Yo there people of the playground.
As a friend of a weird guy named Morph Bark, who is always on this forum, I felt that I should give a shot at making a base class, expecially considering that i've been playing d&d for quite a long time now. But anyway, here is my first class. Alot of trouble and brainstorming went into this one, but still...be gently, deer peeps of thy Playos Groundos of Gigantos.
The Gaoler of Frostflame is a master of both fire and ice. However, to master and balance both elements, he is forced to build up his spells to keep in control. While he takes longer to cast powerfull spells, normal arcane and divine spell pale in power when compared to the total mayhem these spells can create. So if you thread this path.....Chain carefully...
Adventures: Most Gaolers adventure to increase their mastery of the 2 elements they master. Sometimes, a Gaoler can be found adventuring to eliminate or belittle arcane casters who claim to have mastered fire and ice.
Characteristics: The Gaoler of Frostflame is a full caster with a twist, he must combo his spells together. Beginning with a humble Entry Chain, on high levels he can build up towards a awe inspiring Elemental Chain to unleash devestation on his foes, make them incapable of doing anything or reduce them to mere husks of them former selves.
Alignment: A gaoler can be of any alignment, as the forces of fire and ice are not of any particular alignment themselves.
Religion: Any god who suits his alignment if any. Most of the time if they worship a god, they worship gods that are aligned with fire or ice.
Background: All Gaolers of Frostflame are born with the drive to control fire and ice above all else, they are obsessed with controlling the elements. At a young age (Exact age depends on race) they are collected by a agency of Gaolers in charge with teaching the young ones the ropes. It takes 7 years to learn all the tricks and trades to become a level 1 Gaoler.
Races: Every race can become a Gaoler, as every race has a inherent fascination towards fire or/and ice.
Other Classes: They view martial classes quite neutrally, seeing them as valuable allies or despensible meatshields, depending on the alignment. They view other caster with something of a superiority complex. When confronted with a fire or ice using caster other then another Gaoler, this turns into hate and contempt or pity and belittleling depending on his alignment.
Role: A gaoler can be a controller, blaster of debuffer aswell as a limited fire and frost damage soak.
Adaptation: You can change the elements the gaolers use to for example electricity and acid. Also, you can incorperate positive and negative energy damage for a more antihero/villain feel.
GAME RULE INFORMATION
Gaolers of Frostflame have the following game statistics.
Abilities: Intelligence determines your bonusspells and the DC and checks of your Control Chains. Wisdom determines your DC for your other spells and your ability to hit with ranged touch spells. As always, Con and Dex are decent secondary/tertairy stats
Alignment: Any
Hit Die: d8
Starting Age: Earliest Adult Age of Race + 7 years .
Starting Gold: 7d4x10.
Class Skills
The Gaoler of Frostflame's class skills (and the key ability for each skill) are Climb, Concentration, Craft, Gather Information, Knowledge (Arcana), Knowledge (Geography), Knowledge (Nature), Profession, Search, Spellcraft, Spot, Survival
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
CLASS NAME
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special
1st|
+0
|
+2
|
+0
|
+2
|Ashen-Frost Burst 2d4, Chains (Entry), Paths
2nd|
+1
|
+3
|
+0
|
+3
|Two World Trance (+5/+2)
3rd|
+1
|
+3
|
+1
|
+3
|Ashen-Frost Burst 4d4, Endurance
4th|
+2
|
+4
|
+1
|
+4
|Fricesouled Inspiration
5th|
+2
|
+4
|
+1
|
+4
|Ashen-Frost Burst 6d4
6th|
+3
|
+5
|
+2
|
+5
|New Chain (Mid)
7th|
+3
|
+5
|
+2
|
+5
|Ashen-Frost Burst 8d4
8th|
+4
|
+6
|
+2
|
+6
|Heat Seeker, Two World Trance (+10/+4)
9th|
+4
|
+6
|
+3
|
+6
|Ashen-Frost Burst 10d4
10th|
+5
|
+7
|
+3
|
+7
|Steam Rush (1/day)
11th|
+5
|
+7
|
+3
|
+7
|Ashen-Frost Burst 12d4, New Chain (End)
12th|
+6
|
+8
|
+4
|
+8
|Steam Rush (2/day)
13th|
+6
|
+8
|
+4
|
+8
|Two World Trance (+15/+6)
14th|
+7
|
+9
|
+4
|
+9
|Ashen-Frost Burst 14d4
15th|
+7
|
+9
|
+5
|
+9
|Steam Rush (3/day)
16th|
+8
|
+10
|
+5
|
+10
|New Chain (Elemental)
17th|
+8
|
+10
|
+5
|
+10
|Ashen-Frost Burst 16d4
18th|
+9
|
+11
|
+6
|
+11
|Of Two Worlds (Immune/+8)
19th|
+9
|
+11
|
+6
|
+11
|Steam Rush (4/day)
20th|
+10
|
+12
|
+6
|
+12
|Ashen-Frost Burst 18d4, Child of the Arctic Volcano[/table]
Chains (Ex): At level 1 you gain a form of spellcasting known as Chaining. Chains count as Spelllike Abilities. This magic relies on comboing lower spells with higher level spells to achieve greater effect then normal types of magic. The basic spell the Rime-Fire Mage uses is the Ashen-Frost Burst, which he can use every 3 rounds at will. The other chains are not at will, but are castable a number of times per day, as seen in the Table. The order in which the mage must use his spells is: Ashen-Frost Burst --> Entry Chain --> Mid Chain --> End Chain --> Elemental Chain. Using Steam Rush gives some advantages and bypasses some of the restrictions. He gains access to Entry Chains on level 1, Mid Chains on level 6, End Chain on level 11, Elemental Chains on level 16. Entry Chains have a DC of 12+Wisdom Mod, Mid Chains a DC of 14+Wisdom Mod, End Chains a DC of 17+Wisdom Mod and Elemental Chains a DC of 19+Wisdom Mod.
I like the way you set this up! The mage is limited in what they can do because of their chains, but the power behind them is apparent. Only thing I have to ask; you mention the Stream Rush in this entry, but do not go into detail. Is that necessary here? Would it be better to only list stream rush later in the feature list?
Spoiler
Show
{table=head]Chains Per-Day
{table=head]Level | Entry | Mid | End | Elemental
1st | 3 | - | - | - |
2nd | 4 | - | - | - |
3rd | 4 | - | - | - |
4th | 5 | - | - | - |
5th | 5 | - | - | - |
6th | 6 | 3 | - | - |
7th | 6 | 4 | - | - |
8th | 6 | 4 | - | - |
9th | 6 | 5 | - | - |
10th | 6 | 5 | - | - |
11th | 6 | 6 | 3 | - |
12th | 6 | 6 | 4 | - |
13th | 6 | 6 | 4 | - |
14th | 6 | 6 | 5 | - |
15th | 6 | 6 | 5 | - |
16th | 6 | 6 | 6 | 3 |
17th | 6 | 6 | 6 | 4 |
18th | 6 | 6 | 6 | 4 |
19th | 6 | 6 | 6 | 5 |
20th | 6 | 6 | 6 | 5 |
[/table][/table]
{table=head]Chains Known
{table=head]Level | Entry | Mid | End | Elemental
1st | 1 | - | - | - |
2nd | 2 | - | - | - |
3rd | 2 | - | - | - |
4th | 2 | - | - | - |
5th | 3 | - | - | - |
6th | 3 | 1 | - | - |
7th | 3 | 2 | - | - |
8th | 4 | 2 | - | - |
9th | 4 | 2 | - | - |
10th | 4 | 3 | - | - |
11th | 4 | 3 | 1 | - |
12th | 5 | 3 | 2 | - |
13th | 5 | 4 | 2 | - |
14th | 5 | 4 | 2 | - |
15th | 5 | 4 | 3 | - |
16th | 5 | 4 | 3 | 1 |
17th | 5 | 5 | 3 | 2 |
18th | 5 | 5 | 4 | 2 |
19th | 5 | 5 | 4 | 2 |
20th | 5 | 5 | 4 | 3 |
[/table][/table]
You can recall used Chain Slots by making a Int Check DC 15 for Entry Chains, DC 17 for Mid Chains, DC 19 for End Chains and DC 21 for Elemental Chains. Each time you try to recall any slot, the DC for regaining another one becomes 2 higher. You can recall spells a total of times of class level divided by 2 plus your Int Modifier per day regardless of succeeding or failing the check.
Paths (Ex): On level 1, you pick one of the 3 paths as your primary path: Destruction of the Material, Controlling the Material and Weakening the Material. This determines your main school of Chains. Destruction of the Material is damage related, Controlling the Material is Crowd Control related and Weakening the Material is debuff related. Your primary path adds a certain bonus to your Chains in that category. Some spells also have different effects if you focus in that School.
Destruction of the Material: You gain a +1 bonus on every damage die for all Chains. This damage increase excludes your Ashen-Frost Burst.
Controlling the Material: You gain +2 bonus on any Opposed Check made by a Entry Chain, +4 on a Mid Chain, +6 on a End Chain and +8 on a Elemental Chain.
Weakening the Materials: You gain a + 2 bonus on the DC of Chains of this path.
After picking your primary path, you choose your secondary path. This path grants no additional bonus, but you can cast Chains out of that school. You cannot cast any Chains from the third path you didn’t choose.
Hmm... So you pick one path, then another, but you cannot use chains from the third? Is that what you mean?
Ashen-Frost Burst (Sp): The basic ability of the Rime-Fire Mage is the Ashen-Frost Burst. The mage unleashes a blast of cold and fire magic to destroy his enemies and is also used as a important focus for the other abilities of the mage. This ability works exactly like a Eldritch blast from the warlock, except it deals 1d4 frost and 1d4 fire damage. Also, you can only fire the burst once every 3 rounds, so you’ll be forced to chain your abilities together.
Sounds strong, but then only every 3 rounds, so evened out. Good job!
Two World Trance (Ex): At level 2, a Fire-Bite Mage can go into a trance that gains him
beter better senses and resistance against the elements he is the master off. When he goes into trance, he gains cold and fire resistance 5, this increases to +10 on level 8, to +15 on level 13, and to total immunity on level 18.
He also gains +2 wisdom during this trance, this increases by +2 on every increment the resistance also increases, up to a maximum of +8 Wisdom. This Trance lasts a total number of rounds equal to your unmodified Wisdom Modifier. You can use this trance an equal Class level divided by 3, rounded down, minimum once. When used, you are Dazed for 1 round afterwards.
Endurance (Ex): At level 3, you gain Endurance as a bonus feat.
Fricesouled Inspiration (Sp): At level 4, you gain enough elemental stamina to use your magic to perform minor magic tricks to utilize out of combat. You gain the following first level spells as spelllike abilities
usable a number of times per day equal to your Int modifier x3 times per day:
Tenser’s Floating Disk (Ice version), Hot Air Lifting (Buoyant Lifting), Second Wind, Ebon Ice Lens (Ebon Eyes), Greater Mage Hand, Raging Flame, Slide, Slow Burn.
Nice utility there!
Heat Seeker (Su): At level 8, you gain a bonus on ranged touch attacks equal to your Wisdom Modifier.
Steam Rush: At level 10, once a day, you can use your Ashen-Frost Burst as a swift action. This allows you to fire a Entry Chain in the same round, to root a enemy knight for example. You can also use it to skip a Entry Chain to fire a Mid Chain after a Ashenfrost burst. Doing this also uses up one charge. It is possible to fire a Ashenfrost burst as a swift action and firing a Mid Chain as a standard action in the same round, but this uses up 2 charges.
Child of the Arctic Volcano: Whenever the mage would take fire or frost damage from any source, he heals a amount equal to the damage he would take up to his resistance for that energy type. For example, if you get hit by a 60 damage fireball and you have fire resistance 35, you heal 35 hp and take 25 fire damage. If you have immunities for one or the other, you heal the damage otherwise dealt.