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View Full Version : D&D 3.x Class [Base] The Force Missile Mage in 20 levels [PEACH]



Tempestfury
2014-03-17, 02:15 PM
Inspired by Jarian’s Swiftblade (http://www.giantitp.com/forums/showthread.php?t=192259), BelGareth’s Abjuration Champion (http://www.giantitp.com/forums/showthread.php?t=218317) and T.G. Oskar’s Warmage (http://www.giantitp.com/forums/showthread.php?t=131346)


Force Missile Mage

Class Skills: The force missile mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (the planes) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha)
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier

Alignment: Any
Starting Age: As Fighter
Starting Wealth: As Fighter
Hit Dice: d6

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|0-|1st|2nd|3rd|4th|5th|6th

1st| +0 | +0 | +0 | +2 |Armored Mage, Missile Impact, Force Mastery | 4|1|-|-|-|-|-

2nd| +1 | +0 | +0 | +3 |Combat Casting |4|2|-|-|-|-|-

3rd| +2 | +1 | +1 | +3 | Bonus Missile +1 |4|3|-|-|-|-|-

4th| +3 | +1 | +1 | +4 | Still Missile |4|3|1|-|-|-|-

5th| +3 | +1 | +1| +4 | Energy Missile |4|4|2|-|-|-|-

6th| +4 | +2 | +2 | +5 | Improved Force Mastery |4|4|3|-|-|-|-

7th| +5 | +2 | +2 | +5 | Bonus Missile +2 |4|4|3|1|-|-|-

8th| +6/+1 | +2 | +2 | +6 | Silent Missile |4|4|4|2|-|-|-

9th| +6/+1 | +3 | +3 | +6 | Overpowering Missile |4|4|4|3|-|-|-

10th| +7/+2 | +3 | +3 | +7 | Improved Missile Impact | 4|4|4|3|1|-|-

11th| +8/+3 | +3 | +3 | +7 | Greater Force Mastery, Bonus Missile +3 |4|4|4|4|2|-|-

12th| +9/+4 | +4 | +4 | +8 | Empower Missile |4|4|4|4|3|-|-

13th| +9/+4 | +4 | +4 | +8 | Swift Shield |4|4|4|4|3|1|-

14th| +10/+5 | +4 | +4 | +9 | Penetrating Missile |4|4|4|4|4|2|-

15th| +11/+6/+1 | +5 | +5 | +9 | Quicken Missile, Bonus Missile +4 |4|4|4|4|4|3|-

16th| +12/+7/+2 | +5 | +5 | +10 | Supreme Force Mastery |4|4|4|4|4|3|1

17th| +12/+7/+2 | +5 | +5 | +10 | |4|4|4|4|4|4|2

18th| +13/+8/+3 | +5 | +6 | +11 | Reflective Shield |4|4|4|4|4|4|3

19th| +14/+9/+4 | +6 | +6 | +11 | Twin Missile, Bonus Missile +5 |4|4|4|4|4|4|3

20th| +15/+10/+5 | +6 | +6 | +12 | Magic Missile Storm | 4|4|4|4|4|4|4[/table]

Class Features
All of the following are class features of the force missile mage.
Weapon and Armor Proficiencies: A force missile mage is proficient with all simple weapons, plus a martial weapon of their choice. force missile mages are proficient with light and medium armor, and light shields.

Spells: A force missile mage casts arcane spells, which are drawn from the force missile mage spell list below. He can cast any spell he knows without preparing it ahead of time. When a force missile mage gains access to a new spell list, he automatically learns all the spells for the level listed on the force missile mage’s spell list. Essentially, his spell list is the same as his spells known list.
To cast a spell, a force missile mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a force missile mage’s spell is 10 + the spell level + the force missile mage’s Charisma modifier. Like other spellcasters, a force missile mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The force missile mage. In addition, he receives bonus spells per day if he has a high Charisma score.
As noted above, a force missile mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Armored Mage (Ex): A force missile mage can cast force missile mage spells while wearing up to medium armor and light shields without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a force missile mage wearing heavy armor or using a heavy shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass force missile mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Missile Impact: At 1st level, a force missile mage can deal extra damage with spells that deal hit point damage. A force missile mage adds his class level times his Charisma modifier, divided by four, to all of the targets of a spell. For spells that hit multiple times, the target receives the extra damage once. For spells with the Force descriptor, this extra damage is doubled.

Force Master (Ex): At 1st level, a force missile mage’s intense training allows them keep casting their chosen spells, long after others mages would exhaust themselves. The spell Magic Missile no longer counts towards your spells per day, as long as its level is not raised by a metamagic feat.

Combat Casting: At 2nd level, a force missile mage gains Combat Casting as a bonus feat.

Bonus Missile: At 3rd level, a force missile mage gains increased mastery over his spell of choice. Every time he casts magic missile he creates an addition missile, even if this extra missile exceeds the normal maximum of five missiles that the spell normally allows. At 7th level, and every 4 levels afterwards, a force missile magic gains another additional missile.

Still Missile (Ex): At 4th level, all of the force missile mage's magic missile spells lack a somatic component. He casts magic missile as if using the Still Spell feat but without an increase in spell level.

Energy Missile (Ex): A force missile mage becomes intimately attuned to the energies that compose the spell magic missile and may alter them in significant ways. Starting at 5th level, a force missile mage may add either the acid, cold, electricity, or fire descriptor to any magic missile he casts. The type of energy added to the spell is chosen at the time of casting, and you can choose a different type of energy each time you cast magic missile. This altered descriptor affects all missiles created by a single casting of magic missile. Although still a force spell, any magic missile altered in this way deals additional damage against vulnerable creatures and less damage against creatures with related resistances and immunities.

Improved Force Master (Ex): At 6th level, a force missile mage’s power expands, allowing him to apply his specialty in the magic missile spell to other spells, to a limited degree. The spell ‘Blast of Force’ is now treated as magic missile, but for the effects of the force missile mage’s class features, the force missile mage is treated at 5 levels lower. In addition, instead of gaining extra missiles, the Blast of Force instead gains an additional die of damage.

Silent Missile (Ex): At 8th level, all of the force missile mage's magic missile spells lack a verbal component. He casts magic missile as if using the Silent Spell feat but without an increase in spell level.

Overpowering Missile: At 9th level, the force missile mage's Magic Missile spells become especially potent, breaking through spell resistance more readily than normal. He gains a +2 bonus on caster level checks made to overcome a creature's spell resistance with the spell Magic Missile. This benefit only applies to Magic Missile spells he casts. In addition, a force missile mage's Magic Missiles might penetrate Shield spells and Brooches of Shielding. Against such protections, the force missile mage makes a caster level check with a DC equal to the caster level, in the case of Shield, or DC 20, in the case of a brooch.

Improved Missile Impact: At 10th level, a force missile mage can increase the cap on damage dice of any force missile mage spell he casts, up to a maximum equal to half his character level. This increase only applies to spells that have a fixed damage dice cap, not to spells that have a different kind of cap unless it is a Force Spell, (such as Scorching Ray). The actual amount of damage dice of the spell is still determined by your caster level, as usual. This class feature applies to the spells treated as magic missile by the 'Force Master' class features, even if their a lower level.

Greater Force Master (Ex): At 11th level, the spell ‘Chained Missile’ is now treated as magic missile, but for the effects of the force missile mage’s class features, the force missile mage is treated as 10 levels lower. In addition, when it gains a bonus missile, it also increases the number of missiles that can hit secondary targets.

Empower Missile (Ex): At 12th level, all of the force missile mage's magic missile spells are empowered. He casts magic missile as if using the Empower Spell feat but without an increase in spell level.

Swift Shield (Sp): A force missile mage realizes the need to defend himself against the attacks of other spell casters. A 13th-level force missile mage can cast Shield as an immediate action. This spell is cast in addition to the force missile mage's usual number of spells per day and at the force missile mage's highest caster level. Additionally, while Shield is active, a force missile mage’s spell resistance is increased by the AC bonus granted by the Shield spell.

Penetrating Missile: At 14th level, a force missile mage adds his Cha modifier on caster level checks to defeat spell resistance. This ability stacks with both Spell Penetration and Greater Spell Penetration. In addition, Magic Missile is no longer stopped by Shield or the Brooch of Shielding.

Quicken Missile (Ex): At 15th level, all of the force missile mage's magic missile spells are quickened. He casts magic missile as if using the Quicken Spell feat but without an increase in spell level.

Supreme Force Master (Ex): At 16th level, the spell ‘Force Missiles’ is now treated as magic missile, but for the effects of the force missile mage’s class features, the force missile mage is treated as 15 levels lower.

Reflective Shield (Sp): At 18th level, a force missile mage can reflect the spell Magic Missile. For the purposes of being affected by Magic Missile, a force missile mage is constantly treated as being under the effect of the spell Spell Turning, thus reflecting offensive Magic missiles back at the caster. Missiles reflected back against a caster who also has Spell Turning in effect require the force missile mage to roll on the Spell Turning mishap chart In addition, whenever the Shield spell is cast, it also counts as the spell Spell Turning.

Twin Missile (Ex): At 19th level, all of the force missile mage's magic missile spells are twinned. He casts magic missile as if using the Twin Spell feat but without an increase in spell level.

Magic Missile Storm: At 20th level, a force missile mage has mastered his chosen spells so much that even the gods respect his abilities. All spells treated as magic missile through the Force Master class features are treated as 5 levels higher to benefit from the effects of the force missile mage’ class features. To a maximum of level 19. Additionally, magic missile becomes an extraordinary ability, that can be cast once per round as a free action.


Force Missile Mage Spell List
0—acid splash, detect magic, disrupt undead, light, ray of frost, resistance
1st— accuracy, burning hands, chill touch, expeditious retreat, fist of stone, grease, hail of stone, lesser orb of acid, lesser orb of cold, lesser orb of electricity, lesser orb of fire, lesser orb of sound, mage armor, magic missile, magic weapon, obscuring mist, produce flame, shield, shocking grasp, true strike
2nd—acid arrow, bear’s endurance, blades of fire, blast of force, continual flame, eagle’s splendor, fire trap, fireburst, flame blade, flaming sphere, fog cloud, fox’s cunning, glitterdust, gust of wind, ice knife, protection from arrows, pyrotechnics, resist energy, scorching ray, see invisibility, shatter, sound burst, web, whirling blade
3rd—call lighning, chain missile, daylight, dispel magic, fire shield, fireball, flame arrow, greater mage armor, greater magic weapon, ice storm, haste, keen edge, lightning bolt, poison, protection from energy, ray of exhaustion, resonating bolt, ring of blades, searing light, sleet storm, slow, stinking cloud, vampiric touch
4th—arcane eye, black tentacles, blast of flame, blistering radiance, contagion, dimension door, enervation, force missile, hallucinatory terrain, mass resist energy, orb of acid, orb of cold, orb of electricity, orb of fire, orb of force, orb of sound, phantasmal killer, shout, solid fog, spike stones, stoneskin, wall of fire, wall of ice
5th—arc of lightning, blight, call lightning storm, cloudkill, cone of cold, flame strike, freezing fog, greater fireburst, mass fire shield, prismatic ray, prying eyes, sending, sword of deception, telekinesis, telepathic bond, teleport, vitriolic sphere, wall of stone, waves of fatigue
6th—acid fog, blade barrier, brilliant blade, chain lightning, circle of death, disintegrate, fire seeds, freezing sphere, greater dispel magic, mass bear’s endurance, mass eagle’s splendor, mass fox’s cunning, transformation, wall of iron

Overneath
2014-04-13, 11:56 PM
My first impression was that there was no way someone could make an entire base class out of this. To my surprise, you did.

My second impression was that this appears, on the surface, to be more akin to a warlock than a sorcerer, sub magic missile for eldritch blast. Which may well have been your intention.

From players with far more experience than myself, I can imagine the most common criticism about the FMM would be 'you made 20 levels of a blaster?!', but you succeeded at fulfilling their most important function, which is winning rocket tag. However, I see a major problem and one minor problem.

Minor problem: Missile Impact. Adding upwards of 100 damage to each individual who takes damage. That DOES count towards the goal of the class, but bothers me ever so slightly. I might make it a bonus equal to the class level.

Major problem: You expand your class features to affect other spells, which is good. However...Blast of Force, Chained Missile, and Force Missiles aren't on your spell list. Did I miss something?

Something else you may want to consider is branching out to benefits for all force magic, not just Magic Missile. There aren't exactly shortages of Force spells that can do a number on folk, or act as significant barriers, like Wall of Force (which is oddly also not on the spells known list). But I wouldn't worry over that as much. This class has a niche and it fulfills it. This is what I, at least, picture when someone mentions a Tier 3 caster.

Tempestfury
2014-04-14, 11:07 AM
I’ll be brutally honest here. I only spent about 5-10 minutes just hashing the FMM out, unlike my other homebrew. This was just something quickly and easy... and stealing quite a bit from other classes.

The Missile Impact was taken directly from T.G Oskar’s Warmage’s Warmage Edge Class feature. With the damage being halved again for non-force spells. The spell list again came from that class. Hence why Blast of Force, Chained Missiles and Force Missile are not on the actual spell list... I think I’ll add them in, thanks for pointing it out.

Expanding the focus to more force spells... maybe for something to try later. As for now, I’m pretty content with a force missile mage, that at level 20, can cast 30 empowered magic missiles as a free action. That’s 30d4+30*1.5 damage to one creature, so that’s 90-225 damage, as a free action. At a max range of 300ft. Without taking Missile Impact into account. I think that’s a pretty high DPS, don’t you?

Strainseir
2014-06-13, 02:17 AM
Do you plan to make any considerations about creatures that are immune to force effects like force dragons or force golems?

Tempestfury
2014-06-13, 04:26 AM
Those are kinda rare, and you DO have other spells when it comes to that.

infinitetech
2014-10-07, 03:15 AM
woot woot a fellow force enthusiast, now just to epic feat the damage to count as divine and sonic too

RedEyedNsmiley
2017-03-31, 03:16 AM
why not just go with the warmage 14 fmm 5 argent savant 1 and do 56d4+112 per round....??