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View Full Version : D&D 3.x Class The Energist (Class in 30 minutes, PEACH)



Jormengand
2016-02-16, 08:18 AM
Another class made in just 30 minutes: behold, the energist!

LevelBABFortRefWillSpecial1st+0+0+2+2Energy Manipulation2nd+1+0+3+3Energy Shape3rd+1+1+3+34th+2+1+4+4Energy Shape5th+2+1+4+46th+3+2+5+5Energy Shape7th+3+2+5+58th+4+2+6+6Energy Shape9th+4+3+6+610th+5+3+7+7Energy Shape11th+5+3+7+712th+6/+1+4+8+8Energy Shape13th+6/+1+4+8+814th+7/+2+4+9+9Energy Shape15th+7/+2+5+9+916th+8/+3+5+10+10Energy Shape17th+8/+3+5+10+1018th+9/+4+6+11+11Energy Shape19th+9/+4+6+11+1120th+10/+5+6+12+12Energy Shape

Alignment: Any
Hit Die: 1d8

Class Skills:
Energists take many different professions in life. Their class skills always include Knowledge (all skills, taken individually) (Int), profession (Wis) and Spellcraft (Int), but they can choose any 4 other skills as class skills.
Skill Points at 1st Level: (4 + Int modifier) 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armour Proficiency
Energists are proficient in the unarmed strike, but no other weapons or shields, but are proficient in all types of armour. Energists need both hands free to use their abilities.

Energy Manipulation (Su)
Energists with both hands free can use blasts of energy at will. A blast of energy can affect a single target within medium range (100 ft + 10 ft/level). The energist learns to use one type of energy per level. See the list of energy types to see the actual effect of hitting something with a blast of energy.

Energists with a number of hands other than two must still have each hand or similar appendage free.

The save against an energy effect is 10+1/2 the energist's level+the energist's charisma modifier.

Energy Shape
At second level, and every second level thereafter, the energist learns an energy shape to apply to blasts of energy. This means that they may be able to affect different targets from normal. The energist can apply one energy shape per blast used.

List of Energy Types:

Acrid Trail: Target takes 1d6/level acid damage.
Cold Shot: Target takes 1d6/level cold damage.
Destructive Energy: Target takes 1d6/level negative energy damage. Creatures can only be healed once per day each in this way.
Dispulsion: You take a dispel check to dispel each spell on the target, using your own level as your caster level.
Fire Bolt: Target takes 1d6/level fire damage and catches on fire.
Illumination: Target radiates bright light 10 feet/level and shadowy illumination the same distance beyond that. Will negates.
Knockdown Blast: Target takes fortitude save or is dragged back up to 5 feet/level and falls prone.
Lightning Blast: Target takes 1d6/level electricity damage.
Light Shift: You knock the image of a creature out of their body, meaning that they appear 5 feet/level away from their real location. This lasts 1 minute/level. Will negates.
Memory Blast: You change a round of target's memories per level. This is a mind-affecting ability. Will negates.
Mobilising Strike: Target moves level squared times ten feet to location of your choice. Will negates, and the target knows where your sending it before deciding whether to save. You can't get rid of sections of buildings in this way.
Pure Tide: Target takes 1d6/2 levels damage.
Rebuilding Wave: Target object or construct regains 1d6/level hit points. Creatures (not objects) can only be repaired once per day each in this way.
Resilient Shell: Target gets DR/- and resistance to everything equal to your level.
Sonic Boom: Target takes (1d6-1)/level sonic damage ignoring hardness.
Time Ray: Target disappears for 1 round/level and then reappears in its original location, in its original state. Will negates. You can't get rid of sections of buildings in this way.
Transmuting Shot: You transmute part of an object into some other kind of material. A creature takes 1 point of damage per level and must take a will save or be nauseated (Creatures who can't be nauseated are disabled instead) for one round. An object is either weakened or strengthened. You can give an object the properties of a special material (not a material such as paper, only a material listed as a special material). If you try to use this on an attended or magical object, it can take a will save to stop you. The effect lasts one minute/level.
Tether: You grab onto the target. If it's a large object (like a building), you pull yourself up onto it. If it's a small object, you grab it into your hands using your charisma as your strength and your level as your base attack bonus for the disarm attempt (the energy is two-handed). If it's a creature, you grapple it, similarly using your charisma and level. You can't put an energy shape on tether, except twin shot to make two disarms, two grapples, or one of each, or long ray to make a disarm or grapple.
True Death: Target takes 1d6/3 levels true damage. True damage cannot be prevented, mitigated or resisted.
Vital Energy: Target takes 1d6/level positive energy damage. Creatures can only be healed once per day each in this way.

List of Energy Shapes:

Chain of Power: The range is short (25 feet + 5 feet/2 levels) but afterwards you can resolve it again, treating your level as halved, against a creature within short range of the target. You can keep resolving it again and halving your level each time until your level becomes zero, but you can't target a creature more than once in this way.
Cone: The area is a 5 ft/level cone.
Burst of Power: The area is a 20 ft radius sphere but the range is short.
Ego Strike: The area is a 5 ft/level burst centred on you. You can choose not to be affected.
Empty Ray: You can use the ability with one fewer hand, but you treat your level as 1 lower.
Line of Energy: The area is a 10 ft/level line.
Long Ray: The range is long (400 feet + 40 feet/level) but your level is halved for the effect.
Power Blast: The range is just 5 feet/2 levels, but your level is doubled for the effect.
Sky Hammer: The area is a 10 ft radius cylinder, 40 ft high but the range is short.
Twin Shot: The range is short (25 feet + 5 feet/2 levels) but you can fire twice.
Weaponise: You craft a weapon that has this effect, but that breaks when used. You can only weaponise one energy manipulation at once, and the weapon degrades after 24 hours.

noob
2016-02-16, 10:28 AM
Some kind of warlock?

Jormengand
2016-02-16, 10:33 AM
Some kind of warlock?

I guess a little? Though some actual critique other than "It's a bit like a warlock" would be kinda cool.

noob
2016-02-16, 10:43 AM
I quite like Memory Blast.
Once you have enough charisma you can solve battles.
It is not mind effecting nor mind affecting in fact it seems to be type-less memory change.
I might also imagine using that to teach to someone X times faster.(one month and it is like one year of studying)
Plus with Ego Strike you can teach to all a class with your ego(and that seems great sounding too)
Clearly this class is the best for teaching.

Jormengand
2016-02-16, 10:49 AM
I quite like Memory Blast.
Once you have enough charisma you can solve battles.
It is not mind effecting nor mind affecting in fact it seems to be type-less memory change.
I might also imagine using that to teach to someone X times faster.(one month and it is like one year of studying)
Plus with Ego Strike you can teach to all a class with your ego(and that seems great sounding too)
Clearly this class is the best for teaching.

I've made it mind affecting, though I have no real problem with energists teaching people multiple times as fast. :smalltongue:

ImperatorV
2016-02-16, 12:19 PM
I like how many different types of energy there are. When I saw "One energy type per level" I didn't think you'd be able to pull off enough unique energy types. You did. I do feel like this class needs more class features though.

The name "energist" suggests a controller of energy - not just a blaster. Maybe add a third class feature, energy talents or some such, which don't fire a shot but still use energy - launching yourself through the air (flight speed), throwing up a shield of energy as an immediate action, seizing control of active energy effects, taking damage too boost your effective level for a round - although perhaps those could all be made into energy shapes if you were careful about it.

Other energy shape ideas: Fog, Wall, range=line of sight.

What else? Oh right, ways to use actions other then standard would be nice.

MoleMage
2016-02-16, 01:19 PM
Energy manipulation is missing some details.

When is the target eligible for a saving throw and how much damage is prevented with a successful save?
What type of saving throw is made? Does it change with energy shape? Energy type? Some types already specify, but none of the damaging types.

Also your weapon proficiencies say that the Energist is not proficient in unarmed strike, but is not proficient in any other weapons or shields. Should that be is proficient in unarmed strikes?

If they can deal 1d6/level damage of a type of their choice each round, they're strictly better than the warlock's 1d6 every other level but no type after they learn two or three energy types (warlock is ahead until Energist can get adequate type coverage). With proper picks, they can grab something like Fire, Negative Energy, Positive Energy, Acid right away. Very few things are immune to all four. However, Saving throw attacks (esp. save negates) are usually less preferable to ranged touch, so the warlock might come out ahead depending on your answers to my questions above.

noob
2016-02-16, 01:29 PM
In addition you can follow all the courses of all the years with many Energist casting their area of effect Memory Blast on the students
Forget those ridiculous concepts of having multiple courses now finish your wizard studies or your energist studies in eight hours of being blasted by a lot of energists.
This must be the fastest spreading class.
There is no starting age because at one year old you do all your studies in eight hours.

Jormengand
2016-02-16, 05:05 PM
Energy manipulation is missing some details.

When is the target eligible for a saving throw

When the energy tells you you are.


and how much damage is prevented with a successful save?
None, for a reason of which your are already aware


What type of saving throw is made?

The one it tells you to.


Does it change with energy shape? Energy type? Some types already specify, but none of the damaging types.

That's deliberate.


Also your weapon proficiencies say that the Energist is not proficient in unarmed strike, but is not proficient in any other weapons or shields. Should that be is proficient in unarmed strikes?

Yeah, it should be.


If they can deal 1d6/level damage of a type of their choice each round, they're strictly better than the warlock's 1d6 every other level but no type after they learn two or three energy types (warlock is ahead until Energist can get adequate type coverage). With proper picks, they can grab something like Fire, Negative Energy, Positive Energy, Acid right away. Very few things are immune to all four. However, Saving throw attacks (esp. save negates) are usually less preferable to ranged touch, so the warlock might come out ahead depending on your answers to my questions above.

At just throwing damage? Yeah, they are. But warlocks get a ton of other stuff they can do and energists just a little, so I don't see that as an issue.


There is no starting age because at one year old you do all your studies in eight hours.

If you're happy overriding all your other memories to do this, yeah.

nikkoli
2016-02-16, 05:56 PM
The proficiency bit, is it proficient as if they had improved unarmed strike or proficient in the way everyone knows how to punch?

Jormengand
2016-02-16, 06:03 PM
The proficiency bit, is it proficient as if they had improved unarmed strike or proficient in the way everyone knows how to punch?

It's just SWP UAS. They don't get IUAS.