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2004-07-16, 09:30 PM (ISO 8601)
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- May 2004
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[Screen name]Mage of Total Annihilation
Mage of Total Annihilation
Centuries ago there was a powerful mage, Toren, who discovered during his adventures one of the thirteen secrets of enlightenment. The secret was that all destruction is permanent, and creation is only temporary. Toren embarked on a rampage of destruction, his powers fueled by the magic of his enlightenment. Entire Continents vanished under his power, Civilizations wiped ffrom the face of existence, and the entire material plane trembled at his power. He destroyed himself though, consumed by his thirst for destruction, and almost all apprentices followed in his wake. The few that were left passed on their master's teachings to others. Nowadays Mages of Total Annihilation no longer destroy everything they see, they now survive to learn as much about the secret of enlightentment as possible, and prepare for the second coming of Total Annihilation when they are ready.
Requirements: Alignment: any nongood
Spells: Ability to cast Fireball or Lightningbolt
Feats: Any two Metamagic feats.
Skills: Knowledge Arcana 8
Special: Must have Evocation or Conjuration as your specialty school, if the character is a specialist, and must have destroyed somthing of great size, power, or importance.
Mage of Total Annihilation
BAB Fort Ref Will Abilities Spells
1. +0 +0 +0 +2 Annihilator, Arcane Spellcaster level +1
Thirst for Destruction
2. +1 +0 +0 +3 Destroyer 1d4 Arcane Spellcaster level +1
3. +1 +1 +1 +3 Demolisher +10
4. +2 +1 +1 +4 Arcane Spellcaster level +1
5. +2 +1 +1 +4 Arcane Spellcaster level +1
6. +3 +2 +2 +5 Destroyer 1d6 ,
Demolisher +20
7. +3 +2 +2 +5 Dsintegrate Arcane Spellcaster level +1
8. +4 +2 +2 +6 Arcane Spellcaster Level +1
9. +4 +3 +3 +6 Demolisher +30
10.+5 +3 +3 +7 Destroyer 1d8 Arcane Spellcaster level +1
Weapon Profiency: Mages of Total Annihilation gain no profiency in any weapons or armor.
Arcane Spellcaster Level When a Mage of Total Annihilation gains a bonus spellcaster level from this class, he only gains the spells he would get if he had leveled up in his arcane spellcaster class, not any familar benefits, ability to turn undead, or bonus feats.
Thirst for Destruction: Mages of Total Annihilation are driven by a thirst for destruction, a Mage of Total Annihilation must give up an additional school of magic and must completely Annihilate at least 1 cubic foot per Lvl of Mage of Total Annihilation of any material in a solid form.
Annihilator: If a Mage of Total Annihilation’s spell deals damage equal to double damage of the target’s maximum Hp, the target remains are completely destroyed, this ability works against inanimate objects and formerly live objects.
Destroyer: Mages of Total Annihilation gain this bonus to damage with their spells as a result of their devotion to destruction.
Demolisher: Mages of Total Annihilation have this extra radius to their damaging spells, spells with a single target radius are unaffected.
Disintegrate: Mages of Total Annihilation learn the disintegrate spell, for free at level 7.
Knight-Captain of the Order of the Pudding
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2004-07-17, 04:04 AM (ISO 8601)
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- Apr 2004
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Re: [Screen name]Mage of Total Annihilation
I don't like the Demolisher ability because it requires math on the player's part. Some siimple addition or multiplication is fine, but this requires a calculator. I'd change it to something simpler or at least something less numbers-intensive.
How about, "spells cast from the Evocation school are cast at +1 caster level," and it scales up as you level up?
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2004-07-17, 10:37 AM (ISO 8601)
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- May 2004
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- Enterprise, Alabama
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Re: [Screen name]Mage of Total Annihilation
But Fireball is capped at Lv10 doing 10d6 so +1 isn't always helpful.?
Maybe Demolisher is +5 feet raduis each.
+5 then +10 then +15 feet raduis.
It looks okay, strange about the Thirst for Destruction getting rid of a additional school. But it that is your choice.
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2004-07-17, 10:47 AM (ISO 8601)
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- May 2004
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Re: [Screen name]Mage of Total Annihilation
My idea is that they are to busy destroying stuff to worry about other magic as much and thus lose some of it. Also do you think it is to much of a price to pay for the class' abilities?
Knight-Captain of the Order of the Pudding
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2004-07-17, 10:41 PM (ISO 8601)
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- Jun 2004
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- 3rd rock from the Sun
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Re: [Screen name]Mage of Total Annihilation
heheh Should have a "destroys everything" feat. I am not much of a mage person but I liked this one for its sheer kill em all blasting.
\"Even monkeys fall out of trees sometimes...\"
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2004-07-18, 12:11 PM (ISO 8601)
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- May 2004
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Re: [Screen name]Mage of Total Annihilation
That's what i made it for nath. Explosions, carnage, amd annihilation
Knight-Captain of the Order of the Pudding
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2004-07-18, 12:33 PM (ISO 8601)
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- Apr 2004
Re: [Screen name]Mage of Total Annihilation
The only criticism I have has already been voiced. A percentage increase to area of effect spells is both hard to calculate and can get a little extravagant with larger spells. I mean, if a game has a spell that was conceived in the same spirit as this class, the stacking effects could get WAAAY out of control. I think a flat bonus avoids both problems.
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2004-07-20, 01:30 AM (ISO 8601)
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- Jun 2004
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Re: [Screen name]Mage of Total Annihilation
Originally Posted by ToTo_Annihalation
Destroyer would scale better if it increased the damage die by one step: 1d4 -> 1d6 etc. However you would only do this once at level 5(?).
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2004-07-27, 04:52 PM (ISO 8601)
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- Jan 2004
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- Bensalem, PA
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Re: [Screen name]Mage of Total Annihilation
Originally Posted by ToTo_Annihalation
Originally Posted by ToTo_Annihalation
Originally Posted by ToTo_Annihalation
Originally Posted by ToTo_Annihalation
Originally Posted by ToTo_Annihalation
What constitutes "Completely annihilated?" As far as I know, the only way to do so in the Core Rules is via the Sphere of Annihilation - an artifact.
Originally Posted by ToTo_Annihalation
This doesn't work on living matter?
Does the damage have to come from one spell, or can it accumulate. For example, if I'm trying to totally destroy a wooden table with 20 hit points, do I have to do 40 points of damage with only one spell?
Also, when talking about "maximum hit points" of a corpse, you need to be a little careful. Max could be interpretted two ways, in my opinion. A) The full hit points the creature had when alive. B) The maximum hit points the creature could have had when it was alive. For example, a 2nd level fighter with an 18 con is going to have somewhere between 19 and 28 hit points. If he rolled a 5 for his 2nd level hit die, he would have 23. This would be max under A. 28 would be the max under B, regardless of what the fighter rolled for his hit die at 2nd level.
Originally Posted by ToTo_Annihalation
Originally Posted by ToTo_Annihalation
Delayed Blast Fireball
Fireball
Leomund's Tiny Hut
Meteor Swarm
Shatter (in certain instances)
Sunburst
Also, the following spells have a "Diameter" entry, so you might be able to argue they would be effected:
Flaming Sphere
Otiluke's Resilliant Sphere
Otiluke's Telekinetic Sphere
Tenser's Floating Disk
The following are some of the spells not affected:
Burning Hands
Cone of Cold
Chain Lightning
Ice Storm
Lightning Bolt
Magic Missle
Polar Ray
Shocking Grasp
Shout
Wall of Fire/Ice/Force
There's others, too.
Basically, I think you're limiting this ability needlessly by using the word "Radius." Perhaps you could allow all Evocation spells to be cast as though effected by the Enlarge Spell metamagic feat, without increasing the spell level or casting time. Alternatively (or even in addition to), you could allow the use of the Widen Spell feat at a reduced cost (it's currently a +3 effect). I wouldn't reduce it below 2, however.
I think either of these (or some combination) will provide you a better machanic within the game for what you are trying to accomplish.
Originally Posted by ToTo_Annihalation
***
Overall, I find the class to be weak, actually. A sorcerer who takes this class through to the end won't be able to gain the all important 9th level spells until Epic levels. I also personally think Evocation is one of the weakest schools to "specialize" in. However, I know plenty of other people who feel otherwise, as well.
Some things need to be fixed mechanically. One thing that is nice to see, though, is an Arcane class that is available to sorcerers about as easily as to wizards!John Ling
Frog God Games Lead Pathfinder Developer
Note: unless explicitly stated otherwise, opinions in my posts are my own and not those of Frog God Games.