Parliament_Funk
2007-05-22, 12:13 AM
Forcemage
Some would claim that evokers dominate the battle field in terms of fire-power. Those proclaimers never bore witness to the walking cataclysm that is a forcemage. Forcemages, with meditation and the expanditure of knowledge, have learned to tap into the raw, chaotic discord of energy magic, expressing this connection with the anima blast ability. The forcemage's power can rock the battlements of even the strongest fortifications.
Adventures: A forcemage's abilities make him useful for combat and little else. So, most forcemages begin their study with the intent of venturing forth and make better use of their offensive prowess. Well equipped for the dangerous life of adventuring, forcemages ever seek to hone their skills.
Characteristics: Forcemages' power derives from arcane sources that must be learned and tamed. Therefore, they must study for one hour each morning after eight hours of undisturbed rest to reach the proper mental state. After that, forcemages are free to use their abilities as many times as they would like for the next 24 hours. Often, these powers are self-taught. Through some method touching upon an alternate states of being or mind, they will their bodies to harness energy as a weapon. Because a forcemage is drawn to combat, he is hardier than most arcane casters and is proficient with all simple weapons.
Alignment: In order to endure the terrific chaos of their evocations, forcemages must show indifference to the seeming disorder that surrounds them and their magic.
Game Rule Information
Abilities: Dexterity and Intelligence effect the power of the anima blast ability. More Dexterity means more hits and more intelligence means more damage die rolls. As always, Constitutions is just dandy.
Alignment: Any neutral. The forcemage must remain, in some way, aloof to the consequences of his devastating power.
Hit Die: d6.
Class Skills
The forcemage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Intelligence modifier) X 4.
Skill Points at Each Additional Level: 2 + Intelligence modifier.
The Forcemage
{TABLE]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Anima Storm Attack Bonus
1st|+0|+0|+0|+2|Anima Blast 1d8|-4/-4
2nd|+1|+0|+0|+3|Detect Magic|-3/-3
3rd|+2|+1|+1|+3|Anima Blast 2d8|-2/-2
4th|+3|+1|+1|+4|Anima Shield|-1/-1
5th|+3|+1|+1|+4|Anima Blast 3d8|-1/-1
6th|+4|+2|+2|+5||+0/+0
7th|+5|+2|+2|+5|Anima Blast 4d8|+1/+1
8th|+6/+1|+2|+2|+6||+2/+2
9th|+6/+1|+3|+3|+6|Anima Blast 5d8|+2/+2
10th|+7/+2|+3|+3|+7|Anima Essence|+5/+5
11th|+8/+3|+3|+3|+7|Anima Blast 6d8|+6/+6/+1
12th|+9/+4|+4|+4|+8||+7/+7/+2
13th|+9/+4|+4|+4|+8|Arcane Potency|+7/+7/+2
14th|+10/+5|+4|+4|+9|Anima Blast 7d8|+8/+8/+3
15th|+11/+6/+1|+5|+5|+9||+9/+9/+4
16th|+12/+7/+2|+5|+5|+10||+10/+10/+5
17th|+12/+7/+2|+5|+5|+10|Anima Blast 8d8|+10/+10/+5
18th|+13/+8/+3|+6|+6|+11||+11/+11/+6/+1
19th|+14/+9/+4|+6|+6|+11||+12/+12/+7/+2
20th|+15/+10/+5|+6|+6|+12|Anima Blast 9d8|+13/+13/+8/+3
[/TABLE]
Class Features
Weapon and Armor Proficiency: Forcemages are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a forcemage's arcane gestures, which can cause his anima blast to fail.
Anima Blast (Sp): A forcemage's potency derives from the anima blast. The forcemage evokes arcane energy, utilizing his soul as a power conduit to deal immense damage.
An anima blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An anima blast deals 1d8 points of damage at 1st level and increases in power as the forcemage rises in level. A forcemage also adds his Intelligence bonus (if any) to damage dealt by each anima blast. The maximum number of damage die that a forcemage can roll, however, is limited by his intelligence - 10. For example, a 7th level forcemage with an intelligence score of 13 can deal only 3d8 points of damage per blast. An anima blast is the equivalent of a spell whose level is equal to one-half the forcemage's class level (rounded down), with a minimum spell level at 1st and a maximum of 9th when a forcemage reaches 18th level or higher.
An anima blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to anima blast. An anima blast deals half damage to objects. Metamagic feats cannot improve a forcemage's anima blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (anima blast) increases the DC for all saving throws (if any) associated with a forcemage's anima blast.
When a forcemage uses an anima blast, he must choose from fire, cold, electricity, acid, or sonic energy. The blast deals the chosen type of energy damage.
Anima Storm (Ex): When unarmored, a forcemage may unleash an anima storm at the expense of accuracy. When doing so, he may perform an extra anima blast in a round at his highest attack bonus, but this attack takes a -4 penalty, as does each anima blast made that round. This penalty changes to -2 at 10th level. The resulting modified base attack bonuses are shown in the Anima Storm Attack Bonus column. A forcemage must use a full attack action to strike with an anima storm. The forcemage may switch targets and energy types of each anima blast performed during the anima storm.
When a forcemage reaches 11th level, his anima storm ability improves. In addition to the standard single extra attack he gets from the anima storm, he gets a second extra attack from the +6 attack bonus. This happens again at 18th level and whenever a new +6 attack bonus is incurred.
Detect Magic (Sp): Beginning at 2nd level, a forcemage can use detect magic as the spell at will. His caster level equals his class level.
Anima Shield (Ex): At 4th level, a forcemage learns how to convert some chaotic energies into a protective aura. A forcemage adds his Intelligence bonus to his AC. In addition, a forcemage gains a +1 bonus to AC at levels 8, 12, 16, and a maximum of his Int bonus + 4 at 20th level.
Anima Essence (Ex): At 10th level, a forcemage may choose to apply an anima essence to his anima blast. The effect of the anima essence depends on the type of energy damage being dealt by the anima blast. An anima essence can only be applied to the first attack made with an anima storm. Every effect has a spell level equivalent, which is used in the calculation of save DC's (spell equivalent level + forcemage's intelligence bonus) and for other purposes. They are listed with the effect descriptions that follow.
Fire (3rd): When a forcemage deals fire damage with an anima blast, the target must succed on a Reflex save or catch on fire, taking 2d6 points of fire damage per round until it takes a full-round action to extinguish the flames or the duration expires. The fire damage persists for 1 round per five class levels the forcemage has. For example, a 15th level forcemage deals 2d6 points of fire damage for 3 rounds after the initial anima blast attack. A creature burning in this way never takes more than 2d6 points of fire damage in a round.
Cold (4th): When a forcemage deals cold damage with an anima blast, the target must succeed on a Fortitude save or take a -4 penalty to Dexterity for 10 minutes. The Dexterity penalties from mutliple anima blasts do not stack.
Electricity (4th): When a forcemage deals electricity damage with an anima blast, any living target struck must succeed on a Fortitude save or be blinded for 1 round.
Sonic (4th): When a forcemage deals sonic damage with an anima blast, any creature struck must succeed on a Will save or be confused for 1 round.
Acid (3rd): When a forcemage deals acid damage with an anima blast, the target must succeed on a Will save or the blast will ignore spell resistance.
Arcane Potency (Ex): The forcemage has attuned to the raw chaotic power of energy magic. Beginning at 13th level, his critical hit multiplier improves from x2 damage to x3 damage.
Disintegrate (Sp): At 15th level, a forcemage can use disintegrate as the spell 3 times a day. His caster level equals his class level.
Some would claim that evokers dominate the battle field in terms of fire-power. Those proclaimers never bore witness to the walking cataclysm that is a forcemage. Forcemages, with meditation and the expanditure of knowledge, have learned to tap into the raw, chaotic discord of energy magic, expressing this connection with the anima blast ability. The forcemage's power can rock the battlements of even the strongest fortifications.
Adventures: A forcemage's abilities make him useful for combat and little else. So, most forcemages begin their study with the intent of venturing forth and make better use of their offensive prowess. Well equipped for the dangerous life of adventuring, forcemages ever seek to hone their skills.
Characteristics: Forcemages' power derives from arcane sources that must be learned and tamed. Therefore, they must study for one hour each morning after eight hours of undisturbed rest to reach the proper mental state. After that, forcemages are free to use their abilities as many times as they would like for the next 24 hours. Often, these powers are self-taught. Through some method touching upon an alternate states of being or mind, they will their bodies to harness energy as a weapon. Because a forcemage is drawn to combat, he is hardier than most arcane casters and is proficient with all simple weapons.
Alignment: In order to endure the terrific chaos of their evocations, forcemages must show indifference to the seeming disorder that surrounds them and their magic.
Game Rule Information
Abilities: Dexterity and Intelligence effect the power of the anima blast ability. More Dexterity means more hits and more intelligence means more damage die rolls. As always, Constitutions is just dandy.
Alignment: Any neutral. The forcemage must remain, in some way, aloof to the consequences of his devastating power.
Hit Die: d6.
Class Skills
The forcemage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Intelligence modifier) X 4.
Skill Points at Each Additional Level: 2 + Intelligence modifier.
The Forcemage
{TABLE]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Anima Storm Attack Bonus
1st|+0|+0|+0|+2|Anima Blast 1d8|-4/-4
2nd|+1|+0|+0|+3|Detect Magic|-3/-3
3rd|+2|+1|+1|+3|Anima Blast 2d8|-2/-2
4th|+3|+1|+1|+4|Anima Shield|-1/-1
5th|+3|+1|+1|+4|Anima Blast 3d8|-1/-1
6th|+4|+2|+2|+5||+0/+0
7th|+5|+2|+2|+5|Anima Blast 4d8|+1/+1
8th|+6/+1|+2|+2|+6||+2/+2
9th|+6/+1|+3|+3|+6|Anima Blast 5d8|+2/+2
10th|+7/+2|+3|+3|+7|Anima Essence|+5/+5
11th|+8/+3|+3|+3|+7|Anima Blast 6d8|+6/+6/+1
12th|+9/+4|+4|+4|+8||+7/+7/+2
13th|+9/+4|+4|+4|+8|Arcane Potency|+7/+7/+2
14th|+10/+5|+4|+4|+9|Anima Blast 7d8|+8/+8/+3
15th|+11/+6/+1|+5|+5|+9||+9/+9/+4
16th|+12/+7/+2|+5|+5|+10||+10/+10/+5
17th|+12/+7/+2|+5|+5|+10|Anima Blast 8d8|+10/+10/+5
18th|+13/+8/+3|+6|+6|+11||+11/+11/+6/+1
19th|+14/+9/+4|+6|+6|+11||+12/+12/+7/+2
20th|+15/+10/+5|+6|+6|+12|Anima Blast 9d8|+13/+13/+8/+3
[/TABLE]
Class Features
Weapon and Armor Proficiency: Forcemages are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a forcemage's arcane gestures, which can cause his anima blast to fail.
Anima Blast (Sp): A forcemage's potency derives from the anima blast. The forcemage evokes arcane energy, utilizing his soul as a power conduit to deal immense damage.
An anima blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An anima blast deals 1d8 points of damage at 1st level and increases in power as the forcemage rises in level. A forcemage also adds his Intelligence bonus (if any) to damage dealt by each anima blast. The maximum number of damage die that a forcemage can roll, however, is limited by his intelligence - 10. For example, a 7th level forcemage with an intelligence score of 13 can deal only 3d8 points of damage per blast. An anima blast is the equivalent of a spell whose level is equal to one-half the forcemage's class level (rounded down), with a minimum spell level at 1st and a maximum of 9th when a forcemage reaches 18th level or higher.
An anima blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to anima blast. An anima blast deals half damage to objects. Metamagic feats cannot improve a forcemage's anima blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (anima blast) increases the DC for all saving throws (if any) associated with a forcemage's anima blast.
When a forcemage uses an anima blast, he must choose from fire, cold, electricity, acid, or sonic energy. The blast deals the chosen type of energy damage.
Anima Storm (Ex): When unarmored, a forcemage may unleash an anima storm at the expense of accuracy. When doing so, he may perform an extra anima blast in a round at his highest attack bonus, but this attack takes a -4 penalty, as does each anima blast made that round. This penalty changes to -2 at 10th level. The resulting modified base attack bonuses are shown in the Anima Storm Attack Bonus column. A forcemage must use a full attack action to strike with an anima storm. The forcemage may switch targets and energy types of each anima blast performed during the anima storm.
When a forcemage reaches 11th level, his anima storm ability improves. In addition to the standard single extra attack he gets from the anima storm, he gets a second extra attack from the +6 attack bonus. This happens again at 18th level and whenever a new +6 attack bonus is incurred.
Detect Magic (Sp): Beginning at 2nd level, a forcemage can use detect magic as the spell at will. His caster level equals his class level.
Anima Shield (Ex): At 4th level, a forcemage learns how to convert some chaotic energies into a protective aura. A forcemage adds his Intelligence bonus to his AC. In addition, a forcemage gains a +1 bonus to AC at levels 8, 12, 16, and a maximum of his Int bonus + 4 at 20th level.
Anima Essence (Ex): At 10th level, a forcemage may choose to apply an anima essence to his anima blast. The effect of the anima essence depends on the type of energy damage being dealt by the anima blast. An anima essence can only be applied to the first attack made with an anima storm. Every effect has a spell level equivalent, which is used in the calculation of save DC's (spell equivalent level + forcemage's intelligence bonus) and for other purposes. They are listed with the effect descriptions that follow.
Fire (3rd): When a forcemage deals fire damage with an anima blast, the target must succed on a Reflex save or catch on fire, taking 2d6 points of fire damage per round until it takes a full-round action to extinguish the flames or the duration expires. The fire damage persists for 1 round per five class levels the forcemage has. For example, a 15th level forcemage deals 2d6 points of fire damage for 3 rounds after the initial anima blast attack. A creature burning in this way never takes more than 2d6 points of fire damage in a round.
Cold (4th): When a forcemage deals cold damage with an anima blast, the target must succeed on a Fortitude save or take a -4 penalty to Dexterity for 10 minutes. The Dexterity penalties from mutliple anima blasts do not stack.
Electricity (4th): When a forcemage deals electricity damage with an anima blast, any living target struck must succeed on a Fortitude save or be blinded for 1 round.
Sonic (4th): When a forcemage deals sonic damage with an anima blast, any creature struck must succeed on a Will save or be confused for 1 round.
Acid (3rd): When a forcemage deals acid damage with an anima blast, the target must succeed on a Will save or the blast will ignore spell resistance.
Arcane Potency (Ex): The forcemage has attuned to the raw chaotic power of energy magic. Beginning at 13th level, his critical hit multiplier improves from x2 damage to x3 damage.
Disintegrate (Sp): At 15th level, a forcemage can use disintegrate as the spell 3 times a day. His caster level equals his class level.