Yes

Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 1d6 points of electricity damage per (caster level -3 maximum 5). The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).

Call Lightning:Evocation [Electricity][Charged]
Level: Druid 6, Sorc/Wiz 6, Blaster 6
Components: V, S
Casting Time: One Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long vertical lines of lightning
Duration: 1 hour /level
Saving Throw: Reflex half, Fortitude against dazed
Spell Resistance: Yes

Immediately upon completion of the spell, and once per round thereafter, you may call down a 10-foot-wide, 30-foot-long, vertical bolt of lightning that deals 1d6+1 points of electricity damage per (caster level -3 maximum 10). The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target squares or in the path of the bolt is affected,and must make a fortitude saving throw or be dazed for one round.

You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 15 bolts).

Greater Call Lightning:Evocation [Electricity][Charged]
Level: Druid 9, Sorc/Wiz 9, Blaster 9
Components: V, S
Casting Time: One Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 100-ft.-long vertical lines of lightning
Duration: 24 hours
Saving Throw: Reflex half, fortitude against stunned
Spell Resistance: Yes

Immediately upon completion of the spell, and once per round thereafter, you may call down a 30-foot-wide, 100-foot-long, vertical bolt of lightning that deals 1d8+1 points of electricity damage per (caster level-3 maximum 15). The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target squares or in the path of the bolt is affected, and must make a fortitude saving throw or be stunned for one round.

You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level.

Lesser Meteor Swarm: Evocation [Fire][Charged]
Level:Sor/Wiz 3, Blaster 3
Components: V, S
Casting Time:one standard action
Range: Medium (100 ft. + 10 ft./level)
Area: one or more meteors.
Duration: 1 min./level
Saving Throw: Reflex against prone
Spell Resistance:Yes

Immediately upon completion of the spell, and once per round thereafter, you may launch a ball of force and flame(called a meteor). This meteor flies out from your space up to it's maximum range, you may aim it at a foe but hitting them requires a ranged touch attack. foes struck by a meteor are dealt 1d6 point of fire damage equal to (caster level -3 maximum 5), and must make a reflex save or be knocked prone.

You need not call a meteor immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a meteor. You may call a total number of meteors equal to your caster level(maximum 10).


Meteor Swarm: Evocation [Fire][Charged]
Level:Sor/Wiz 6, Blaster 6
Components: V, S
Casting Time:one minute
Range: Long (400 ft. + 40 ft./level)
Area: one or more 10ft burst(s).
Duration: 1 hour/level
Saving Throw: Reflex against prone
Spell Resistance:Yes

Immediately upon completion of the spell, and once per round thereafter, you may launch a fiery meteor. This meteor flies out from your space up to it's maximum range, you may aim it at a foe but hitting them requires a ranged touch attack. foes struck by a meteor are dealt 1d4 force damage equal to (caster level -3 maximum 10), and must make a reflex save or be knocked prone. The meteor then explodes, dealing 1d6 of half fire/half force damage equal to (caster level -3 maximum 10) in a 10ft burst, requiring a reflex save for half damage.

You need not call a meteor immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a meteor. You may call a total number of meteors equal to your caster level(maximum 15).


Greater Meteor Swarm: Evocation [Fire][Charged]
Level:Sor/Wiz 9, Blaster 9
Components: V, S
Casting Time:one minute
Range: Long (400 ft. + 40 ft./level)
Area: one or more 20ft burst(s).
Duration: 24 hours
Saving Throw: Reflex against prone and half area damage
Spell Resistance:Yes

Immediately upon completion of the spell, and once per round thereafter, you may launch a fiery meteor. This meteor flies out from your space up to it's maximum range, you may aim it at a foe but hitting them requires a ranged touch attack. foes struck by a meteor are dealt 2d4 force damage per (caster level -3 maximum 15), and must make a reflex save or be knocked prone. The meteor then explodes in a twenty foot burst dealing 1d10 half fire/half force damage per (caster level -3 maximum 15) in a twenty foot burst, requiring a reflex save for half damage and another or be knocked prone.

You need not call a meteor immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a meteor. You may call a total number of meteors equal to your caster level.


well here it is, the blaster that blasts with blastastic spells. Thoughts, comments, or even concerns? Be glad to hear any of it!

Gandariel
2012-03-02, 09:56 AM
quick review:

Blasting focus(es): A weird way to say: you can cast in armor.

Prepared Metamagic: there are feats and ACFs which do that better, but i guess it's okay.

Blasting Specialization: Nice, nothing to say here

Iterative blast: Not really sure about how it works, does it burn more spell slots?
Oh i see it applies only to those meteor swarmish spells.
mh, could be too strong, not sure.

Greater (and Master) Blasting focus: a minor bonus, but useful i guess

Combo Blast: Could be VERY abusable, but since you only have blast spells, it's not that much of an improvement actually.
Also you should put something to avoid 4200 Acid Splashes being cast as a 1st level spell :P

Greater Blasting Specialization: Again, a minor though useful bonus (does it stack with everything?)

Blasting supremacy: the DR thing is weird, though dr 10 isn't that important at level 20.
Would a boulder thrown with Telekinesis damage you?
a mundane bolt thrown from a magic crossbow?
a Wizard thrown by a Hulking Hurler? (just kidding)

The meteor spells:
They have a Save vs knocked prone thing, which is nice
Also, you may want to check Reserve feats, they do the same but all day long (more or less)

Lesser: Don't know why it is listed as [fire] and it does Force damage.
VERY little damage, but the knock prone thing is nice.

Regular: Do you get both the d4/level and the d6/level if you get hit?

Greater: first thing i noticed, 2d4 is more or less equal to 1d10, but alright.
Same question as for the regular one.

Quick math: 20th level, Greater meteor swarm attack:
160d4 Force damage, plus(?) 80d10 fire/force damage, hardly resistable.
Sudden Maximize for 1440 damage bangs every turn.

It sure does have damage potential at later levels.

Two things. One, it can seriously ONLY BLAST. he is not capable of doing ANYTHING ELSE whatsoever.
I guess you didn't really aim for versatility =)


Also, checking at the spells, he has no 9th level spells.
Okay he has greater meteor swarm, and he'll cast one in the morning. Then, only Disjunction (or metamagicked spells)

I expected some sort of damage bonuses on blasty spells

I'm sorry if i seem abrupt/offensive, i'm only trying to be objective and point out what could be improved =)
keep up the good work!

bobthe6th
2012-03-02, 01:08 PM
quick review:

Yay comment! Thank you!


Blasting focus(es): A weird way to say: you can cast in armor.

Fighter refrance... and let's the blaster have a way to be disarmed without a components pouch.


Prepared Metamagic: there are feats and ACFs which do that better, but i guess it's okay.

Hey, blasters love meta. This helps, wile keeping a cost for meta.


Blasting Specialization: Nice, nothing to say here

Yep


Iterative blast: Not really sure about how it works, does it burn more spell slots?
Oh i see it applies only to those meteor swarmish spells.
mh, could be too strong, not sure.

I am going to add more in this vein. Call lightning redux chain, close cold chain, ect.
The idea was to let a blaster full attack, but with limits. Would cahrge cost equal to number of itteratives+1 squared?


Greater (and Master) Blasting focus: a minor bonus, but useful i guess

Hey, it kills two dead levels. also, some dragons take sintilating scales, or you might fight a dex/monk build.


Combo Blast: Could be VERY abusable, but since you only have blast spells, it's not that much of an improvement actually.
Also you should put something to avoid 4200 Acid Splashes being cast as a 1st level spell :P

It is suposed to be an option, but not a matter of course. a tenth level blaster might make a 3xmagic missle swarm as a fifth level spell, but it eats a fifth level spell slot, and limits his options by making it prepared. 15 1d4+1 damage packets as a standard action is nice, but DR defeats it, and it is your highest level slot... a Spell level of spells combined +number of spells-1. 10 acid splashes as a 9th level spell.


Greater Blasting Specialization: Again, a minor though useful bonus (does it stack with everything?)

Blasters should be able to fight golems... and thanks! Also nope...


Blasting supremacy: the DR thing is weird, though dr 10 isn't that important at level 20.
Would a boulder thrown with Telekinesis damage you?
a mundane bolt thrown from a magic crossbow?
a Wizard thrown by a Hulking Hurler? (just kidding)


Just the generic transformation capstone, so a little DR. Magicly thrown yep, gets an enhansment bonus yep, hey that mage has spells so yep


The meteor spells:
They have a Save vs knocked prone thing, which is nice
Also, you may want to check Reserve feats, they do the same but all day long (more or less)

Reserve is worse... really, a lot worse. Plus these scale.


Lesser: Don't know why it is listed as [fire] and it does Force damage.
VERY little damage, but the knock prone thing is nice.

Oop, old artifact. Guess I'll make it 1d6 fire...


Regular: Do you get both the d4/level and the d6/level if you get hit?

Yep, see classic meteor swarm


Greater: first thing i noticed, 2d4 is more or less equal to 1d10, but alright.
Same question as for the regular one.

Over 20 turns... curently 5 full attacks, 80d4 to a target+40d10 in a burst... could see nerfing it... but it is ninth level, the level of imprisonment, gate, and disjunction.


It sure does have damage potential at later levels.

Yes, yes it does...


Two things. One, it can seriously ONLY BLAST. he is not capable of doing ANYTHING ELSE whatsoever.
I guess you didn't really aim for versatility =)

UMD+CHA casting stat... yeah, it can only blast himself, but spell compleation adds some sweet casting abilaties. Even Scrolls have their uses... and then again, blasting is underated. see that door, a blaster has the spells per day to blow a use of magic missle to shread it.


Also, checking at the spells, he has no 9th level spells.Okay he has greater meteor swarm, and he'll cast one in the morning. Then, only Disjunction (or metamagicked spells)

with full attack, if he dosn't go through more then one meteor swarm a day... also, going to add the ends of the other charge chains here(electric something and ice glave)


I expected some sort of damage bonuses on blasty spells

Sorry to disapoint, but I was shooting T3...


I'm sorry if i seem abrupt/offensive, i'm only trying to be objective and point out what could be improved =)
keep up the good work!

Hey, any comments are good comments, and I need to be told if I go OP...
So thanks for PEACHing!

Gandariel
2012-03-03, 08:45 AM
Yay comment! Thank you!


you're welcome =)



Fighter refrance... and let's the blaster have a way to be disarmed without a components pouch.
How do you disarm an armor?



I am going to add more in this vein. Call lightning redux chain, close cold chain, ect.
The idea was to let a blaster full attack, but with limits. Would cahrge cost equal to number of itteratives+1 squared?

Not sure what do you mean here, do you mean the number of "charges" it consumes? i hope not, since you have so few charges per casting.




Reserve is worse... really, a lot worse. Plus these scale.

These scale, but you have so few of them per casting..




Over 20 turns... curently 5 full attacks, 80d4 to a target+40d10 in a burst... could see nerfing it... but it is ninth level, the level of imprisonment, gate, and disjunction.

It's just that Force is a very strong element, otherwise it's not so bad.

Also, a lot of other builds can do thousands of damage, but the thing that baffles me is that this one IS SUPPOSED to use this as often as possible.



with full attack, if he dosn't go through more then one meteor swarm a day... also, going to add the ends of the other charge chains here(electric something and ice glave)

I didn't read the max number of meteors on the higher level one, i just supposed it was unlimited.



Sorry to disapoint, but I was shooting T3...
you definitely compensated with more dice =)

Nothing else i guess ^^

bobthe6th
2012-03-03, 04:56 PM
How do you disarm an armor?
how do you hold armor in your hand?



Not sure what do you mean here, do you mean the number of "charges" it consumes? i hope not, since you have so few charges per casting.

caster level with a highish cap? I was just sugesting a way to mini nerf it. as it seems not so over powered I will leave it that way...



These scale, but you have so few of them per casting..

um... CL is to low? does there need to be more charges? this class does get more spells per day then the sorceror...



It's just that Force is a very strong element, otherwise it's not so bad.Also, a lot of other builds can do thousands of damage, but the thing that baffles me is that this one IS SUPPOSED to use this as often as possible.

hmm... should I make it force on impact and fire in the burst? also, do you find the damage OP for the spell level? Those were numbers out of the air...



I didn't read the max number of meteors on the higher level one, i just supposed it was unlimited.


yeah... unlimited would be scary... really scary. Might see it with a really short time limit... as a cap stone...



you definitely compensated with more dice =)

hey, more dice are always more satisfying then +x to damage...



Nothing else i guess ^^

once again thank you. brewing isn't the same without comments!

bobthe6th
2012-03-04, 04:05 PM
so, any other comments?

bobthe6th
2012-03-16, 04:19 PM
bump for some more spells, working on more.

is the ice aura chain OP or under powered?


edit:and finished to a digree. ALL SPELLS DONE and a major reformat for beauty

NeoSeraphi
2012-03-16, 10:46 PM
Skills: Balance, Climb, Jump, Swim, and Tumble. :smallconfused: I see nothing in this class to justify a blaster having the same physical skills as a ranger. (Better, even, since rangers don't get Balance or Tumble).

Weapon Proficiency: Ah, the blaster can be proficient with a greatclub, but when you hand him a club he stares at you and says "How do I hit with this?" But wait, there's more! He can use kukris, but not daggers! Lances, but not spears! Scythes, but not sickles!

In short, you should never give a class martial weapon proficiency without simple weapon proficiency. It makes people wonder.

Spellcasting: So he has a warmage's mechanics, huh? Interesting. We'll see how that goes when I see the list. You misspelled "complete" in the last sentence there.

Blasting Focus: Seems okay, though I would love to see some wiggle room here. For example, if I made a blaster, I would want to tattoo something like a dragon's head or a sun on my palm and then thrust my hand out whenever I cast a spell, and maybe have the tattoo glow with arcane power before I toast someone. (I hope this class has sunburst. I would be all "This is how I turn undead, son!" :smallcool:)

Minor Note: The progression is...strange. I can tell why you left out 11th and 15th, because you already have other abilities there, but this feature is so minor by that level that there's really no need to just interrupt your progression like that. It's perfectly fine to have two different class features at the same time, you know, especially if one of them is just logical progression of a feature you've had since first level (just look at the rogue).

Prepared Metamagic: This is a good ability, but it comes at a very strange level. You're going to see almost no use out of this feature, at least not until around 5th or 6th level when you can start Empowering 1st level spells (maybe). I would push this back and bring something more relevant to the front. As it stands, 2nd level is pretty dead for the blaster, and that's not a good level to be dead (even fighters don't get their first dead level until 3rd).

Blasting Specialization: You capitalized the U in Su. Also, this ability comes in at 4th level on the table, but 3rd level in the text. Which is it?

You should also note that if an immune creature succeeds a saving throw for half damage, it only takes 1/8th of the total damage at 8th level, and 1/4th of the total damage at 13th level. Also, I hope that you have a capstone or something that lets you change this half damage to immune creatures to full damage. Wouldn't be overpowered in the slightest if all you can dish out is energy damage.

Iterative Blast: Capitalized the U in Su. Dunno what the (charged) subschool is, guess it's something you homebrewed, so I'll cover it when I get to it. For now, seems interesting.

Greater Blasting Focus: Pick a different name. This has nothing to do with the original Blasting Focus ability (it doesn't even require you to be using your Blast Focus component to get the bonus). Also, does this ability apply to all melee and ranged touch attacks? Please clarify.

Combo Blast Interesting. A lot like the Link Power feat from Complete Psionic. I like it.

Greater Blasting Specialization: Again, change the name. I can sort of see a link for this one, in that you are overcoming a different kind of defense, but there's no reason you couldn't just use "Penetration" here instead of Specialization.

Spells: ...You do realize that call lightning is a 3rd level spell, right? Why would you make a "lesser" version of it as a 3rd level spell? And then give it to druids, who already have the true call lightning at the same spell level? :smallconfused:

Spell list looks solid, though you can't have disjunction just tossed in there randomly, without being able to even cast dispel/greater dispel magic. :smallconfused: That just doesn't make sense. I would add dispel and greater dispel in anyway, no reason for him not to have it. (I blast your effects away!)

All in all, a good 4th attempt.

bobthe6th
2012-03-16, 11:26 PM
ah, the smell of a PEACH in the late afternoon... nothing quite like it.


Skills: Balance, Climb, Jump, Swim, and Tumble. :smallconfused: I see nothing in this class to justify a blaster having the same physical skills as a ranger. (Better, even, since rangers don't get Balance or Tumble).

got badly into skill pading... and I mean, I like having more then 1-2 skills to care about. though I should probably shave it down.



Weapon Proficiency: Ah, the blaster can be proficient with a greatclub, but when you hand him a club he stares at you and says "How do I hit with this?" But wait, there's more! He can use kukris, but not daggers! Lances, but not spears! Scythes, but not sickles!
In short, you should never give a class martial weapon proficiency without simple weapon proficiency. It makes people wonder.

and thats an oops...



Spellcasting: So he has a warmage's mechanics, huh? Interesting. We'll see how that goes when I see the list. You misspelled "complete" in the last sentence there.

hes an blastyer warmage...
another oops...



Blasting Focus: Seems okay, though I would love to see some wiggle room here. For example, if I made a blaster, I would want to tattoo something like a dragon's head or a sun on my palm and then thrust my hand out whenever I cast a spell, and maybe have the tattoo glow with arcane power before I toast someone. (I hope this class has sunburst. I would be all "This is how I turn undead, son!" :smallcool:)

Minor Note: The progression is...strange. I can tell why you left out 11th and 15th, because you already have other abilities there, but this feature is so minor by that level that there's really no need to just interrupt your progression like that. It's perfectly fine to have two different class features at the same time, you know, especially if one of them is just logical progression of a feature you've had since first level (just look at the rogue).

put it under the skin... but I leave it up to DMs to decied. The goal of the feature was to make him disarmable, or sunderable. but, a kind DM would say cool. and yes, yes it does.

fair enough...




Prepared Metamagic: This is a good ability, but it comes at a very strange level. You're going to see almost no use out of this feature, at least not until around 5th or 6th level when you can start Empowering 1st level spells (maybe). I would push this back and bring something more relevant to the front. As it stands, 2nd level is pretty dead for the blaster, and that's not a good level to be dead (even fighters don't get their first dead level until 3rd).

silent acid splash?



Blasting Specialization: You capitalized the U in Su. Also, this ability comes in at 4th level on the table, but 3rd level in the text. Which is it?

You should also note that if an immune creature succeeds a saving throw for half damage, it only takes 1/8th of the total damage at 8th level, and 1/4th of the total damage at 13th level. Also, I hope that you have a capstone or something that lets you change this half damage to immune creatures to full damage. Wouldn't be overpowered in the slightest if all you can dish out is energy damage.

fixed, fourth

added, will consider



Iterative Blast: Capitalized the U in Su. Dunno what the (charged) subschool is, guess it's something you homebrewed, so I'll cover it when I get to it. For now, seems interesting.

fixed, full charged sub school is in the new spells



Greater Blasting Focus: Pick a different name. This has nothing to do with the original Blasting Focus ability (it doesn't even require you to be using your Blast Focus component to get the bonus). Also, does this ability apply to all melee and ranged touch attacks? Please clarify.


riffed off of fighter feats, you can see it in the abilaty names. changing might put a hole in that... though I would take sugestions for a better name. yes, and just did.



Combo Blast Interesting. A lot like the Link Power feat from Complete Psionic. I like it.

sweet, I just wanted to add a way to use some of those bleep ton of spells per day...



Greater Blasting Specialization: Again, change the name. I can sort of see a link for this one, in that you are overcoming a different kind of defense, but there's no reason you couldn't just use "Penetration" here instead of Specialization.

see improved focus. would take suggestions on a different naming sceem...



Spells: ...You do realize that call lightning is a 3rd level spell, right? Why would you make a "lesser" version of it as a 3rd level spell? And then give it to druids, who already have the true call lightning at the same spell level? :smallconfused:

revamped it, see new spells... slightly different.



Spell list looks solid, though you can't have disjunction just tossed in there randomly, without being able to even cast dispel/greater dispel magic. :smallconfused: That just doesn't make sense. I would add dispel and greater dispel in anyway, no reason for him not to have it. (I blast your effects away!)


could see that... I really did toss the dijunction on the end as 9th was a little thin... but yes added.


All in all, a good 4th attempt.
sweet! any comment on the new spells?

JackMage666
2012-03-17, 02:00 AM
Just a few things from me.

Blasting Focus - Why do they need this ability? And why do they need many, many blasting Focuses? What is a Blasting Focus? A weapon, an arrow, a rotten cabbage? Clerics don't carry around 8 holy symbols after all. This seems like a way to get Armored Mage without it being armored mage. Plus this lets the caster walk around in Full Plate unaffected. It doesn't make much sense that this counts as the Somatic component, since it's a Focus (which is it's own kind of component.) Would a Blaster who's bound but wearing his Blasting-Focus Ring be able to cast Silent spells?

Spells - I don't see any reason why they should get the MASSIVE amount of Spell Per Day that they do - Wizards get 40 spells per day, Sorcerers get 60, Blasters get 95. They get a giant boost in spells per day, though be it from a VERY limited spell list. I'd reduce those to match the Sorcerer's (or Warmage, but I think they're the same.) I'd also give them an Advanced Learning feature, letting them access to other Evocation and Conjuration spells.
Also, why do they get access to spells quicker than a Sorcerer or any other Spontaneous caster?

Saves - Reflex instead of Will is an odd choice, considering they're all about casting spells, but it works, I guess, if you treat it like they're good at dodging their own abilities.

Iterative Blast - This is confusing. Do they get to cast several spells, or just use 1 as a Full Attack? Do they take a -5 penalty for each attack after the first?

Combo Blast - Should be rewritten. I'd make it something like -
At 10th level, a Blaster gains the ability to combine his attack spells. To do so, he must prepare the spell ahead of time, as he would with Prepared Metamagic. When using Combo Blast, he chooses two different spells of equal or lower level. The Combo Blast deals damage and has the effect of both spells.
If the spells allow a save, the target only makes one save against both effects. However, if the spells allow for different types of saves (for example, if he combine Fireball, which calls for Reflex, and Disintegrate, which calls for Fortitude) the target makes a save for each type.
Casting time is equal to the highest casting time of both spells.
Using this ability takes up a spell slot three levels higher than the highest spell level used. A Blaster can use this ability a number of times per day equal to his Charisma bonus.

Even still, theres the issue of different types of spells (My Fireball/Disintegrage is an example, is it Touch or Area?) which I'm not sure best how to handle, perhaps another homebrewer can offer a suggestion here.

Blasting Supremacy - This who ability doesn't make sense for a caster class that only utilizes blasting spells. Why does he attune himself better than a Wizard or a Sorcerer, who has a MUCH better grasp of magic than this fellow. He gains blanket SR, and damage reducation against any and all magic weapons, but has absolutely no energy resistance, which is what he knows best.
I would do it a bit differently.

At 20th level, a caster is so in tune with the magic he uses, he becomes a spell in his own right. His type changes to Elemental, and he no longer needs to eat, sleep, drink, or breathe, and he no longer ages. Bonuses still accrue, and penalties remain, but no new penalties develop. When his time comes, a blaster dissolves peacefully in a dazzling display of arcane energy.
Every day, when he regains his spells, a blaster may choose two energy types. He is immune to these energy types until he regains spells. A blaster may change these immunities whenever he regains spells.

Amechra
2012-03-17, 02:18 AM
I smile at making a Rainbow Warsnake build with this...

Or getting myself into Prestige Bard, for some all-day spell-lovin'

Maybe a note saying that you can't add spells that don't deal direct damage to the spell list?

bobthe6th
2012-03-17, 08:52 AM
Just a few things from me.
ok...




Blasting Focus - Why do they need this ability? And why do they need many, many blasting Focuses? What is a Blasting Focus? A weapon, an arrow, a rotten cabbage? Clerics don't carry around 8 holy symbols after all. This seems like a way to get Armored Mage without it being armored mage. Plus this lets the caster walk around in Full Plate unaffected. It doesn't make much sense that this counts as the Somatic component, since it's a Focus (which is it's own kind of component.) Would a Blaster who's bound but wearing his Blasting-Focus Ring be able to cast Silent spells?

it fit the fighter bonus feat pattern... but really, it lets him walk aroun in full plate, but makes it possible to disarm him or just sunder the thingamy...
It fills dead levels, and avoids a blaster losing its abilaty to cast after one sunder, but places a limit on his spells lifes...
whatever is character appropriate, a sword an arrow a cabbage a hat a ring an earring ect...
the paranoid ones do, better safe then sorry.
Eh, I like it, and I have comments to the affirmative.
the captor that saw the Blaster going, and didn't make a point to strip him of everything that might be a focus? but no, it still takes a verbal(unless you meant still there, then yes)



Spells - I don't see any reason why they should get the MASSIVE amount of Spell Per Day that they do - Wizards get 40 spells per day, Sorcerers get 60, Blasters get 95. They get a giant boost in spells per day, though be it from a VERY limited spell list. I'd reduce those to match the Sorcerer's (or Warmage, but I think they're the same.) I'd also give them an Advanced Learning feature, letting them access to other Evocation and Conjuration spells.
Also, why do they get access to spells quicker than a Sorcerer or any other Spontaneous caster?


Blasters can really only blast, so I see no problem letting them do it all day. Advancing learning would let people break the class like a normal caster, so gonna say no there.
Cause I never saw why any full caster should be gimped, agree with TG osker here...



Saves - Reflex instead of Will is an odd choice, considering they're all about casting spells, but it works, I guess, if you treat it like they're good at dodging their own abilities.


was tempted to give them both, but then I saw full caster, so they get a nice flavor save.



Iterative Blast - This is confusing. Do they get to cast several spells, or just use 1 as a Full Attack? Do they take a -5 penalty for each attack after the first?


see the [Charged] sub school, they can activate several charges from any number of spells.



Combo Blast - Should be rewritten. I'd make it something like -
At 10th level, a Blaster gains the ability to combine his attack spells. To do so, he must prepare the spell ahead of time, as he would with Prepared Metamagic. When using Combo Blast, he chooses two different spells of equal or lower level. The Combo Blast deals damage and has the effect of both spells.
If the spells allow a save, the target only makes one save against both effects. However, if the spells allow for different types of saves (for example, if he combine Fireball, which calls for Reflex, and Disintegrate, which calls for Fortitude) the target makes a save for each type.
Casting time is equal to the highest casting time of both spells.
Using this ability takes up a spell slot three levels higher than the highest spell level used. A Blaster can use this ability a number of times per day equal to his Charisma bonus.

Even still, theres the issue of different types of spells (My Fireball/Disintegrage is an example, is it Touch or Area?) which I'm not sure best how to handle, perhaps another homebrewer can offer a suggestion here.

eh, I see no reason to add text, and this also kills the basic idea(cast lots of spells as a package). the spells are already sharply limited, and they use higher level slots.



Blasting Supremacy - This who ability doesn't make sense for a caster class that only utilizes blasting spells. Why does he attune himself better than a Wizard or a Sorcerer, who has a MUCH better grasp of magic than this fellow. He gains blanket SR, and damage reducation against any and all magic weapons, but has absolutely no energy resistance, which is what he knows best.


ER is really really really cheap by this level. Interesting DR? not so much.



I would do it a bit differently.


oh really?



At 20th level, a caster is so in tune with the magic he uses, he becomes a spell in his own right. His type changes to Elemental, and he no longer needs to eat, sleep, drink, or breathe, and he no longer ages. Bonuses still accrue, and penalties remain, but no new penalties develop. When his time comes, a blaster dissolves peacefully in a dazzling display of arcane energy.
Every day, when he regains his spells, a blaster may choose two energy types. He is immune to these energy types until he regains spells. A blaster may change these immunities whenever he regains spells.

eh, besides some broken immunity selections, okish... will think about it.



I smile at making a Rainbow Warsnake build with this...

but the warmage already broke the class, so much like I am ambivalent of adding a thing about incantatrix...



Or getting myself into Prestige Bard, for some all-day spell-lovin'


a UA variant? a bit of a stretch...



Maybe a note saying that you can't add spells that don't deal direct damage to the spell list?

or a note for no spells added to the list period.



added note, changed DR to ER... anyone got a comment on the new spells?

Amechra
2012-03-17, 09:45 AM
But if you ban ALL spells... you don't get stuff like Invoke Magic ("What, an AMF? Screw that, METEOR SWARM!"), or Kelgore's Fire Bolt, or CHANNELED PYROBURST!

Maybe give them Advanced Learning as a Warmage...

bobthe6th
2012-03-17, 10:21 AM
I guess evocation isn't to bad... perhaps advanced learning evocation.

It's just the blaster gets huge amounts of spells per day because it can do blast and a little uttilaty.

edit: added advanced learning(envocation)

bobthe6th
2012-03-18, 08:12 AM
an a bump. any other comments?

JackMage666
2012-03-18, 02:14 PM
it fit the fighter bonus feat pattern... but really, it lets him walk aroun in full plate, but makes it possible to disarm him or just sunder the thingamy...
It fills dead levels, and avoids a blaster losing its abilaty to cast after one sunder, but places a limit on his spells lifes...
whatever is character appropriate, a sword an arrow a cabbage a hat a ring an earring ect...
the paranoid ones do, better safe then sorry.
Eh, I like it, and I have comments to the affirmative.
the captor that saw the Blaster going, and didn't make a point to strip him of everything that might be a focus? but no, it still takes a verbal(unless you meant still there, then yes)

It doesn't really fill levels though, and it just makes it impossible to really disarm him, since he has 8 things that need to be disarmed. Unless, of course, he can only have as many focuses ever as the class allows, in which case, he's utterly screwed if they all get sundered. But there's no reason to have more than 1 focus when they all do the same thing.
Personally I would call the single grain of sand buried under my fingernail my focus, so I can never be disarmed and nobody would know where it is (or they'd get it confused with the hundred of other grains of sand.)
As for stripping them of everything that could be a focus, as written, ANYTHING could be a focus. They would have to be bound, completely nude to prevent a focus being used.
I don't understand that last sentence. My example was if he was bound and wearing his focus ring ("Its my wedding band" or if he got the ring when he was young and got fat, making the ring impossible to remove, whatever the case it's not removed) would he be able to cast spells, since it apparantly counts as the somatic (read: body movement) component. Assuming he's gagged, he'd need Silent Spell (to negate the Verbal component) but not Still spell since his Somatic component is covered by his focus.



Blasters can really only blast, so I see no problem letting them do it all day. Advancing learning would let people break the class like a normal caster, so gonna say no there.
Cause I never saw why any full caster should be gimped, agree with TG osker here...
But if they're doing it all day, why even have a spells per day progression? Just give them abilities at-will. 95 Spells per day, prior to bonus spells, is excessive. The Warmage is a class dedicated to blasting just like this, and they get the Sorc spells per day.
As for the advanced learning, a few spells isn't going to let the player break the class, it will just give them slightly more versatility, for when throwing around hundred of d6s worth of damage in a round isn't cutting it.



see the [Charged] sub school, they can activate several charges from any number of spells.
That doesn't answer the question. I understand that the [Charged] subschool lets you hold a charge, basically allowing them 4 spells for the price of one (don't know why they need this, when they already have half again as many spells as anyone else) but this ability doesn't define what they're doing with them. They get to use the spell 4 times in the round, but do they take a penalty to the iteratives, like a Fighter would? Or do they get to hit 4 touch attacks at full BAB in a round (essentially, 3 quickened spells and the normal one)



eh, I see no reason to add text, and this also kills the basic idea(cast lots of spells as a package). the spells are already sharply limited, and they use higher level slots.
As written, it's clunky. Spell Level+Spell Level isn't a great way to hand it, since two 4th level spells are not equal to a 9th level spell. It still doesn't address what you do with two different types of attack - Burning Hands, an area attack, and Disintegrate, a ray attack can be combined, but what happens to the spell? Does Disintegrate turn into an area effect, or does Burning Hands damage add onto the ray? If it's an area effect, does the Reflex save knock the Disintegrate damage in half? If it's a ray is the target allowed a Reflex save vs Burning Hands?
Whether you use my idea or not, you will need to add text to clarify things like that.


SR is really really really cheap by this level. Interesting DR? not so much.
SR isn't cheap in the slightest. Mantle of Spell Resistance gives 21 SR for 90K, and since SR does not stack, that's the most that most PCs will get - Clerics can cast Spell Resistance as a spell, Monks get Lvl+10, Incarnates have Spellward Shirt, so there are exceptions but the majority of PCs don't get it.
Wizard/Sorcs may have a splatbook spell to give them SR as well, but I'm in no mood to search every spell in the Spell Compendium (they most likely do, given WotC's need to make Wizards even more powerful for no apparant reason.)


eh, besides some broken immunity selections, okish... will think about it.
What broken immunity selection? You have Acid, Fire, Electricity, Cold, and Sonic. Those are your choices. If you have a very generous DM, you may also have Force, Negative, and Positive, but those arn't RAW, and even so, not really broken.
The Elemental type is a great type to get, it gives you Darkvision, immunity to sleep, poison, paralysis, stunning, critical hits, and precision damage, aside from forcing enemy casters to use X Monster spells rather than X Person. Not to mention it fits thematically that you'd gain powers linked with the elements you posses, rather than somehow getting amazing at deflecting Divinations.

bobthe6th
2012-03-18, 03:19 PM
It doesn't really fill levels though, and it just makes it impossible to really disarm him, since he has 8 things that need to be disarmed. Unless, of course, he can only have as many focuses ever as the class allows, in which case, he's utterly screwed if they all get sundered. But there's no reason to have more than 1 focus when they all do the same thing.
Personally I would call the single grain of sand buried under my fingernail my focus, so I can never be disarmed and nobody would know where it is (or they'd get it confused with the hundred of other grains of sand.)
As for stripping them of everything that could be a focus, as written, ANYTHING could be a focus. They would have to be bound, completely nude to prevent a focus being used.
I don't understand that last sentence. My example was if he was bound and wearing his focus ring ("Its my wedding band" or if he got the ring when he was young and got fat, making the ring impossible to remove, whatever the case it's not removed) would he be able to cast spells, since it apparantly counts as the somatic (read: body movement) component. Assuming he's gagged, he'd need Silent Spell (to negate the Verbal component) but not Still spell since his Somatic component is covered by his focus.

fine, added the word hand. now he has to have it in his hand to cast, so take all his stuff or chop off his hands and your done.



But if they're doing it all day, why even have a spells per day progression? Just give them abilities at-will. 95 Spells per day, prior to bonus spells, is excessive. The Warmage is a class dedicated to blasting just like this, and they get the Sorc spells per day.
As for the advanced learning, a few spells isn't going to let the player break the class, it will just give them slightly more versatility, for when throwing around hundred of d6s worth of damage in a round isn't cutting it.

a) because I tried that with varying degrees of success(see blasters v1-3) and b)because the vast majority of those spells are really low level. at 20 he has only 40 spells per day over third level. yes that is a lot, but now he is spaming quickened combo blasts+full itterative blasts in much bigger combats...
I added advanced learning last night...



That doesn't answer the question. I understand that the [Charged] subschool lets you hold a charge, basically allowing them 4 spells for the price of one (don't know why they need this, when they already have half again as many spells as anyone else) but this ability doesn't define what they're doing with them. They get to use the spell 4 times in the round, but do they take a penalty to the iteratives, like a Fighter would? Or do they get to hit 4 touch attacks at full BAB in a round (essentially, 3 quickened spells and the normal one)
[quote]
iterative blasts lets you use the spells repeatedly as a full round action... how can I further explain that? and with half BAB the last blast at -15 is going to be in the negatives to hit, so I leave the attacks all at full BAB. so yes 4 less impresive spell in a round rather then a massive blast.

[quote]
As written, it's clunky. Spell Level+Spell Level isn't a great way to hand it, since two 4th level spells are not equal to a 9th level spell. It still doesn't address what you do with two different types of attack - Burning Hands, an area attack, and Disintegrate, a ray attack can be combined, but what happens to the spell? Does Disintegrate turn into an area effect, or does Burning Hands damage add onto the ray? If it's an area effect, does the Reflex save knock the Disintegrate damage in half? If it's a ray is the target allowed a Reflex save vs Burning Hands?
Whether you use my idea or not, you will need to add text to clarify things like that.


its a super quickened 4th level spell+a normal fourth level spell, normaly a 8th+ and a fourth respectively.
they are just cast all at once as a packege, not combined litteraly. but fine, I'll add a line explaining that...



SR isn't cheap in the slightest. Mantle of Spell Resistance gives 21 SR for 90K, and since SR does not stack, that's the most that most PCs will get - Clerics can cast Spell Resistance as a spell, Monks get Lvl+10, Incarnates have Spellward Shirt, so there are exceptions but the majority of PCs don't get it.
Wizard/Sorcs may have a splatbook spell to give them SR as well, but I'm in no mood to search every spell in the Spell Compendium (they most likely do, given WotC's need to make Wizards even more powerful for no apparant reason.)

and a slip of the keys shifts ER to SR. energy immunities are a persisted spell by the local DMM cleric. so not all that cheap but still... and again I added the thing last night. the class got a fairly through overhaul, you might want to reread it.



What broken immunity selection? You have Acid, Fire, Electricity, Cold, and Sonic. Those are your choices. If you have a very generous DM, you may also have Force, Negative, and Positive, but those arn't RAW, and even so, not really broken.

no, it said energy type, so anything is up for grabs. all the basics+negative+positive+force+hellfire+ville+sacr ed+ect. admittedly more niche, but it would need clarification to basic types. and, again, I added a similar thing to the class last night.



The Elemental type is a great type to get, it gives you Darkvision, immunity to sleep, poison, paralysis, stunning, critical hits, and precision damage, aside from forcing enemy casters to use X Monster spells rather than X Person. Not to mention it fits thematically that you'd gain powers linked with the elements you posses, rather than somehow getting amazing at deflecting Divinations.
yes, but it makes it more an elimentalist class then I would normally like, but fair enough. its a cap stone, so time to overload that sucker.

thanks for the comments, but I did impliment a lot of the changes you are speaking of yesterday:smallconfused:

JackMage666
2012-03-18, 04:08 PM
Lesser Meteor Swarm: Evocation [Fire][Charged]
Level:Sor/Wiz 3, Blaster 3
Components: V, S
Casting Time:one standard action
Range: Medium (100 ft. + 10 ft./level)
Area: one or more meteors.
Duration: 1 min./level
Saving Throw: Reflex against prone
Spell Resistance:Yes

Immediately upon completion of the spell, and once per round thereafter, you may launch a ball of force and flame(called a meteor). This meteor flies out from your space up to it's maximum range, you may aim it at a foe but hitting them requires a ranged touch attack. foes struck by a meteor are dealt 1d6 point of force damage equal to (caster level -3), and must make a reflex save or be knocked prone.

You need not call a meteor immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a meteor. You may call a total number of meteors equal to your caster level(maximum 10).

So if I'm correct in what you're saying about iterative blast, a 20th level blaster can expend a single 3rd level spell slot for the ability to cast this spell 4 times per round. A single casting costs 17d6 damage (assuming no caster level boosters, but since there's no listed cap) No save for half-damage, but you do get a save to resist being knocked prone (I'm guessing they'd need to make 4, for each meteor.) Since you get to make all attacks at full BAB, and since it's a touch attack, it's reasonable to assume you'll be hitting 75% of the time (95% of the time is definitely not out of the question, but we'll go with 75% for this example. That's 51d6 damage, and since getting Force resistance is a far cry from easy, it won't be reduced. On average, that's 178.5 damage. Per round. You can do this twice for the cost of 1 3rd level spell.

If all 4 hit, that's 238 damage.

A Monster Manual Pit Fiend is a CR 20 monster. With 17 touch AC, you'll hit it 95% of the time, easy. The SR's a little trickier, but it's only 32, and your caster level is 20 unmodified, but I'd wager the blaster had taken Spell Penetration and as many other feats to boost their ability to break SR. Actually, Spell Penetration and Arcane Mastery (from Complete Arcane, lets you take 10 on Caster Level Checks) means you hit 32 without breaking a sweat. So, you're hitting unless you roll a 1, and the SR is overcome. So you hit with all 4 charges, dish out the average of 238 damage, and poof, the CR 20 Monster is dead from hit point damage after 1 round from a 3rd level spell. Oh? He has a friend? Next round, same thing, since you still have 6 Meteors left in the charged spell.

Maximize it - For a 6th level spell slot you dish out 408 damage. You've 1-shot a Balor. You can't quite 1-shot a Gold Dragon, but as long as you survive to round 2, he's dead. No Save, No Spell Resistance. These arn't Save-or-Die spells, they're simply die.

Raw damage spells are considered weaker than the utility that wizards have, but they are by no means weak.

bobthe6th
2012-03-18, 04:41 PM
and lo, a comment on the spells was made, at least nearly. And thus, I realized I should but a fairly low cap on the first spells in the chain(thinking 5 dice? that to much), and on the secound part of the chain(thinking 10). but then they just go full out with 9th level meteor swarms(which I think I shall cap at 15), and deal blaster level damage. additionaly the first is suposed to be fire damage, so I was caught with a typo.

so, the balor in the example is fire immune, which until level 20 is a rather large problem(same for gold dragons...). now all the same, that is a huge amount of damage, so I see your point. so nerf added to iterative blast+ meteor and lightning limited back down to sanity for their levels.


edit: and for the love of bleep, could people comment on the spells? they were made quickly, and so I don't know of any particular problems with them...

bobthe6th
2012-03-19, 06:36 PM
so any comments on the spells?

Madara
2012-03-29, 04:37 PM
I went through just the spells, so keep that in mind.

There's alot, so I'll only focus on the ones that need change.


Blast: Evocation [Force][Charged]
Level: Sor/Wiz 5, Blaster 5
Components: V, S
Casting time: one full minute
Range: Touch
Target: one point in space
Duration: 1 min./level
Saving throw: reflex for half
Spell Resistance: No

After focusing, the caster prepares a massive destructive explosion. This forms as a glowing red orb that hangs were the caster places it. This explosion can be triggered by the caster as a immediate action, or activates on its own at the end of the duration. The explosion expands out as a 100 ft spread, dealing 2d4 force damage per caster level.


So this spell will probably hurt you? Otherwise I like it. I don't think it qualifies for your "charged" because

(The [Charged] sub school of magic are spells that when cast can be used a number of times.)


Polar Ray:Evocation [Cold]
Level: Sor/Wiz 8, Blaster 8
Components: V, S
Casting time: one standard action
Range: long (400ft+40ft/caster level)
Effect: ray of freezing energy
Duration: instantaneous
Saving throw: see text
Spell Resistance: Yes

a bolt of incredibly cold energy blasts out from the casters fingers. A target hit by this ray takes 3d6 points of cold damage per caster level. targets slain by this damage is frozen solid, as the flesh to stone spell, but made of ice rather then stone.

The saving throw says see text, but its not referred to in the text.


Greater Aura of Ice: Evocation [Ice][Charged]
Level:Sor/Wiz 3, Blaster 3
Components: V, S
Casting Time:one standard action
Range: Personal
Area: 30ft emanation
Duration: 24 hours
Saving Throw: fortitude half
Spell Resistance:Yes

Immediately upon completion of the spell, and once per round thereafter, you may create an area of freezing cold around him. This extends out as a 30ft emanation from the caster. Creatures other then the caster in the area take 1d8+1 damage per caster level, with a fortitude save for half damage.

You need not create the aura immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to create or maintain the aura. You may create or maintain the aura for a total number of round equal to your caster level.

Is it 1d8...+1/caster level, or (1d8+1)/caster level? Either way, it seems off...


Otherwise the spells seem pretty good. Lots of ranged touch attacks are good.

bobthe6th
2012-03-29, 05:39 PM
In Bold


I went through just the spells, so keep that in mind. sweet, if you have the time a full PEACH would be nice, but less priority

There's alot, so I'll only focus on the ones that need change.
fine by me


Blast: Evocation [Force][Charged]
Level: Sor/Wiz 5, Blaster 5
Components: V, S
Casting time: one full minute
Range: Touch
Target: one point in space
Duration: 1 min./level
Saving throw: reflex for half
Spell Resistance: No

After focusing, the caster prepares a massive destructive explosion. This forms as a glowing red orb that hangs were the caster places it. This explosion can be triggered by the caster as a immediate action, or activates on its own at the end of the duration. The explosion expands out as a 100 ft spread, dealing 2d4 force damage per caster level.


So this spell will probably hurt you? Otherwise I like it. I don't think it qualifies for your "charged" because
bad copy and paste disease... but wait what? he has a min/level to run for the hills... with a 1 min casting time this is mostly meant for utility or strategic placement.



Polar Ray:Evocation [Cold]
Level: Sor/Wiz 8, Blaster 8
Components: V, S
Casting time: one standard action
Range: long (400ft+40ft/caster level)
Effect: ray of freezing energy
Duration: instantaneous
Saving throw: see text
Spell Resistance: Yes

a bolt of incredibly cold energy blasts out from the casters fingers. A target hit by this ray takes 3d6 points of cold damage per caster level. targets slain by this damage is frozen solid, as the flesh to stone spell, but made of ice rather then stone.

The saving throw says see text, but its not referred to in the text.

implied stone to flesh DC, but I should add that for clarity.


Greater Aura of Ice: Evocation [Ice][Charged]
Level:Sor/Wiz 3, Blaster 3
Components: V, S
Casting Time:one standard action
Range: Personal
Area: 30ft emanation
Duration: 24 hours
Saving Throw: fortitude half
Spell Resistance:Yes

Immediately upon completion of the spell, and once per round thereafter, you may create an area of freezing cold around him. This extends out as a 30ft emanation from the caster. Creatures other then the caster in the area take 1d8+1 damage per caster level, with a fortitude save for half damage.

You need not create the aura immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to create or maintain the aura. You may create or maintain the aura for a total number of round equal to your caster level.

Is it 1d8...+1/caster level, or (1d8+1)/caster level? Either way, it seems off...

(1d8+1)/caster level, and this costs a standard per round for a normal caster... and makes him get rather close... and is a 9th level spell

Otherwise the spells seem pretty good. Lots of ranged touch attacks are good.
Yay!

thanks for the PEACH, those were some good catches!

edit: removed the charged tag from blast, removed the SV from polar ray(you just got killed by a freaz ray, you are frozen!), added () to greater ice aura.

Madara
2012-03-29, 06:39 PM
Don't get me wrong, I do plan on giving more PEACH, just thought I'd give you some now, rather than all at once later.

Edit: quick suggestion, At will Shatter like a Warlock? Its not broken, and a Warlock can get it at first level. With a little creativity it would give the Blaster some extra flexibility. Also, I have an idea for a quick build..:smallsmile:

bobthe6th
2012-03-29, 06:46 PM
:smallbiggrin: sweet, I hope you enjoy reading the class!

bobthe6th
2012-05-02, 10:47 PM
ity bity bump...

Empedocles
2012-05-03, 08:52 AM
You might want to go ahead and give them at will lower level spells like NeoSeraphi's Sorcerer fix gets.

bobthe6th
2012-05-03, 04:05 PM
At wills seem like they might be a problem... this class is meant to have a full work day, not nova for fifteen minutes, but at the same time I want it to have a point were he's out of juice...

ArkenBrony
2012-05-03, 05:43 PM
I have given a lot of your blasters a look, and I've loved all of them, but this is my first PEACH of one of them. my main notice, because i am not a home brewer yet and don't know how to make things balanced, is mistakes in spelling, or copying, or what have you. a lot of your spells are 3rd level, when they are not the lesser version, like all of your 3 aura of ice spells are 3rd level, I'm assuming this is a mistake. that is all for now

bobthe6th
2012-05-03, 05:55 PM
caught the three... thought I had fixed that, oh well.
anything else? glad to here you enjoyed the progression!

ArkenBrony
2012-05-03, 07:12 PM
well, looking at your blast focus and specialization, i was thinking you mint want to have blast focus, blast specialization, greater blast focus, greater blast specialization, and improved critical, instead of master blast specialization, and so you don't skip right to greater blast specialization before getting regular blast specialization

bobthe6th
2012-05-03, 09:44 PM
? that is the current order, except for the suggested name of Improved crit...

ArkenBrony
2012-05-16, 09:55 PM
I really like what you have done with polar ray, its a spell that was originally really bad, and you've made it good, maybe too good. i feel you should give it a fortitude save, like disintegrate gives, for maybe 10 to 15 d6 of damage, because 45d6 of cold damage, period, is a bit much at 15th level in my opinion

bobthe6th
2012-05-16, 10:07 PM
45d6 cold, to one target, at close(nothing to see here) long range, for one of your highest level spells...
but you are right, I thought it had a save already... well, to fix

Ghost6442
2012-06-19, 05:15 AM
Hmmm... There is this game I'm interested in and it has decided that it only is using a very limited group of Homebrew classes, At a brief glance I decided the blaster was the one that seemed the one I most wanted to play.

So now that I'm trying to write up the character, I find I need a better understanding of this class, and during trying to understand and build this class. I found something’s just didn’t add up to me, so I will give my thought on how it could be improved.

I am in no way a Homebrew expert (drip under pressure), I'm just a simple player who has a habit of over thinking stuff.

ok, so...

The blaster seems to be some sort of Artillery/nuke who is pretty much guaranteed to deal damage to a foe and with the small application of feats can be extremely tanky.

So lets get some stats, I rolled in the style of 4d6b3 and came up with the following stats which I've already assigned:

[14] Constitution
[14] Dexterity
[18] Charisma
[11] Strength
[12] Wisdom
[14] Intelligence

ok now lets look at the skills
The Blaster gets the following as Class skills.
Balance, Bluff, Climb, Concentration, Craft, Intimidate, Jump, Listen, Search, Spellcraft, Spot, Swim, Tumble, Use Magic Device.
Ok… some of these don’t quite make sense to me. What I would consider more the type of skills a ‘Everything explodes’ class would have (and why) are:

Bluff: You want to be able to convince people you didn’t just blow up their stuff, even though you did.
Concentration: Standard mage skill, needed for casting while in combat or otherwise distracting circumstances.
Diplomacy: sometimes you just can’t lie your way out of trouble
Intimidate: I’m a scary Blaster, be afraid!
Knowledge (arcana): The theory behind how you bow stuff up
Knowledge (architecture and engineering): how is this not useful to potential walking artillery or an arcane sapper? If I aim my fire ball here the whole building with come down… *evil giggles*
Listen: Locating invisible enemies is useful, as with area attacks you can ignore the 50% miss chance
Profession: Every class should have access to profession.
Sense Motive: You’re a charisma based caster who is likely to lie a lot, It’s probably best if you can detect the lies of others too. Cos you might just end up the face of the party as you might be the only one with a good charisma and bluff, diplomacy and intimidate. There is no point in giving the 3 effecting social skills and not the defensive one.
Spellcraft: Standard mage skill to identify spells to counter them.
Spot: Being able to see your foes (and blast them) before they see you.
Use Magic Device: Well the ability to use wands and scrolls containing spells in your spell list is always useful.

True it only get 2 skill points (+ int mod) a lvl so it’s not going to be able to have many skills unless it has a good int score (the bonus from human is good too) So 12 skills is more then enough.

On to abilities!!

So Spellcasting, it’s a Cha based spontaneous caster who has all it’s spells pre-picked out for it… kay… Not much left in the way of personalisation. Except for the odd spell gained through advanced learning. I also notice the Spells per day are rather higher numbers compared to the Sorcerer/Warmage or even Wizard… The Blaster learns higher level spell as fast as the Wizard and can cast those a significantly extra number per day… I find this quite concerning. The Blaster spell list is quite small, yes, but it deals damage, and because they are either touch attacks, or save for half damage and so on, they would not often miss. And from experience most games only have three combat encounters per day in game. So a blaster could cast all day and toss out enough damage to make the barbarian hang up his axe and retire to a quaint village, and have spells left over.

I would set it up as the same spells per day as a Sorcerer/Warmage, and the same amount of spells known. This gives it more options then the sorcerer or Wizard (despite all it’s options involve dealing damage) and leave the weakness of needing to make it’s spells last over the duration of the day. The blaster would then be allowed to select spells from the Wizard/Sorcerer and Warmage spell lists, restricting them to spells that Directly deal hp damage. Advanced learning may seem a tad pointless now, but not if it granted spells that directly deal damage from the druid spell list. Yes druid. Why druid? Well the blaster already has access to the Wizard/Sorcerer spell list, the druid list may not have many directly damaging spells but they sure are interesting. Could possibly add Inflict spells to Advanced learning as well. Oh and before I forget make the 0-lvl cantrips usable at will, as they will far out perform having to use a crossbow. Do less damage, but hit more often.

Moving on…

The blasting focus: I like the premise of this. Though I can see ways it can still be abused and other ways it can be really flavour full. I see that the goal of the Blasting focus feature was to make him disarmable, or sunderable, could not the same be said about the Wizards Spell book or Clerics Holy symbol? The same principle applies to all 3, however the blaster carries around a back pack of extra focuses… the problem there is Strength is likely the Blasters best dump stat. They need cha for their magic, Wis is good for perception and saves, Int is for extra skill points (possibly a dump too), Con is always important and dex (combined with Weapon finesse and a light weapon as the blasting focus if it uses it to deliver melee touch attacks) will make it’s touch attacks hit better. Strength is only useful if it uses a non light weapon as it’s focus and can use it to make melee touch attacks (which I’m yet to find mention of).

Personally I’m taking a spiked gauntlet as my Blasting focus. Because not only is it a weapon that is on my hand, thus technically I’m holding it, it is armour. It’s not really a disarmable item, sure it can still be sundered…

Ok here’s how I’d deal with the Blasting focus:

First I’d change the weapons and armour proficancy to:

Weapon and Armor Proficiency: A blaster is proficient with all simple weapons and Their Blasting focus which is chosen at his first level of blaster, and can't be changed. Blasters are proficient with light armor, but not with shields.

And blasting focus to:

Blasting Focus: Blasters have a special focus to boost their blasting power and accuracy, it is a particular weapon of their choice, that they choose at the point they become a blaster, they are automatically proficient with this weapon. They choose this weapon by attuning themselves to it by performing a special hour long ritual, and only one of these weapons can be attuned as their focus at one time and the focus can never be changed to a different weapon (as in to a dagger from a club, from a dagger to a dagger is fine). The blasting Focus provides the following bonuses when wielded:
-5% to Arcane spell failure, that increases by 5% every odd level to a max of 50% at level 19
Can be used to deliver melee touch attacks or ranged if the focus is a non thrown, ranged weapon (like say a bow)
Any enchantment bonus that adds to attack and damage rolls that is added to the focus is passed onto the spells cast by the focus.
And gain the benefit of the Eschew Materials feat

What does this mean? Well it’s limited to a weapon as it’s focus and it’s proficient with that weapon. Allowing for flavourful options while stopping many of the loophole tactics to protect said focus. Take for example a Bow, with a bow as the focus it can be used to make ranged touch attacks as if it was firing an arrow, instead it fires the spell. Arcane archer anyone? Or the blaster I’m making, spiked gauntlet as focus, so I can be the Overlord from, Overlord, now to get some minions… The blaster can still cast spells without the focus, but has to have the components, and worry about ASF, it still becomes able to ignore ASF with the focus, mostly of lighter armours then heavier as it gains higher levels. Depending on what armour the player wants to wear, how early and how much ASF they will have to deal with rather then giving it all at the start. But that’s not all! It can also apply it’s focuses weapon enhancement bonus to the attack and damage rolls of the spells it casts, That’s right, a potential +5 to the attack and damage rolls of the blasters spells.

Prepared Meta Magic: Instead of prepared make it spontaneous Metamagic, So they can apply metamagic on the fly as a standard action, it still would have the same increase in spell lvl as per normal but with it’s crippling small list of spells it won’t be game breaking, unless they had a ton of spells per day, which is another point for using the sorcerers spells per day numbers. Also it’s a bit early to give this out, maybe move it to forth level, though most will be taking heavy armour proficiency at lvl 3 (if not having taken it at lvl 1, where they can’t afford heavy armour yet) as the current design ignores ASF.

Advanced Learning: As I mentioned earlier, grant access to a directly damaging spell from the druid spell list or maybe the even the Wu Jen (Complete Arcane) or both! Tasty, interesting options to give a unique way to customise.

Blasting Specialisation: Move this to second Lvl, rename it Penetrating Blasts and have it start at 2, and increase it by 1 per each level over level 2 gained. Yes this will only max out at 20, but that’s still 20 better then any mage class without this ability. And in stead of ¼ damage to immune creatures at lvl 8 make that minimum damage instead (half if saves) and then ½ damage at level 16 to a minimum of half damage.

Iterative Blast: Well this is an interesting ability, the issue I see is that the spells with the charged sub school have to do little damage so when you cast more then one in a round your not too cheesy, but why not just fling a higher lvl spell instead? Not only does the higher lvl spell do more dmg, it spends less spell slots and doesn’t take any penalties to hit. But I do like what was attempting to be done here.

So instead lets move it to Level 12, this is when the Blasters BAB hits +6/+1, well in that case lets give them the ability to fire off one of their at will cantrips as many times as their BAB will allow as part of the same standard action. Sur this is really only a max of 2 times with there low BAB, but it’s more likely to hit then a sorcerer with a crossbow. Not only that it tosses away the need to over complicate things by inventing a new sub school of magic, simple is always better.

Greater Blasting Focus: Well Blasting focus will likely be granting a better bonus to hit by now so this is redundant and can be tossed

Combo Blast: Iterative Blast all over again, but now with normal spells and increases in Spell level slots used… just use a higher level spell, it’s better.

Greater Blasting Specialisation: So a 1st level spell gets a bonus +2 spell pen, and a 9th gets 18? O.o Whoa! Hold them horses, that’s excessive, especially since it likely stacks with the Spell pen feats! Ok so we rename this Blasting Specialisation and move it to 6th level and grants the following bonuses:
+1 to spell pen to over come spell resistance, increasing to +2 at 10th level and +3 at 14th
+1 to the spell DC of all spells the Blaster can cast, increasing to +2 at 10th level and +3 at 14th
+1 to reflex saves increasing to +2 at 10th level and +3 at 14th

And yes it does stack with the feats. And why does the blaster have a good reflex and bad will? Being a magic user who controls their magic through sear force of will, like every other arcane caster would have a good will save because of this. After swapping those around we then give a 1/2/3 bonus to reflex to make it a medium save, as I have done in the new Blasting Specialisation.

Master Blasting Focus: The blaster could already have a +5 focus by now, so this is made redundant, but it can still be useful, move it to level 16 and grants the following:

While the blaster wields there blasting focus they no longer need material components to cats any of their spells, Additionally they gain the benefit of the Eschew Materials feat even if they are not wielding their focus. Also The focus gains the Spell storing weapon enhancement.

And finally…

Blasting Supremacy: Hmm… So a monk gets DR 10/magic and treated as an outsider. A warlock gets resistance 10 to two elements, a favoured soul gets DR 10/silver or cold iron depending on where on the law-chaos axis they sit, a spirit shaman gets DR 5/cold iron and is treated as Fey. Note: these are all base classes, I understand if a prestige class gives out a higher bonus for completing it’s progression, but that’s because their harder to get into.

Where the Blaster becomes an elemental (not treated as one, is one) gains Spell resistance (about 35) energy resistance 60 to 3 of the primary elemental damage sources, then a further 30 to the two that most things never resist and the 4th primary element, and just in case we missed any 10 to what’s left over that isn’t physical…

Seems a bit excessive, compared to the base classes. Though some get some of these things along the way, like the monk has SR (gains it at lvl 13) that is equal to 10 plus class level, so 30 at 20th level.

But SR is also a bad thing, without a rule saying they can drop it at-will (most monsters with SR have this), fellow casters and healers will have to make rolls to beat the spell resistance to heal or buff the Blaster. And that extra 5 isn’t doing any favours.

So instead:

Pinnacle of blasting: A Blaster can now Suddenly Maximize 3/day.

The thing about a blaster is the idea of a defence for them would be having a better offence. So it doesn’t make sense to suddenly give them a whole bunch of defences they never had before right at the end for level 20. What they need is more Offence!

I would also grant them sudden maximise at lvl 18,
(Benefit: Once per day, you can apply the effect of the Maximize Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Maximize Spell normally if you have it.)

Making the table look like this:

{table=head]Level|BAB|Fort|Ref|Will|Special|Spells per day|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+0|+0|+0|+2|Blasting Focus||3
2nd|+1|+0|+0|+3|Penetrating Blasts||4
3rd|+1|+1|+1|+3|Advanced Learning||5
4th|+2|+1|+1|+4|Spontaneous Meta Magic||6|3
5th|+2|+1|+1|+4|Advanced Learning||6|4
6th|+3|+2|+2|+5|Blasting specialist||6|5|3
7th|+3|+2|+2|+5|Advanced Learning||6|6|4
8th|+4|+2|+2|+6|||6|6|5|3
9th|+4|+3|+3|+6|Advanced Learning||6|6|6|4
10th|+5|+3|+3|+7|||6|6|6|5|3
11th|+5|+3|+3|+7|Advanced Learning||6|6|6|6|4
12th|+6/+1|+4|+4|+8|Iterative Blast||6|6|6|6|5|3
13th|+6/+1|+4|+4|+8|Advanced Learning||6|6|6|6|6|4
14th|+7/+2|+4|+4|+9|||6|6|6|6|6|5|3
15th|+7/+2|+5|+5|+9|Advanced Learning||6|6|6|6|6|6|4
16th|+8/+3|+5|+5|+10|Master Blasting Focus||6|6|6|6|6|6|5|3
17th|+8/+3|+5|+5|+10|Advanced Learning||6|6|6|6|6|6|6|4
18th|+9/+4|+6|+6|+11|Sudden Maximise||6|6|6|6|6|6|6|5|3
19th|+9/+4|+6|+6|+11|Advanced Learning||6|6|6|6|6|6|6|6|4
20th|+10/+5|+6|+6|+12|Blasting Supremacy||6|6|6|6|6|6|6|6|6
[/table]

And there isn’t a single dead Level in there, at 8th the blaster get their ability to deal minimum damage to immune creatures, 10th the second progression of Blasting Specialist and 14th the 3rd progression of Blasting Specialist.

And Bam! One Spell flinging force of destruction! It’s beautiful no? ^_^

But hey it’s your Class, at the end of the day I’m just PEACHing it, It’s up to you to decide what changes need to be made or if changes need to be made.

bobthe6th
2012-06-19, 08:29 PM
Sorry if this is a bit gruff, but you seem to try to strip most of the point from the class, and this put me in a bad mood... take the response with a large helping of sugar , as it may prove bitter. But really, make your own warmage fix, homebrewing is fun.



Hmmm... There is this game I'm interested in and it has decided that it only is using a very limited group of Homebrew classes, At a brief glance I decided the blaster was the one that seemed the one I most wanted to play.

So now that I'm trying to write up the character, I find I need a better understanding of this class, and during trying to understand and build this class. I found something’s just didn’t add up to me, so I will give my thought on how it could be improved.


Oh why thank you for gracing me with your commentary...
And would you please note the spell section? you see to have not read it...



I am in no way a Homebrew expert (drip under pressure), I'm just a simple player who has a habit of over thinking stuff.

this becomes abundantly clear...



The blaster seems to be some sort of Artillery/nuke who is pretty much guaranteed to deal damage to a foe and with the small application of feats can be extremely tanky.


Lo, the consept of a blaster is understood.
Point of information, being a tank involves being able to take punishment... casting in full plate is not.



ok now lets look at the skills
The Blaster gets the following as Class skills.
Balance, Bluff, Climb, Concentration, Craft, Intimidate, Jump, Listen, Search, Spellcraft, Spot, Swim, Tumble, Use Magic Device.
Ok… some of these don’t quite make sense to me. What I would consider more the type of skills a ‘Everything explodes’ class would have (and why) are:

Bluff: You want to be able to convince people you didn’t just blow up their stuff, even though you did.
Concentration: Standard mage skill, needed for casting while in combat or otherwise distracting circumstances.
Diplomacy: sometimes you just can’t lie your way out of trouble
Intimidate: I’m a scary Blaster, be afraid!
Knowledge (arcana): The theory behind how you bow stuff up
Knowledge (architecture and engineering): how is this not useful to potential walking artillery or an arcane sapper? If I aim my fire ball here the whole building with come down… *evil giggles*
Listen: Locating invisible enemies is useful, as with area attacks you can ignore the 50% miss chance
Profession: Every class should have access to profession.
Sense Motive: You’re a charisma based caster who is likely to lie a lot, It’s probably best if you can detect the lies of others too. Cos you might just end up the face of the party as you might be the only one with a good charisma and bluff, diplomacy and intimidate. There is no point in giving the 3 effecting social skills and not the defensive one.
Spellcraft: Standard mage skill to identify spells to counter them.
Spot: Being able to see your foes (and blast them) before they see you.
Use Magic Device: Well the ability to use wands and scrolls containing spells in your spell list is always useful.

True it only get 2 skill points (+ int mod) a lvl so it’s not going to be able to have many skills unless it has a good int score (the bonus from human is good too) So 12 skills is more then enough.


a couple fair points, a few rather terrible ones. good catch on the knowledges and profession. I really am not making this a face class, so no face skills. feel free to take the able learner feat.



On to abilities!!

So Spellcasting, it’s a Cha based spontaneous caster who has all it’s spells pre-picked out for it… kay… Not much left in the way of personalisation. Except for the odd spell gained through advanced learning. I also notice the Spells per day are rather higher numbers compared to the Sorcerer/Warmage or even Wizard… The Blaster learns higher level spell as fast as the Wizard and can cast those a significantly extra number per day… I find this quite concerning. The Blaster spell list is quite small, yes, but it deals damage, and because they are either touch attacks, or save for half damage and so on, they would not often miss. And from experience most games only have three combat encounters per day in game. So a blaster could cast all day and toss out enough damage to make the barbarian hang up his axe and retire to a quaint village, and have spells left over.

*eye twitch* ACTION ECONOMY, you have one standard action per round, or a full round action. Ok, it can use slots for quicken spell, but those spells are 7-8 levels old, and not terribly relevant. In a combat lasting about 6 rounds on the high end, he can cast 6-12 spells at full nova. so 18-36 spells per day, even the blaster can't do it all with top level spells all day. secondly, the barbarian should keep up just fine with any level of OP, even though he is a few tiers down.



I would set it up as the same spells per day as a Sorcerer/Warmage, and the same amount of spells known. This gives it more options then the sorcerer or Wizard (despite all it’s options involve dealing damage) and leave the weakness of needing to make it’s spells last over the duration of the day. The blaster would then be allowed to select spells from the Wizard/Sorcerer and Warmage spell lists, restricting them to spells that Directly deal hp damage. Advanced learning may seem a tad pointless now, but not if it granted spells that directly deal damage from the druid spell list. Yes druid. Why druid? Well the blaster already has access to the Wizard/Sorcerer spell list, the druid list may not have many directly damaging spells but they sure are interesting. Could possibly add Inflict spells to Advanced learning as well. Oh and before I forget make the 0-lvl cantrips usable at will, as they will far out perform having to use a crossbow. Do less damage, but hit more often.

you can go post your own warmage fix, I ain't making it for you.
This is another idea entirely, not that there is anything wrong with that.



Moving on…

The blasting focus: I like the premise of this. Though I can see ways it can still be abused and other ways it can be really flavour full. I see that the goal of the Blasting focus feature was to make him disarmable, or sunderable, could not the same be said about the Wizards Spell book or Clerics Holy symbol? The same principle applies to all 3, however the blaster carries around a back pack of extra focuses… the problem there is Strength is likely the Blasters best dump stat. They need cha for their magic, Wis is good for perception and saves, Int is for extra skill points (possibly a dump too), Con is always important and dex (combined with Weapon finesse and a light weapon as the blasting focus if it uses it to deliver melee touch attacks) will make it’s touch attacks hit better. Strength is only useful if it uses a non light weapon as it’s focus and can use it to make melee touch attacks (which I’m yet to find mention of).

:smallconfused:I don't see a point here. This is to let it cast with stuff, but also be able to disarm him if the DM wants the party captured. He will have upwards of what, 10 foci by level 20? more reasonably 5 at level 10? if the DM is a sadist they can go away rapidly.



Personally I’m taking a spiked gauntlet as my Blasting focus. Because not only is it a weapon that is on my hand, thus technically I’m holding it, it is armour. It’s not really a disarmable item, sure it can still be sundered…


good job? rust monster



Ok here’s how I’d deal with the Blasting focus:

First I’d change the weapons and armour proficancy to:

Weapon and Armor Proficiency: A blaster is proficient with all simple weapons and Their Blasting focus which is chosen at his first level of blaster, and can't be changed. Blasters are proficient with light armor, but not with shields.

And blasting focus to:

Blasting Focus: Blasters have a special focus to boost their blasting power and accuracy, it is a particular weapon of their choice, that they choose at the point they become a blaster, they are automatically proficient with this weapon. They choose this weapon by attuning themselves to it by performing a special hour long ritual, and only one of these weapons can be attuned as their focus at one time and the focus can never be changed to a different weapon (as in to a dagger from a club, from a dagger to a dagger is fine). The blasting Focus provides the following bonuses when wielded:
-5% to Arcane spell failure, that increases by 5% every odd level to a max of 50% at level 19
Can be used to deliver melee touch attacks or ranged if the focus is a non thrown, ranged weapon (like say a bow)
Any enchantment bonus that adds to attack and damage rolls that is added to the focus is passed onto the spells cast by the focus.
And gain the benefit of the Eschew Materials feat

What does this mean? Well it’s limited to a weapon as it’s focus and it’s proficient with that weapon. Allowing for flavourful options while stopping many of the loophole tactics to protect said focus. Take for example a Bow, with a bow as the focus it can be used to make ranged touch attacks as if it was firing an arrow, instead it fires the spell. Arcane archer anyone? Or the blaster I’m making, spiked gauntlet as focus, so I can be the Overlord from, Overlord, now to get some minions… The blaster can still cast spells without the focus, but has to have the components, and worry about ASF, it still becomes able to ignore ASF with the focus, mostly of lighter armours then heavier as it gains higher levels. Depending on what armour the player wants to wear, how early and how much ASF they will have to deal with rather then giving it all at the start. But that’s not all! It can also apply it’s focuses weapon enhancement bonus to the attack and damage rolls of the spells it casts, That’s right, a potential +5 to the attack and damage rolls of the blasters spells.


going to pass on this idea, I dislike it.



Prepared Meta Magic: Instead of prepared make it spontaneous Metamagic, So they can apply metamagic on the fly as a standard action, it still would have the same increase in spell lvl as per normal but with it’s crippling small list of spells it won’t be game breaking, unless they had a ton of spells per day, which is another point for using the sorcerers spells per day numbers. Also it’s a bit early to give this out, maybe move it to forth level, though most will be taking heavy armour proficiency at lvl 3 (if not having taken it at lvl 1, where they can’t afford heavy armour yet) as the current design ignores ASF.


And more no! This is a realy bad idea, as it takes away any downside to being spontaneous.



Advanced Learning: As I mentioned earlier, grant access to a directly damaging spell from the druid spell list or maybe the even the Wu Jen (Complete Arcane) or both! Tasty, interesting options to give a unique way to customise.


Why look, some fresh nope! The druid spell list is massive, and it already has the best stuff modded for it.


Blasting Specialisation: Move this to second Lvl, rename it Penetrating Blasts and have it start at 2, and increase it by 1 per each level over level 2 gained. Yes this will only max out at 20, but that’s still 20 better then any mage class without this ability. And in stead of ¼ damage to immune creatures at lvl 8 make that minimum damage instead (half if saves) and then ½ damage at level 16 to a minimum of half damage.


more nope, I like it how it is.



Iterative Blast: Well this is an interesting ability, the issue I see is that the spells with the charged sub school have to do little damage so when you cast more then one in a round your not too cheesy, but why not just fling a higher lvl spell instead? Not only does the higher lvl spell do more dmg, it spends less spell slots and doesn’t take any penalties to hit. But I do like what was attempting to be done here.


Actually read the charged sub school, then read the ability again. Then read the spells, then read the ability again. If you don't like it, there is something wrong with you.



So instead lets move it to Level 12, this is when the Blasters BAB hits +6/+1, well in that case lets give them the ability to fire off one of their at will cantrips as many times as their BAB will allow as part of the same standard action. Sur this is really only a max of 2 times with there low BAB, but it’s more likely to hit then a sorcerer with a crossbow. Not only that it tosses away the need to over complicate things by inventing a new sub school of magic, simple is always better.


Wow, what a bad idea! So I can either cast a spell that does my level in d6, or maybe hit a realy weak foe twice for 1d3 each time!



Greater Blasting Focus: Well Blasting focus will likely be granting a better bonus to hit by now so this is redundant and can be tossed


And among the many ideas I reject, look another one!



Combo Blast: Iterative Blast all over again, but now with normal spells and increases in Spell level slots used… just use a higher level spell, it’s better.

magic missle 2, a level 3 spell that hits foe 10d4 damage unblockable!



Greater Blasting Specialisation: So a 1st level spell gets a bonus +2 spell pen, and a 9th gets 18? O.o Whoa! Hold them horses, that’s excessive, especially since it likely stacks with the Spell pen feats! Ok so we rename this Blasting Specialisation and move it to 6th level and grants the following bonuses:
+1 to spell pen to over come spell resistance, increasing to +2 at 10th level and +3 at 14th
+1 to the spell DC of all spells the Blaster can cast, increasing to +2 at 10th level and +3 at 14th
+1 to reflex saves increasing to +2 at 10th level and +3 at 14th

And yes it does stack with the feats. And why does the blaster have a good reflex and bad will? Being a magic user who controls their magic through sear force of will, like every other arcane caster would have a good will save because of this. After swapping those around we then give a 1/2/3 bonus to reflex to make it a medium save, as I have done in the new Blasting Specialisation.


And I cast rejection on this idea



Master Blasting Focus: The blaster could already have a +5 focus by now, so this is made redundant, but it can still be useful, move it to level 16 and grants the following:

While the blaster wields there blasting focus they no longer need material components to cats any of their spells, Additionally they gain the benefit of the Eschew Materials feat even if they are not wielding their focus. Also The focus gains the Spell storing weapon enhancement.


And then I cast greater rejection!

And finally…



Blasting Supremacy: Hmm… So a monk gets DR 10/magic and treated as an outsider. A warlock gets resistance 10 to two elements, a favoured soul gets DR 10/silver or cold iron depending on where on the law-chaos axis they sit, a spirit shaman gets DR 5/cold iron and is treated as Fey. Note: these are all base classes, I understand if a prestige class gives out a higher bonus for completing it’s progression, but that’s because their harder to get into.

Where the Blaster becomes an elemental (not treated as one, is one) gains Spell resistance (about 35) energy resistance 60 to 3 of the primary elemental damage sources, then a further 30 to the two that most things never resist and the 4th primary element, and just in case we missed any 10 to what’s left over that isn’t physical…

and you are level twenty, land of the 20d6 delayed blast fire ball, before meta... and the SR makes it a 75% resistance before anti SR is used, which quickly make it cry in a corner.



Seems a bit excessive, compared to the base classes. Though some get some of these things along the way, like the monk has SR (gains it at lvl 13) that is equal to 10 plus class level, so 30 at 20th level.


So wait, it is stronger then the moink and the warlock? and this is a bad thing?



But SR is also a bad thing, without a rule saying they can drop it at-will (most monsters with SR have this), fellow casters and healers will have to make rolls to beat the spell resistance to heal or buff the Blaster. And that extra 5 isn’t doing any favours.


fine, I will add the drop thingamy...



So instead:

Pinnacle of blasting: A Blaster can now Suddenly Maximize 3/day.

The thing about a blaster is the idea of a defence for them would be having a better offence. So it doesn’t make sense to suddenly give them a whole bunch of defences they never had before right at the end for level 20. What they need is more Offence!

I would also grant them sudden maximise at lvl 18,
(Benefit: Once per day, you can apply the effect of the Maximize Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Maximize Spell normally if you have it.)


and much like on the warmage this sucks as a cap stone.




Making the table look like this:

{table=head]Level|BAB|Fort|Ref|Will|Special|Spells per day|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+0|+0|+0|+2|Blasting Focus||3
2nd|+1|+0|+0|+3|Penetrating Blasts||4
3rd|+1|+1|+1|+3|Advanced Learning||5
4th|+2|+1|+1|+4|Spontaneous Meta Magic||6|3
5th|+2|+1|+1|+4|Advanced Learning||6|4
6th|+3|+2|+2|+5|Blasting specialist||6|5|3
7th|+3|+2|+2|+5|Advanced Learning||6|6|4
8th|+4|+2|+2|+6|||6|6|5|3
9th|+4|+3|+3|+6|Advanced Learning||6|6|6|4
10th|+5|+3|+3|+7|||6|6|6|5|3
11th|+5|+3|+3|+7|Advanced Learning||6|6|6|6|4
12th|+6/+1|+4|+4|+8|Iterative Blast||6|6|6|6|5|3
13th|+6/+1|+4|+4|+8|Advanced Learning||6|6|6|6|6|4
14th|+7/+2|+4|+4|+9|||6|6|6|6|6|5|3
15th|+7/+2|+5|+5|+9|Advanced Learning||6|6|6|6|6|6|4
16th|+8/+3|+5|+5|+10|Master Blasting Focus||6|6|6|6|6|6|5|3
17th|+8/+3|+5|+5|+10|Advanced Learning||6|6|6|6|6|6|6|4
18th|+9/+4|+6|+6|+11|Sudden Maximise||6|6|6|6|6|6|6|5|3
19th|+9/+4|+6|+6|+11|Advanced Learning||6|6|6|6|6|6|6|6|4
20th|+10/+5|+6|+6|+12|Blasting Supremacy||6|6|6|6|6|6|6|6|6
[/table]

nope some more




And there isn’t a single dead Level in there, at 8th the blaster get their ability to deal minimum damage to immune creatures, 10th the second progression of Blasting Specialist and 14th the 3rd progression of Blasting Specialist.

And Bam! One Spell flinging force of destruction! It’s beautiful no? ^_^

But hey it’s your Class, at the end of the day I’m just PEACHing it, It’s up to you to decide what changes need to be made or if changes need to be made.

you can post this as your own, but this isn't my class if I did all these changes. and as you are PEACHing, doing so to the spells at the same time would make the whole thing make sense to you. I made 15 new spells...

Madara
2012-06-19, 09:31 PM
That needed a lot of sugar...

bobthe6th
2012-06-20, 01:53 AM
well really, It is a finished class, and the majority of the suggestions would require me to tear it up and start again, from the beginning... Not happening.

Cloud
2012-06-20, 04:52 AM
Skills:
- You mention you don't want them to have 'face' skills, and, I can sort of understand that if they're mainly focusing on destroying things, but, why on earth than does the blast focuses spell caster have so many physical skills like balance, climb, jump, and tumble?
- I don't understand why Use Magic Device is on the list, as, that skill is one of the most powerful in the game, and, limited to a handful of classes, who use said skill to have massive versatility, not to blast things more.
- The blast happy mage has the time and finesse to Search for objects, when only the Rogue and Ranger from the PHB have access to that skill?
- This class doesn't use Int, and, has a crippling overspecialisation, the least you could do is give them 4+ Int skill points.

Other:
- Why does this have a good Reflex Save, but, a poor Will Save?
- This class has way too many spell slots; your low level spells even blow the duskblade out of the water.
- I imagine your intent is that your Blasting Focus is the martial weapon you're proficient with, but, any weapon can be made the Blasting Focus, even a non-proficient one. You should say they are proficient with Simple Weapons and their own Blasting Focus, and then detail what the Blasting Focus can and cannot be, even if it's as a basic as any Martial Weapon.
- Heads up, if I was playing a blaster, I would take anything BUT damage spells with my Advanced Learning. Yes, there are evocation spells that don't deal damage. If that's not your intent, you should probably change that.
- Making your own, new spells, in a system with nearly countless spells already, seems like a waste of time.
- From your capstone, "(this can be deactivated or reactivated as a free action)" should probably be a full-round action.
- Speaking of the spells you made, any of the ones that do flat damage are useless with the Maximize meta-magic feat, which I imagine most blasters would have.

Ghost6442
2012-06-20, 05:04 AM
Pretty much yeah, *shrugs* Sugar? I don't need no sugar :smallamused:

I can understand if you feel upset or cranky about how I tore it apart and put it back together in a way that you barely recognised. I'm from a Freeform RP site were I was one of those who had the task to look over the characters of those who wanted to RP and nerf their OP stuff and conform them to the same equal footing as everyone else. Getting raged at is something I've gotten good at ignoring.

I liked the concept of the Blaster, and still do. But I think the compile smels a bit like gouda.

I came, I saw, I gave my honest opinion. You are in no way expected to accept my opinion. An opinion is neither right nor wrong but is the product of a sentient creatures thoughts and experiences.

At the end of the day, if the DM has decided to allow this Class as it is, then so be it. I felt I needed to say something and I did. I is happy. Oh and as you suggest I'll post my Blaster fix in it's own thread later. Kudos for the suggestion :smallsmile:

bobthe6th
2012-06-20, 12:36 PM
Skills:
- You mention you don't want them to have 'face' skills, and, I can sort of understand that if they're mainly focusing on destroying things, but, why on earth than does the blast focuses spell caster have so many physical skills like balance, climb, jump, and tumble?

Um, jumping out of the way? I didn't go deeply into the skill list...



- I don't understand why Use Magic Device is on the list, as, that skill is one of the most powerful in the game, and, limited to a handful of classes, who use said skill to have massive versatility, not to blast things more.


UMD's power is controlled by the DM, so in a less H&S game he can toss the blaster some out of combat options in loot. otherwise, if the blaster abuses the skill, scrolls wands and staves can disapeare from the loot table. I think it is a nice way to give versatility while at the same time limiting them.



- The blast happy mage has the time and finesse to Search for objects, when only the Rogue and Ranger from the PHB have access to that skill?


because he is a treasure hungry adventurer? You are aware that most characters are murder hobos that wonder around stealing anything not nailed down right? It is, much like spot and listen, a skill all characters should have.



- This class doesn't use Int, and, has a crippling overspecialisation, the least you could do is give them 4+ Int skill points.

a point... I may well do this.



Other:
- Why does this have a good Reflex Save, but, a poor Will Save?


because a demolitions spechilst in motion out ranks everyone.
or, more properly, because it seemed more intresting & I thought a mage shoulden't have both.



- This class has way too many spell slots; your low level spells even blow the duskblade out of the water.


so now the party can go all day with the artillery piece? because he has a very, very, very small list?



- I imagine your intent is that your Blasting Focus is the martial weapon you're proficient with, but, any weapon can be made the Blasting Focus, even a non-proficient one. You should say they are proficient with Simple Weapons and their own Blasting Focus, and then detail what the Blasting Focus can and cannot be, even if it's as a basic as any Martial Weapon.


The intent was to give a way to beat ASF, while at the same time making a way for the blaster to be muzled for a day besides DM fiat.



- Heads up, if I was playing a blaster, I would take anything BUT damage spells with my Advanced Learning. Yes, there are evocation spells that don't deal damage. If that's not your intent, you should probably change that.


That is entirely my intent, to give player customization with non combat options.



- Making your own, new spells, in a system with nearly countless spells already, seems like a waste of time.


most are fixed versions of current spells, with the salfran line being the crystal shard for arcane.



- From your capstone, "(this can be deactivated or reactivated as a free action)" should probably be a full-round action.


um... that is a bad idea. It is a boni, but making it take up turns in combat so you can be slapped with a heal far outweighs the benefit.



- Speaking of the spells you made, any of the ones that do flat damage are useless with the Maximize meta-magic feat, which I imagine most blasters would have.

one line is flat damage, and it is there because it ignores everything, SR & DR, and it's a touch attack. otherwise, maximize works on all of them.

@ ghost: Sorry, but this forum wants us to play nice, so I try to...
And I look forward to see your class. If it is open to PEACH, I would do so.

Kazyan
2012-06-20, 12:58 PM
Blasting Supremacy(Ex): A blaster of twentieth level or higher understands blasting to a unimaginable degree. He tunes himself to magic, becoming more spell than man. His type changes to elemental with the augmented subtype, he gains SR 15+HD(this can be deactivated or reactivated as a free action), energy resistance to cold, fire, and electricity 60, energy resistance to sonic, force, and acid 30, energy resistance to all other energy types 10, and no longer ages. Age bonus still accrue, and penalties he already received remain, but he gains no further penalties and dies when his time is up.


Whoa whoa whoa whoa. Great SR, huge resistances and elemental immunities. That's multiple capstones in one. This should be scaled back.

Malanorea
2012-12-14, 10:55 PM
So quick question: About the "Fireball+Sending" example on Combo Blast, would that actually send a Fireball? Because that is simultaneously exciting and terrifying.

Realms of Chaos
2012-12-15, 11:03 AM
Hmmmm... not too much to say that hasn't already been said.

1. The focuses (and their progression) look odd to me. I understand that you're going for a fighter progression on this thing but when you get one at incredibly high levels, what you really seem to be getting is the ability to ignore the arcane spell failure on your light armor (all you are naturally proficient with) if, by some miracle or DM contrivance, the world decides to break every single other focus you possess in a short frame of time. While technically more useful than something like timeless body, it also seems a bit more wasteful as the (relatively useless) ability isn't even adding flavor to the class. For that matter, I'm not seeing the direct connection between "blast things" and "focus to hone your skills" so you may want to explain that one to me (I apologize if you have already explained that several times in this threat and/or earlier threads). Personally, it would seem more practical to give it the warmage ability or keep the focus but turn it into an "item familiar" of sorts (no, not the broken kind) that gets more hardness/hit points and additional small benefits to you whenever you would otherwise gain another focus.

2. I'm going to chime in and point out that there are really 5-7 forms of energy for most purposes. Fire, Acid, Sonic, Cold, and Electricity are definitely energy damage. You could definitely make the case that negative energy damage is a thing but I don't think that I've ever seen the term "positive energy damage" anywhere in 3.5 (though it certainly does harm undead and you can make the case that opposites are both forms of energy damage). Likewise, I have seen nothing to suggest that force, vile damage, or hellfire are treated as energy damage (unless you're assertion is that anything other than bludgeoning, piercing, and slashing damage is "energy damage", which I don't see much support for in the rules :smallconfused:).

bobthe6th
2012-12-15, 11:26 AM
ah the v4... might want to do a full rewrite at some point.



So quick question: About the "Fireball+Sending" example on Combo Blast, would that actually send a Fireball? Because that is simultaneously exciting and terrifying.

No, it would cast a fireball spell, and then a sending spell. combo blast is really a way to increase casting speed...




1. The focuses (and their progression) look odd to me. I understand that you're going for a fighter progression on this thing but when you get one at incredibly high levels, what you really seem to be getting is the ability to ignore the arcane spell failure on your light armor (all you are naturally proficient with) if, by some miracle or DM contrivance, the world decides to break every single other focus you possess in a short frame of time. While technically more useful than something like timeless body, it also seems a bit more wasteful as the (relatively useless) ability isn't even adding flavor to the class. For that matter, I'm not seeing the direct connection between "blast things" and "focus to hone your skills" so you may want to explain that one to me (I apologize if you have already explained that several times in this threat and/or earlier threads). Personally, it would seem more practical to give it the warmage ability or keep the focus but turn it into an "item familiar" of sorts (no, not the broken kind) that gets more hardness/hit points and additional small benefits to you whenever you would otherwise gain another focus.

It was more a way to allow disarm to be a ligitamite tactic. You make a good point, and I will do that if I do a rewrite.



2. I'm going to chime in and point out that there are really 5-7 forms of energy for most purposes. Fire, Acid, Sonic, Cold, and Electricity are definitely energy damage. You could definitely make the case that negative energy damage is a thing but I don't think that I've ever seen the term "positive energy damage" anywhere in 3.5 (though it certainly does harm undead and you can make the case that opposites are both forms of energy damage). Likewise, I have seen nothing to suggest that force, vile damage, or hellfire are treated as energy damage (unless you're assertion is that anything other than bludgeoning, piercing, and slashing damage is "energy damage", which I don't see much support for in the rules :smallconfused:).

I would argue they all appear in places were they could as easily be fire damage.