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View Full Version : D&D 3.x Class Knight of the Storm [Homebrew class] looking for reviews and pointers



TwistedLogic
2018-06-05, 04:46 PM
Hello guys. First time posting.
A couple of weeks ago, i came up with a fun little concept that i have been developing. Now that its almost finished, i am looking for feedback. So please, give me your opinions and thoughts. All of them will be read and consider.



Level
Base attack Bonus
Fort Save
Ref Save
Will Save
Special
Number of static abilities Known
Spell 1st
Spell 2nd
Spell 3rd
Spell 4th
Spell 5th


1st
+1
+2
+0
+2
Static counter (5) +1 dmg, Armored Mage (light), arcane attunment
2
1
-
-
-
-


2nd
+2
+3
+0
+3
Combat Casting
3
2
-
-
-
-


3rd
+3
+3
+1
+3
Arcane Channeling
4
3
-
-
-
-


4th
+4
+4
+1
+4
Armored Mage (medium), Change Static abilities (2)
4
4
-
-
-
-


5th
+5
+4
+1
+4
Static Counter (10) +2 dmg
5
4
1
-
-
-


6th
+6/+1
+5
+2
+5
Bonus Feat(as fighter)
5
4
2
-
-
-


7th
+7/+2
+5
+2
+5
Armored Mage (heavy Shield)
6
5
2
-
-
-


8th
+8/+3
+6
+2
+6

6
5
3
-
-
-


9th
+9/+4
+6
+3
+6
Change Static abilities(2), Static counter(15) +3dmg
7
5
4
1
-
-


10th
+10/+5
+7
+3
+7
Bonus Feat (as fighter)
7
5
4
2
-
-


11th
+11/+6/+1
+7
+3
+7

8
6
4
2
-
-


12th
+12/+7/+2
+8
+4
+8
Static Counter (20) +4dmg
8
6
5
2
-
-


13th
+13/+8/+3
+8
+4
+8
Arcane Channeling (full atack)
9
6
5
2
1
-


14th
+14/+9/+4
+9
+4
+9
Change Static Abilities (3)
9
6
5
2
2
-


15th
+15/+10/+5
+9
+5
+9

10
6
6
2
2
-


16th
+16/+11/+6/+1
+10
+5
+10
Static Counter(25) +5dmg
10
6
6
3
2
-


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

11
6
6
4
3
1


18th
+18/+13/+8/+3
+11
+6
+11
Change Static Abilities(3)
12
7
6
5
4
2


19th
+19/+14/+9/+4
+11
+6
+11

13
7
6
5
4
3


20th
+20/+15/+10/+5
+12
+6
+12
Static Counter(30) +6dmg
14
8
7
6
5
4


Class Skills (3 + Int modifier per lever, x4 at 1st level): Climb, Concentration, Craft,Decipher Script ,Diplimacy, Heal, Intimidate, Jump, Knowledge (all skills taken individually), Profession, Ride, Sense Motive, Spellcraft, Swim

Weapon and Armor Proficiency: Knights of the Storm are proficient with all martial weapons, as well as all armors and shields (except tower shields).

Spells: You cast arcane spells, which are drawn from the Knight of the Storm spell list on the end of this book. You can cast any spell you know without preparing it ahead of time. To learn or cast a spell, you must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Cha modifier unless strictly expressed otherwise.

You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 1-1. In addition, you receive bonus spells per day if you have a high Charisma score (see Table 1-1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook).

Spells Known: You begin play knowing all 1st-level spells, chosen from the Knight of the Storm spell list. Each time you gain a new class level, you learn all additional spell of any level you can cast, chosen from the Knight of the Storm spell list.
You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Arcane Attunement (SP): You can use the following spells like spell-like abilities: Dancing Lights detect magic, flare, ghost sound and read magic a combined total of times per day equal to 3 + cha modifier. These powers do not count against your total of spells known or spells per day.

Armored Mage: Normally, armor of any type interferes with an arcane spell caster’s gestures, which can cause spells to fail if those spells have a somatic component. A Knight of the Storm limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spell casting class.

At 4th level, you learn to use medium armor with no chance of arcane spell failure.

At 7th level, you learn to use a heavy shield with no chance of arcane spell failure.

Static Counter: Knights of the Storm suffer a great deal of pain in the “initiation”. It is known that every knight is able to control electricity at will but its secret rite it’s what gives them the ability to do so. When a knight joins the order, he must climb the highest tower in Primeth to show his own strength and determination. Once he is in the summit of the mountain, five knights of the storm will cause lightning to strike him again and again until his mana infuses with electricity. Many do not survive this process but those who do, rise as proper knights of the storm.
Thanks to this rite, every attack made by a Knight of the storm carries a +1 point of electric damage (assuming the weapon is metallic) that increases with your Knight of the Storm level show in Table above. Also, every time you hit an opponent there is a chance to gain this bonus as a number of static points. Whenever you roll an even number on a successful attack roll, you gain 1(or more depending on your damage bonus) point, otherwise, you gain nothing. Static points are a passive accumulation of static energy that can be used to fuel different abilities that the Knight of the Storm will be able to use. These abilities are consider spell-like abilities for the sake of attacks of opportunity, anti-magic fields and spell resistance. You start the game only able to have a maximum of 5 static points at level 1. Check the table above to see the progression of the maximum cap.

The Knight of the Storm learn new tricks every certain number of levels. Check the progression shown in the table 1-1. Keep in mind that you can only choose those under your static level description (show in table 1-2)



Character Level
Maximun Static ability level


1st-4th
1st


5th-8th
2nd


9th-12th
3rd


13th-16th
4th


16th or more
5th



The abilities you can choose can be found in the following list:



Static Ability
Description
Cost
Static Level


Static Guide (S)
As a swift action, spend up to 1 static point per level and gain +1 bonus per point spent (to a maximum of +10) on your next attack
1
1st


Static shield, lesser (V)
As a swift action, Only once per encounter, you may spend 5 points of static points and gain a 5 point static shield that needs to be depleted before you take health damage again. Only physical attacks may reduce the shield. Spells, supernatural abilities, spell like abilities still affect your health directly.
5
1st


Static Speed (V)
As a free action, you may spend 1 static point (to a maximum of 5) and gain 5ft. Of movement for each point spent this way until the end of your turn.
1
1st


Static Magic, lesser (S)(V)
As a movement action, you may spend 5 points of static and enchant your weapon with a +1 bonus for 1 minute. If the weapon is already +1 or higher, the effect do not stack
5
1st


Static Dodge (V)
As a movement action, you may spend 2 static points and to gain +1 AC to one creature for 1 minute. You may use this ability as many times as you can but never in the same creature again in that encounter.
2
1st


Static Boost (V)
As a Swift Action, you may spend 1 static point per level (maximum 10) and gain +1 bonus in one skill that you choose for 1 minute.
1
1st


Static Recover (S)(V)
As a free action, you may spend 5 static points to recover a 1rst level spell use. You can also pay more to regain spells of higher level (10 for a 2nd level spell, 15 for a 3rd level spell, and so on)
5 or more
2nd


Static climb (V)
As a swift action, you may spend 5 static points and gain the effect of the spell "spider climb" for 1 minute.
5
2nd


Static Push (S)
As a standard action that does not generates an attack of opportunity, you may spend 5 points of static points to push an enemy 10 ft. Away from you. He must do a reflex saving throw (5 + cha mod + static points spent) or fall prone
5
2nd


Static Cast (S)(V)
As a free action, you may spend 10 static points to gain the ability "sudden quicken spell" ignoring the “once per day” part of the feat, (Complete arcane, pg. 83) for a 1st level spell. You may spent 5 or more static points for spells of higher level.(15 - 2nd, 15 - 3rd, 20 - 4th. 20 - 5th, 25 - 5th)
10 or more
2nd


Static Vision (S)
As a swift action, you may spend 5 static points and gain the effect of "Dark Vision (30 ft.)" for 1 hour.
5
2nd


Static Shield (V)
As a swift action, Only once per encounter, you may spend 10 points of static points and gain a 15 point static shield that needs to be depleted before you take health damage again. Only physical attacks may reduce the shield. Spells, supernatural abilities, spell like abilities still affect your health directly. This ability does not stack with static shield lesser.
15
3rd


Static Shock (S)
As a swift action, you may spend 5 static points to add 1d6 points of electric damage to your next attack.
5 or more
3rd


Static Magnetism (V)
As a swift action, you may spend 10 static points to be able to fly. This ability functions like fly (see page 232 of the Player's Handbook), except as only for 1 round
10
3rd


Static Phase (S)
You become invisible for 1 round, This spell functions like invisibility (see page 245 of the Player's Handbook)
15
3rd


Static Magic (S)(V)
As a movement action, you may spend 10 static points and enchant your weapon with "shocking"(+1d6 electric damage) bonus for 1 minute. If the weapon is already enchanted with this effect, the effect do not stack
10
3rd


Static Vision, Greater (S)
As a swift action, you may spend 10 static points and gain the effect of "Dark Vision (60 ft.)" for 4 hour.
10
3rd


Static Charge (S)(V)
As a swift action, you may spend 10 static points to gain 1d6 points of extra electricity damage in the next charge you make. You may pay 10 static points more to gain additional damage.
10 or more
4rd


Static Haste (V)
As a free action, you may spend 20 static points to gain the benefit of the spell “haste” for 4 rounds.
20
4rd


Static Leach (S)(V)
As a standard action that does not generate an attack of opportunity, you may spent 25 static points to deal 4d6 points of electric damage and gain them as temporary hit points for 1 minute. (You must succeed in a touch attack to do this ability).
20
4rd


Static Sun (S)
As a standard action, you may pay 20 static points to create a little "sun" (5ft. diameter) that generates sunlight in a 60 ft. Radius. You may choose where to create this "sun" between a range of 10ft. from you. If any creature touches the "sun", they will receive 3d6 points of electricity damage. (If a creature enters, falls, moves to or by, intends to grab, intents to attack with natural or metallic weapons, it will count as touching for the effect of this ability).
20
4rd


Static Magic, Greater (S)(V)
As a movement action, you may spend 20 points of static and enchant your weapon with "shocking burst"(+1d10 electric damage when you critical strike. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of electricity damage instead, and if the multiplier is ×4, add an extra 3d10 points.) Bonus for 1 minute. If the weapon is already enchanted with this effect, the effect do not stack
20
4rth


Static Magic, Greater (S)(V)
As a movement action, you may spend 20 points of static and enchant your weapon with "shocking burst"(+1d10 electric damage when you critical strike. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of electricity damage instead, and if the multiplier is ×4, add an extra 3d10 points.) Bonus for 1 minute. If the weapon is already enchanted with this effect, the effect do not stack
20
4rth


Static Magnetism, Greater (V)
As a swift action, you may spend 20 static points to be able to fly. This ability functions like fly (see page 232 of the Player's Handbook), except only for 1 minute
20
5th


Static shield, Greater (V)
As a swift action, Only once per encounter, you may spend 30 points of static points and gain a 50 point static shield that needs to be depleted before you take health damage again. Supernatural abilities still affect your health directly. This ability does not stack with static shield lesser or Static Shield.
30
5th


Static Globe (S)(V)
As a standard action, you may pay 30 static points to gain the effect of "Glove of Invulnerability, Lesser" for 1 round for level.
30
5th


Static Retribution (S)
As an immediate action and when you are damaged, you may pay 30 static points to deal 10d6 points of electricity damage back to the enemy. (The creature is entitled to a Reflex save to receive half the damage).
30
5th



It is worth noticing that in these abilities there is a “(S)” or “(V)”. This means Somatic and Verbal, respectively. This notes which of these need some form of movement to active or some incantation or sometimes both.

Arcane Channeling: Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon 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.


Spell List

Knight of the Storm Spells
1st-Level Knight of the Storm Spells
Blade of Sparks: Weapon deals +1d6 of electric damage or +1d6 and possibly stun per 5 points of damage.
Discharge: Burst of 5ft. around caster dealing 1d6 of electric damage per caster level (max 5d6)
Knight of the Storm’s electric arrow: Create an arrow that you throw to an enemy dealing 1d6 points of electric damage.
Electric Cloak: Create a cloak that gives you +1 AC per 2 levels and also deals back damage.
Shocking Grasp: Touch attack to deal 1d6 of electric damage per caster level.

2nd-Level Knight of the Storm Spells
Overcharge: You gain +2 Strength and Dexterity bonuses.
Static bolt: Range touch attack to deal 2d8 points of electric damage.
Seeking Ray: Ray attack that deals 4d6 points of electric damage and gives bonuses to other rays.
Lightning Sparks: One or more rays that deal 4d6 points of electric damage.
Teaser Touch: A paralyzing touch attack.
Thundering Stomp: Stomp the ground and deal damage to enemies.

3rd-Level Knight of the Storm Spells
Lightning Bolt: A line of electricity that deals 1d6 points of electricity damage (max 10d6).
Halt: Stop an enemy as he moves.
Energy Vulnerability: Make enemies receive more damage from electricity.

4th-Level Knight of the Storm Spells
Warp: Teleport in form of a lightning ray to a location dealing electric damage to enemies.
Ally Switch: Switch places between two creatures, dealing electric damage to one enemy.
Shout: Deal damage and deaf enemies.

5th-Level Knight of the Storm Spells
Chain Lightning: Attack one creature with an electric ray that arc to more enemies.
Gael’s ray: Deal massive electric damage to one enemy.
Griebalt’s Chain: Create a chain that helps an ally.


New Spells
1st level:

Blade of Sparks
Evocation
Level: Knight of the Storm 1
Components: V, S
Casting Time: 1 swift action
Range: Touch
Target: Weapon Touched
Duration: 1 round/level or until discharged
Saving Throw: See below
Spell Resistance: See below

“We all still remember that night. It was so dark, so long. The night where we first heard the blades cry.”
The next time you strike an opponent with the weapon infused with the spell, you will deal an extra 1d6 points of electricity damage.
You can voluntarily take 5 points of damage to empower the weapon even more. By doing this, you will deal 1d6 points of electricity damage and, also, have a chance to stun the enemy for one round. The opponent its entitled to a Fortitude Saving Throw equal to 5 + your charisma modifier + 2xNumber of times the spell was empower.
You can empower the weapon to a maximum of 5 times (losing 25 points of health, dealing in total 6d6 points of electricity damage and the saving throw would be 5 +cha mod + 10)


Discharge
Evocation
Level: Knight of the Storm 1
Components: V, S
Casting Time: 1 standard action
Range: 5 ft.
Area: Spread around the caster
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

“Do you see it? The marks on the ground aren’t normal. It’s not a blade or an arrow marking the ground. It’s the remains of our enemies, now just ash and pain.”
Every creature in a 5 ft. radius takes 1d6 points of electric damage per caster level (Max 5d6).

This spell gives the Knight of the Storm 1 static point.


Knight of the Storm’s electric arrow
Conjuration
Level: Knight of the Storm 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10ft. / level)
Area: One creature
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes

“You invoke out of thin air the ancient form of attack of your proud order, the signature move that every knight knows.”
This spell convokes an electric arrow that you throw to the adversary. To hit an opponent, you need to do a range touch attack. If you hit, the creature rolls a reflex saving throw. If the he fails the save, he will receive 1d6 points of electric damage per caster level (maximum 3d6). Otherwise, he receives 1d6 points of electric damage.

This spell gives the Knight of the Storm 1 static point if the creature does not pass the saving throw.


Electric Cloak
Abjuration
Level: Knight of the Storm 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: Creature touched
Duration: 10 min. / level
Saving Throw: See text
Spell Resistance: None

“Protect yourself boy! There is no Knight Commander to defend you now. It’s only you and your blade against the dead.”
This spell grants the creature protection from attacks. You get +1 AC per 2 caster levels (To a maximum of 5).
Any creature that tries to attack the caster (or ally, whoever has the spell active), needs to pass a reflex saving throw or receive 1d6 points of electric damage.

If you cast this spell on yourself, you gain 1 static point.


2nd Level:

Overcharge
Transmutation
Level: Knight of the Storm 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: Creature touched
Duration: 1 min. / level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

“You concentrate your mana in your body and electrify it to overcharge your muscles.”
The creature touched gains +2 en Strength and Dexterity for 1 minute per caster level. You may pay 10 points of health and add +1 to the bonus strength and dexterity. You may enhance this ability to a maximum of +6.

The Knight of the Storm gains 1 static point for each time you enhance this spell.

Static bolt
Evocation
Level: Knight of the Storm 2
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft. /level)
Effect: 1 ray
Duration: 1 round + 1 round per 3 levels
saving Throw: none
Spell Resistance: None

“you charge you mana and combined it with your static charge and shoot a ray of pure static electricity”.
You must succeed on a range touch attack to hit your target.
The ray deals 2d8 points of damage.
For every 3 caster levels (to a maximum of 18th), unless the creature takes a full round action to discharge itself (dealing an additional 1d6 points of electric damage in the process), the creature must pass a reflex saving throw the following rounds or be stunned for 1 round. The save for the save is equal to 5 + your charisma modifier + 2xStatic points used.
For every static point used in this spell, the creature will receive an additional point of electric damage only when the ray hits the target (to a maximum of +5, investing 5 points).

The Knight of the storm gains 1 static point for every time the creature is stunned by the effect of this spell.


Thundering Stomp
Evocation
Level: Knight of the Storm 2
Components: V, S
Casting Time: 1 standard action
Range: 15 ft.
Area: Spread around the caster
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: None

“You stomp the ground with force and power, sending a wave of energy through it”.
This spell affect enemies depending on how close are they to you.

5ft. away, enemies make a reflex save equal to 5 + cha mod + 2xStatic points invested. If they fail, they receive 3d6 + static points invested as electric damage and fall prone on the ground. If they pass, they only receive half damage.

10ft. away, Enemies make a reflex save equal to 5 + cha mod + 2xStatic points invested. If they fail, they receive 1d6 + static points invested as electric damage. If they pass, they only receive half damage.

15ft. away, Enemies make a reflex save equal to 5 + cha mod + 2xStatic points invested. If they fail, they receive the static points invested as electric damage. If they pass, they receive no damage.
The Knight of the Storm gains 1 static point for each enemy that falls prone for the effect of this spell.


Teaser Touch
Evocation
Level: Knight of the Storm 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: Living Creature touched
Duration: 1d6+2 rounds
Saving Throw: Fortitude negates
Spell Resistance: yes

“You touch your enemy shocking his nervous system leaving him unable to move as electricity provoke spasms”.
You must succeed a touch attack.
The creature must do a Fortitude saving throw (normal save 10 + cha mod + Spell level). If the creature fails the save he is paralyzed for 1d6+2 rounds. Otherwise, the creature is unaffected.
The Knight of the storm gains 1 static point if the creature is paralyzed by the effect of this spell.


4rd Level


Warp
Conjuration
Level: Knight of the Storm 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. /level)
Area: 5 ft. radius around the point where the caster appears
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: None

“You channel your mana and become lightning bolt as you teleport to the place where you want to go”.
You select the square that you want to appear on and you become an electric ray that travels through the air until you arrive to your desired place. You appear in a flashy manner, enemies adjacent to you, need to make a reflex saving throw of receive 3d6 points of electric damage.
The square needs to be free and in sight reach.
For every enemy that fails the save, the Knight of the Storm gains 1 static point.


Ally Switch
Conjuration
Level: Knight of the Storm 4
Components: V, S
Casting Time: 1 standard action
Range: Close (30 ft. + 5 ft. /2level)
Area: The caster and 1 willing creature
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: None

“You and an ally become energy and change places”.
You select one creature (who is entitled to a will saving throw or negate de effect) and both swap places.
When the caster appears, select one creature (if any). That creature must roll a reflex saving throw for half damage or receive 6d6 points of electric damage.
The Knight of the Storm receives 1 static point if the creature receives full damage.


5th Level


Gael’s Ray
Evocation
Level: Knight of the Storm 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A blue-white ray of pure electric energy springs from your hand.
You must succeed on a range touch attack with the ray to deal damage to a target.
The ray deals 1d6 points of electric damage per caster level (maximum 25d6).
You may spend 10 static points to divide the ray in 2 attacks (rolling attack and damage separately) but also dividing the number of d6s within the two rays (If a single ray would do 10d6, 2 rays of 5d6 each). You may pay 10 more to add another ray but also dividing furthermore the d6s.
The knight of the storm gains 1 static point for every enemy hit by this spell. If the creature is killed by the effect of one of these rays, you instead gain 2 static points.


Griebalt’s Chain
Evocation
Level: Knight of the Storm 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels)
Effect: 1 willing creature
Duration: 1 + caster’s charisma modifier
Saving Throw: will negates (harmless)
Spell Resistance: Yes

“Griebalt, here I lay, a soul who did not deserve to be saved. Praying your sacrifice wasn’t in vain. May your lightning never fades”.
You create a pure green energy chain that connects to a creature’s soul. Both are connected until one of them outreaches the range of the spell.
When the caster uses a static ability, it also affects the creature connected.
You may sacrifice any number of health points and give them to the linked creature. The ability to give hit points it’s an immediate action. (Keep in mind that you need to do this ability before knowing how much damage some ability, spell or attack would do).




Thank you for reading :)

aimlessPolymath
2018-06-06, 12:03 AM
A quick review while my game loads.

Structurally, seems as though you've stripped out some abilities from the duskblade and loaded in some other ones.

Lessee...
Static Counter: So you have the ability to "charge up" power? Looking at the table, it looks like it always takes exactly 5 triggers to refill your pool.
However, I'm not sure exactly when it triggers. What if I'm using a longsword (1d8), or am a goliath wielding a Large greatsword(3d6)? When does doubles trigger?

I'm not sold on the idea of having two casting-type mechanics in one class, especially since they overlap so closely in theme; many Static Abilities could equally well be spells and vice versa, with one unifying casting mechanic.

Practically all the 5th level Static Abilities cost more than you can store until level 20.

Spells:
-Blade of Sparks is a terrible health-to-damage ratio. I spend 5 hp to deal an average of 3.5 extra damage?
-Discharge is Shocking Grasp, but AoE. Fireburst, the equivalent actual spell, is 2nd level, and deals damage in d8's.
-Overcharge is odd, and something to keep an eye on. At higher levels, healing becomes much easier to get.
-There are three different 2nd level spells that are rays that deal damage. Pretty redundant.
-4th level has two different mobility spells- pretty redundant.
-Griebalt's Chain: Despite the example of the Barbarian, practically no abilities have a stat involved in duration calculations.

Maat Mons
2018-06-06, 01:44 AM
If you want to add to the spell list, here are some ideas.

0: electric jolt
1: entropic shield, feather fall, lesser orb of electricity, thunderhead
2: binding winds, deafening clang, electric loop, electric vengeance, gust of wind, heart of air, lightning blade, sonic weapon, wind wall
3: call lightning, capricious zephyr, downdraft, great thunderclap, lightning bolt, scintillating sphere, updraft, wind wall
4: air walk, arc of lighting, eye of the hurricane, orb of electricity
5: ball lightning, cyclonic blast, control winds, greater electric vengeance, lightning leap, resounding thunder, sonic shield, storm touch

Edit:
Upon further reflection, spells that are compatible with Arcane Channeling should be a priority. If I understand correctly, only spells with a range of "touch" work, and beneficial spells aren't really things you'd want to use with it.

So I'm seeing... overcharge, shocking grasp, and taser touch on the class list. If you take my suggestions, that still only adds storm touch. I just did a fair bit of looking, and didn't come up with any other storm-themed touch spells. This could be a problem.

TwistedLogic
2018-06-06, 10:22 AM
Thank you for reading and giving your insight aimlessPolymath.



However, I'm not sure exactly when it triggers. What if I'm using a longsword (1d8), or am a goliath wielding a Large greatsword(3d6)? When does doubles trigger?


The trigger never doubles, i imagined it like a passive melee ability that, litte by little, gives you the fuel for the static abilities.
Edit
Forgot to add: You trigger the ability to gain 1 static point(keep in mind that this amount increases with your levels) each time you roll a pair number on the dice(on the attack roll).



I'm not sold on the idea of having two casting-type mechanics in one class, especially since they overlap so closely in theme; many Static Abilities could equally well be spells and vice versa, with one unifying casting mechanic.

Practically all the 5th level Static Abilities cost more than you can store until level 20.


Yeah... Maybe going full with static abilities would be wiser(also removing the arcane chaneling abilities).
I will try to work out the higher costs of the 5th level abilities. Thank you for that, i didn't noticed.



Spells:
-Blade of Sparks is a terrible health-to-damage ratio. I spend 5 hp to deal an average of 3.5 extra damage?
-Discharge is Shocking Grasp, but AoE. Fireburst, the equivalent actual spell, is 2nd level, and deals damage in d8's.
-Overcharge is odd, and something to keep an eye on. At higher levels, healing becomes much easier to get.
-There are three different 2nd level spells that are rays that deal damage. Pretty redundant.
-4th level has two different mobility spells- pretty redundant.
-Griebalt's Chain: Despite the example of the Barbarian, practically no abilities have a stat involved in duration calculations.

In the case of Blade of Sparks, ill try to lower the hp invested. The main idea of the high cost was to not let a first level spell to be really strong but i guess i over nerfed it.
The other spells, indeed they are. ill try to rework them somehow.

Thank you again for your time and your feedback.

TwistedLogic
2018-06-06, 10:29 AM
Thank you for reading Maat Mons.



If you want to add to the spell list, here are some ideas.

0: electric jolt
1: entropic shield, feather fall, lesser orb of electricity, thunderhead
2: binding winds, deafening clang, electric loop, electric vengeance, gust of wind, heart of air, lightning blade, sonic weapon, wind wall
3: call lightning, capricious zephyr, downdraft, great thunderclap, lightning bolt, scintillating sphere, updraft, wind wall
4: air walk, arc of lighting, eye of the hurricane, orb of electricity
5: ball lightning, cyclonic blast, control winds, greater electric vengeance, lightning leap, resounding thunder, sonic shield, storm touch


Nice spells. I did think to add them(some of them) but i was never too sure. Do you think the spell list is really that limited? I'll take a look to the spells you mention.




Edit:
Upon further reflection, spells that are compatible with Arcane Channeling should be a priority. If I understand correctly, only spells with a range of "touch" work, and beneficial spells aren't really things you'd want to use with it.

So I'm seeing... overcharge, shocking grasp, and taser touch on the class list. If you take my suggestions, that still only adds storm touch. I just did a fair bit of looking, and didn't come up with any other storm-themed touch spells. This could be a problem.

You are correct, only touch spells can be channeled. Yeah, i tried to give more focus to the static abilities. I'll try to see if i can add more spells or add them as a Static Ability.

Thank you for reading and giving your feedback!

aimlessPolymath
2018-06-06, 12:08 PM
Alright, I think I misread the static counter feature. I think the wording you want is "Whenever you roll an even number on a successful attack roll".

TwistedLogic
2018-06-06, 12:12 PM
I think the wording you want is "Whenever you roll an even number on a successful attack roll".

Sorry about that. English is not my first language. i will modify that part.

Maat Mons
2018-06-06, 08:13 PM
On closer reading, I see you're going with beguiler-style casting. That alters some of my previous advice on the spell list. Also, I'm not sure how I feel about that casting mechanic on a class like this.

It amuses me that the number of "static" points you have keeps changing.

The mechanics of Static Counter seem to reward two-weapon fighting. That line of feats approximately doubles the rate at which you fill up your static points. On a side note, why do you (for example) give a 50% chance of gaining 6 static points instead of a 100% chance of gaining 3?

I feel like the Arcane Channeling ability, until you hit 13th level, conflicts with all the static-based abilities. Recharging those abilities fast requires making multiple attacks per round. Conversely, using Arcane Channeling requires limiting yourself to one attack per round.

Can you just wail on random trees outside of combat to fill up your static points? Is there any reason everyone wouldn't always start every encounter with a full pool? Is there any reason players wouldn't repeatedly use Static Recover outside of combat to get back all their expended spell slots?

Static Counter gives you bonus electricity damage, and it (potentially) gives you static points equal to that damage. So, if the enemy doesn't take the electricity damage, due to, say, resist energy, does that mean you don't get any static points?

This class seems very reliant on being able to deal electricity damage. But it doesn't seem to have any means of dealing with energy resistances or immunities. Maybe you should give a class feature based on Searing Spell and Piercing Cold.

I'm not clear on why the static shield abilities don't just give temporary hit points.

TwistedLogic
2018-06-07, 12:03 AM
On closer reading, I see you're going with beguiler-style casting. That alters some of my previous advice on the spell list. Also, I'm not sure how I feel about that casting mechanic on a class like this.

It amuses me that the number of "static" points you have keeps changing.

The mechanics of Static Counter seem to reward two-weapon fighting. That line of feats approximately doubles the rate at which you fill up your static points. On a side note, why do you (for example) give a 50% chance of gaining 6 static points instead of a 100% chance of gaining 3?


Is a personal preference. Having a chance to win something makes actually doing it feel better, right? Also, i tried to use it like a nerfing mechanism. Maybe am i being to harsh? What do you think?



I feel like the Arcane Channeling ability, until you hit 13th level, conflicts with all the static-based abilities. Recharging those abilities fast requires making multiple attacks per round. Conversely, using Arcane Channeling requires limiting yourself to one attack per round.


Arcane channeling was added to make some combos. Like shockig grasp with "Static Guide" to ensure the hit or with some other static ability. Of course, that also means no recharging in that round. Like taking a calculated risk(exchanging effiency for damage).
I am currently thinking of removing the spells or add them as more static abilites. Do you think it would be wise to do it?



Can you just wail on random trees outside of combat to fill up your static points? Is there any reason everyone wouldn't always start every encounter with a full pool? Is there any reason players wouldn't repeatedly use Static Recover outside of combat to get back all their expended spell slots?


I did not wrote it up on the post. My bad. I was still thinking on how to balance that mechanic. I think that the correct way to make it work is by making them dissapear after an encounter and only allow the character to gain them during one. To be able to maintain "some" static points, i was going to use a Homebrewed feat. Still trying to balance that out. If you have any idea, please share it with me :)



Static Counter gives you bonus electricity damage, and it (potentially) gives you static points equal to that damage. So, if the enemy doesn't take the electricity damage, due to, say, resist energy, does that mean you don't get any static points?
This class seems very reliant on being able to deal electricity damage. But it doesn't seem to have any means of dealing with energy resistances or immunities. Maybe you should give a class feature based on Searing Spell and Piercing Cold.


That is exactly the main weakness of the class, Spell resistence and electricity inmunity. Ill say that gaining Static Points or the ability to earn them its a supernatural ability, so the character should be able to still get them while fighting but the static abilities would need to pass a spell resistance check if used on the monster or enemy. In the case of electric inmunity, he would just depend on his melee attacks. Do you find it balanced? Maybe a feat or instead of the "bonus feat(as fighter)", add the class feature you say.



I'm not clear on why the static shield abilities don't just give temporary hit points.

I could create a static ability that does that. Do you find it necesary in a melee/caster?

Thank you for taking the time to give me your feedback.