Quote Originally Posted by Surrealistik View Post

1st draft for the new Red Mage base feature:

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Level 2: Energy Bolt (Su): (Replaces Combat Panache)

You can discharge a bolt of energy out to Close Range as a melee or ranged touch attack as a spell-like ability. Attack rolls made in this way use your Charisma modifier in place of your Dexterity or Strength modifiers. The bolt ignores Spell Resistance and deals 1d6 + Charisma modifier damage + 1 damage per caster level. All damage dealt by this SLA counts as magical.

Choose one of the following damage types: Electricity, Fire, Force or Sonic. If you choose Force damage, it also deals Piercing or Bludgeoning damage (your choice). This is the type of damage your bolt deals.

When you use this SLA, you may also expend a spell slot to have it deal +2d6 extra damage per base spell level of the sacrificed slot. Any metamagic applied to the expended slot (a level 3 slot featuring an Empowered level 1 spell slot for example) may be applied to this SLA.

Level 5: Improved Energy Bolt: (Replaces Spellbattle Escalation)

At 5th level, choose an additional energy type per the Energy Bolt feature. When using your Energy Bolt SLA, You may choose to have your Energy Bolt deal damage of that type instead of any other type previously chosen for it.

In addition, your Energy Bolt now features a saving throw and has an additional effect depending on its damage type if a target fails its saving throw as below. The DC of your bolt's saving throws are equal to 10 + half your caster level + your Charisma modifier.

  • Electricity VS Reflex: Make another Energy Bolt attack against up to one creature other than the target, using the target's space as the origin. This attack deals half damage.

  • Fire VS Reflex: The target catches on fire. The DC to put out the fire is equal to the DC of this SLA. Damage dealt by this fire is magical.

  • Force + Bludgeoning VS Fortitude: Push the target 5 feet away from you (you cannot push a non-flying creature into the air), plus an additional 5 feet for every 2 points it failed the saving throw by. If it failed by 5 or more points, or would be pushed into an occupied space, it is knocked prone.

  • Force + Piercing VS Fortitude: The target suffers 1 point of bleed damage plus 1 point of bleed damage for every 2 points it failed the saving throw by. The DC to stop the bleeding is equal to the DC of this SLA.

  • Sonic VS Fortitude: The target is deafened for a number of rounds equal to half the total of your Charisma modifier and caster level (rounded down). If the target is a construct or object, your Energy Bolt ignores its hardness and damage reduction, and deals maximum damage.
Do the "builds" still all scale off Constitution?