View Full Version : Elemental Punchin' mage (3.5)

2012-04-20, 11:30 AM
Hey, I have a homebrew class my DM worked up for me. It's supposed to have a feel very similar to that of the benders from avatar. I'm aware that there's already a homebrew class for that, but he wanted to do it himself because....I'm not sure. Anyway, here's what he cooked up. I'd like opinions of balance and whatnot, and any other critiques you may have. I'm going to ask for build suggestions over in the 3.5 forums.

{table=head] Level | BAB | Fort | Ref | Will | Spells per Day | AC | Speed | Unarmed
1 | 0 | 0 | 2 | 2 | 3/0 | 0 | 0 | 1d6
2 | 1 | 0 | 3 | 3 | 3/0 | 0 | 0 | 1d6
3 | 1 | 1 | 3 | 3 | 3/1 | 0 | +5 | 1d6
4 | 2 | 1 | 4 | 4 | 4/1 | 0 | +5 | 1d6
5 | 2 | 1 | 4 | 4 | 4/2 | 0 | +5 | 1d8
6 | 3 | 2 | 5 | 5 | 4/2/0 | 1 | +5 | 1d8
7 | 4 | 2 | 5 | 5 | 5/3/0 | 1 | +5 | 1d8
8 | 4 | 2 | 6 | 6 | 5/3/0 | 1 | +5 | 1d8
9 | 5 | 3 | 6 | 6 | 5/4/1 | 1 | +5 | 1d8
10 | 5 | 3 | 7 | 7 | 6/4/1/0 | 1 | +5 | 1d10
11 | 6/1 | 3 | 7 | 7 | 6/5/1/0 | 2 | +10 | 1d10
12 | 7/2 | 4 | 8 | 8 | 6/5/2/1 | 2 | +10 | 1d10
13 | 7/2 | 4 | 8 | 8 | -/6/2/1 | 2 | +10 | 1d10
14 | 8/3 | 4 | 9 | 9 | -/6/2/2/0 | 2 | +10 | 1d10
15 | 8/3 | 5 | 9 | 9 | -/-/3/2/1 | 2 | +10 | 2d6
16 | 9/4 | 5 | 10 | 10 | -/-/3/3/1 | 2 | +10| 2d6
17 | 10/5 | 5 | 10 | 10 | -/-/4/3/2 | 2 | +10| 2d6
18 | 10/5 | 6 | 11 | 11 | -/-/4/4/2/1 | 2 | +10| 2d6
19 | 11/6/1 | 6 | 11 | 11 | -/-/5/4/3/2 | 2 | +10| 2d6
20 | 11/6/1 | 6 | 12 | 12 | -/-/5/5/4/3 | 2 | +10| 2d8
A - indicates unlimited spells of that level per day.
Caster level is treated as half class level.

All Warmage spells EXCEPT- cantrips, accuracy, fist of stone, true strike, fire trap, melf's acid arrow, whirling blade, poison, ring of blades, stinking cloud, contagion, evard's black tentacles, phantasmal killer, cloudkiller, prismatic ray, and orbs of force

Blades of fire does not stack with punching-people-buff

Acid Orbs are treated as Orbs of Earth and deal physical damage.

Cantrips are as follows, and only useable outside of combat.

1 + 1/2 level bonus to- Jump, Move Silently
10 lbs of push/level / 5 feet / 5 seconds- max range of 50 feet

Light a fire- range of 30 feet.
Illuminate an area like a torch
Setting someone on fire is Will Save at DC 10 + Caster level

Lowers Climb DC by 1 + 1/2 level on cliff/stone (not metal/other)
3 cubic feet/level of earth or stone able to be moved/rearranged roughly. Max Range of 50 feet. Limited to 10 seconds of manipulation.

1 + 1/2 level bonus to- Swim
Manipulate/freeze 1 gallon/level of water. Max Range of 50 feet. Limited to 10 seconds of manipulation.

A cantrip can be used to aid in perform checks, at 1 + 1/2 level bonus. The player may also come up with new cantrip uses at DM discretion/spellcraft check.

Class skills

Unarmed Strike: Avatars are highly trained in fighting unarmed, giving them considerable advantages when doing so. At 1st level, an avatar gains Improved Unarmed Strike as a bonus feat. An avatarís attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an avatar may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for an avatar striking unarmed. An avatar may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually an avatarís unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. An avatarís unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and magic weapon spells). An avatar also deals more damage with her unarmed strikes than a normal person would, as shown on Table 3Ė10: The Avatar. The unarmed damage on Table 3Ė10 is for Medium avatars. A Small avatar deals less damage than the amount given there with her unarmed attacks, while a Large avatar deals more damage; see Table 3-11: Small or Large Avatar Unarmed Damage.

Flurry of Blows (Ex): When unarmored, an avatar may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a Ė2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table 3Ė10: The Avatar. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When an avatar reaches 8th level, the penalty lessens to Ė1, and at 10th level it disappears. An avatar must use a full attack action (see page 143 of the Playerís Hand Book) to strike with a flurry of blows. When using flurry of blows, an avatar may attack only with unarmed strikes. When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Stunning Fist (Ex): Avatars know how to strike opponents in vulnerable areas.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Con modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). See the glossary of the playerís handbook 3.5 (page 313) for effects of being stunned. You may attempt a stunning attack once per day for every avatar level you have attained, plus once per day per four levels of other classes, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Counter Elements (Ex): An avatar of 2nd level or higher can avoid elemental attacks by redirecting their flow. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragonís fiery breath or a fireball), he instead takes no damage. Counter Elements can be used only if an avatar is wearing light armor or no armor. A helpless avatar (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Combat Reflexes (Ex): Avatars can respond quickly and repeatedly to opponents who let their defenses down.
Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, an avatar with a Dexterity of 15 can make a total of three attacks of opportunity in 1 roundóthe one attack of opportunity any character is entitled to, plus two more because of his +2 Dexterity bonus. If four goblins move out of the characterís threatened squares, he can make one attack of opportunity each against three of the four. You can still make only one attack of opportunity per opportunity. With this feat, you may also make attacks of opportunity while flat-footed.

Elemental Strike (Su): At 4th level, an avatarís unarmed attacks are empowered with the elements. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction (see Damage Reduction, page 291 of the Dungeon Masterís Guide). Elemental Strike improves with the characterís avatar level. At 10th level, his unarmed attacks are also treated as weapons of any of the four elements for the purpose of dealing damage to creatures with damage reduction. At 16th level, his unarmed attacks are treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction.

Arcane Channeling (Su): Beginning at 5th level, you can use a standard action to cast any touch spell you know and deliver the spell through your fists with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round. At 20th level, you can cast any touch spell you know as part of a flurry of blows attack. When you do this, your unarmed attacks carry the energy of the spell with them, and you become capable of throwing them up to thirty feet. You can attack any opponent within your range as if they were standing next to you, landing the physical damage along with the touch spell on every hit, although cover rules still apply.

Improved Trip (Ex): Avatars are trained not only in tripping opponents safely but also in following through with an attack.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadnít used your attack for the trip attempt. For example, at 11th level, Tordek gets three attacks at bonuses of +11, +6, and +1. In the current round, he attempts to trip his opponent. His first attempt fails (using up his first attack). His second attempt succeeds, and he immediately makes a melee attack against his opponent with a bonus of +6. Finally, he takes his last attack at a bonus of +1.

Fist of Energy (Su): Once per round as a free action, an avatar of 7th level or higher can spend one of his daily stunning attempts to imbue his unarmed strikes with electricity, fire, or ice. The avatar chooses the energy type each time she activates the ability. For 1 round, each of his unarmed strike that hits deals an extra 1d6 points of damage (electricity, ice, or fire, depending on the choice).
At 10th level and higher, an avatar can cause his energy-imbued unarmed strikes to burst with flame or lightning on a critical hit. In addition to dealing an extra 1d6 points of energy damage, his unarmed attacks deal an extra 1d10 points of energy damage on a successful critical hit. If the avatarís unarmed critical multiplier is ◊3, he adds an extra 2d10 points of energy damage instead, and if the multiplier is ◊4, he adds an extra 3d10 points of energy damage.

Improved Counter Elements (Ex): At ninth level, an avatarís counter elements ability improves. He still takes no damage on a successful Reflex saving throw against attacks such as a dragonís breath weapon or a fireball, but henceforth he takes only half damage on a failed save. A helpless avatar (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.

Skills: (4+int)x4
Skills: Balance, Climb, Concentration, Diplomacy, Escape Artist?, Handle Animal?, Intimidate, Knowledge(Nature), Knowledge(The Planes), Tumble, Swim, Sense Motive, Perform, Profession, Spellcraft, Search, Listen, Spot

2012-04-20, 12:07 PM
Here (http://www.giantitp.com/forums/showthread.php?t=205677), have a table-making guide. You'll find a lot more help when it's easier to read.:smallwink:

2012-04-20, 12:21 PM
Hey, thanks. I'll edit the post when I get chance to do so, to make it easier to read for others. I already have it in a table format, I just couldn't copy+paste it into here from word.

2012-04-21, 01:51 PM
Okay, so you're going for a monk/duskblade ish class, am I right? A few problems:

BAB is horrible, which is not good for someone who wants to hit things. Then you have unarmed damage boosts be completely useless and spells being lost left and right trying to use them with an unarmed strike. Give it a good BAB progression.

Saves are okay.

Spells per day look fine, not quite full spell progression so you may want to look at bard for balancing. I like the unlimited 1st and 2nd levels.

The AC bonus wont help you much, either boost or nix it to help your class out.

Speed boost is also not all that helpful, as you still have to wait for your party, and its difficult to scout ahead without sneak skills. probably should go.

Go ahead full monk for the unarmed bonuses. With damage spells being used on touch, this should be fine.

HD is good.

GET RID OF HALF CASTER LEVEL IF YOU FAVOR LIFE. Otherwise you'll have to add a tonne of class features to even out with even the fighter.

For spells, it'd be nice to give an actual list, not everyone has access to the warmage class at hand. However, it seems you are tossing a lot of damage and controlling spells. That's fine if the others can make up for it, but they could also be very useful for this class.

Cantrips are new, but try saying they take x time to use instead of not being able to use in combat. This way creative players can be creative, but it doesn't turn into a repeatable win button.

What is this caster's casting stat? Does he prepare spells, or cast spontaneously?

Class name avatar should be specified above the table, along with hp, starting gold, and starting age.

Skills go right after the table, followed by armor/weapon proficiency and then spellcasting and class FEATURES (not class skills).

Flurry of blows was never really good, but with if you can channel a spell on each attack it becomes a viable option. Also, a FoB progression on the table would be nice.

Stunning fist is good with this class, if you can cast with flurry, because it effectively cancels the -2 to hit. You could just say that they get the feat instead of listing it there, and just specify that their levels count as monk levels for stunning blow progression.

In counter elements you say evasion near the end. Also, what counts as an elemental attack (force, radiant, pos/neg?) and why does this one get light armor but flurry doesn't get any?

For combat reflexes, just tell them they get the feat.

Elemental strike, the class must be lawful only if you want their attacks to be lawful.

Arcane channeling looks good.

Improved trip: just give the feat. might be a bit weak, and players might not want that, but good for special maneuver builds and its your class.

fists of energy is okay, but for the levels a bit weak. A 7th level character has probably already thrown away his flaming touch sword, and so on.

Improved Evasion in the end of I. counter elements. More copy issues:smallsmile:

For the skills, add craft (all classes have it) and look over them again. Make sure it covers everything you class should be able to do.

Good idea, just needs a bit of tweaking. To balance with other 3.5 classes, look at this (http://www.dandwiki.com/wiki/Class_Construction_System_(DnD_Guideline)) and this (http://www.dandwiki.com/wiki/Character_Class_Design_Guidelines_(DnD_Guideline)) .