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    Ogre in the Playground
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    Dec 2009

    Default [3.5 Base Class] The Circuit Mage [PEACH]

    This is my first homebrew class. The idea jumped into my head while reading a Fate/Stay Night Fanfic. As I always have loved invocation based classes, I thought I'd try to make a class that can get away with both learning spells and being able to cast them at-will. As such (a phrase I overuse) I present to you:

    The Circuit Mage


    „Wizards have the ability to learn spells as they come across them since they only shape magic from the outside. Warlocks are stagnant as their innate magic pathways, once formed, are immutable. We represent a compromise of these two extremes and as such are generally despised by both parties.” – Tiral Mar deKartis; “Rare Magic Practices of the Planes”

    It has always been the case, that the ones with the least actual innate magic have been lauded the most important and powerful ones. Clerics beg for their power, Wizards shape magic from the outside with no natural talent in it. Of course this stems from the simple fact, that their versatility makes them far more able to adapt, something which every more innate caster is incapable of as magic, once it has adapted to a body, dislikes change.
    However, it is only the fear of the pain that comew with such change that these things were considered absolutes. It is possible to reshape ones own magic into a system that both allows change and the same apparently infinite connection to magic that warlocks boast. Circuit Magery is the proof of this. Sadly it comes at a steep price, for a circuit Mage is potentially even more limited in her capabilities than a warlock at any specific point in time. Some who would be warlocks however still consider this trade-off to be worth it and keep Circuit Magery alive.

    Adventures: Circuit Mages generally go on adventures to learn new magic or to convert other potential warlocks to Circuit Magery as the discipline is not well known and under constant threat of dying out. They generally prefer the company of other casters for the purpose of learning, but can also strike up the rare friendship with magic-less companions over some of their more simple abilities.

    Characteristics: As they are mostly interested in magic and less in the people or ideologies that can get them access to it, circuit mages are generally open but also detached. Many simply do not understand concepts like bias, or have strong aversion against it due to the way wizards or sometimes even warlocks treat them. They can be quite pushy when it comes to having others help them learn new spells, sometimes going so far as to deliberately antagonizing them.

    Alignment: Due to their tendency to try and get along with anyone that they could learn from, or playing the role of adversaries to the same effect, circuit mages tend more towards a neutral alignment. It is also the reason why they tend more towards a chaotic lifestyle as many have been known to turn around their outward personlity whenever it could mean converting someone to their discipline or learning a particularly interesting spell.

    Religion: As the ones that consider themselves closer to the arcane than anyone, most circuit mages never worship any of the gods. However, there have been instances where those that wander endlessly in search of spells and power find solace in the company of Fharlanghn and a handful of teachers of the discipline (which generally tend to a more ordered lifestyle than the rest) have been known to pray to Wee Jas, though that might have been due to unruly students.

    Background: Circuit Mages do not have the lavish colleges of wizards. They mostly perpetuate their discipline by apprenticeship. This is generally due to the rarity of Warlocks and additionaly due to the steep price that comes with ripping apart ones innate magic and restructuring it. As such only a few of the rare become circuit mages, resulting in the constant threat of becoming a forgotten practice.

    Races: Unlike other casters, circuit mages can generally only come from those that would have otherwise become warlocks. As such, humans are still the majority among them as they are also the most likely to be greedy enough to form the pacts that result in the emergence of warlocks. However, interestingly enough, fey represent the second greatest percentage of Circuit Mages as they seem to like the idea of an ever changing repertoire of spells even at the cost of some raw power.

    Other classes: Circuit mages tend to get along well with other casters and warlocks. They can also strike up friendship with non-magic capable classes, but generally consider them to be not worth the effort unless they have access to interesting weapon or armor enchantments.

    Role: While a circuit mage is able to fight reasonably well without relying on spells, their main ability is that of support. Their capability to cast any spell they have internalized over and over again makes them ideal for destroying an enemy’s will to fight by pure attrition. As such they are well liked in any situation that creates a lack of ressources as long as their abilities fit the situation.

    GAME RULE INFORMATION:
    Abilities: Intelligence is crucial to a circuit mage as they have adapted some forms of wizard spellshaping for their own, foregoing their ability to simply command magic as a warlock might do. In order to learn new spells they have to be able to endure quite a bit and as such they can greatly benefit from a substantial constitution score.
    Starting Age: As warlock.
    Starting Gold: As warlock.

    Hit Die: d6
    Skills: Circuit Mages have access to the following skills: Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana)(Int),Knowledge (the planes) (Int), Knowledge (religion)(Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
    Skill Points at 1st Level: (4 + Intelligence modifier) x4
    Skill Points at Each Additional Level: 4 + Intelligence modifier.

    Level BAB Fort Ref Will Special
    1st
    +0
    +2
    +0
    +2
    Arcane Circuitry, Arcanized Armory, Eschew Materials
    2nd
    +1
    +3
    +0
    +3
    Detect Magic I, Mettle
    3rd
    +1
    +3
    +1
    +3
    DR 1/cold iron, Light Armor Mastery
    4th
    +2
    +4
    +1
    +4
    Decieve Item
    5th
    +2
    +4
    +1
    +4
    Arcanized Enchantment
    6th
    +3
    +5
    +2
    +5
    Reinforcement
    7th
    +3
    +5
    +2
    +5
    Detect magic II, DR 2/cold iron
    8th
    +4
    +6
    +2
    +6
    Medium Armor Mastery, Spell Resistance
    9th
    +4
    +6
    +3
    +6
    Rapid Immunity
    10th
    +5
    +7
    +3
    +7
    Improved Mettle, Magic Recovery
    11th
    +5
    +7
    +3
    +7
    DR 3/cold iron, Metamagic Decoupling
    12th
    +6
    +8
    +4
    +8
    Detect Magic III, Imbue Item, Circuit Blueprint
    13th
    +6
    +8
    +4
    +8
    Mind over Matter
    14th
    +7
    +9
    +4
    +9
    Breaking the Limit
    15th
    +7
    +9
    +5
    +9
    DR 4/cold iron, Greater Magic Recovery
    16th
    +8
    +10
    +5
    +10
    Beyond all Limits
    17th
    +8
    +10
    +5
    +10
    Detect Magic IV, Improved Spell Resistance
    18th
    +9
    +11
    +6
    +11
    Power over Experience
    19th
    +9
    +11
    +6
    +11
    DR 5/cold iron, Temporary Circuitry
    20th
    +10
    +12
    +6
    +12
    Circuit Compression

    Weapon and Armor proficiencies: Circuit Mages are proficient in the use of all simple weapons as well as light and medium armor. They are not proficient in shields.
    Additionally they are proficient with all weapons, armors and shields they have memorized due to their Arcanized Armory ability. However, they are only proficient with these if using versions created with the ability.

    Arcane Circuitry:
    Circuit mages gains power differently than normal warlocks. Through the study of magic in the same way that wizards use, they manage to find key points in spells that tell them of their function. However, like normal warlocks they are unable to learn spells by intellectual pursuit alone, they have to experience them.

    A circuit mage gains one arcane circuit per level. Their caster level is equal to the total number of circuits they have access to. These circuits can be used to “learn” spells. A circuit’s normal state is inert, but when the circuit mage is hit with a spell, she can assign one inert circuit to a key element of that spell. Repeated exposure to the same spell lets her assign more circuits to this specific spell. Once the number of assigned circuits reaches the spell’s level, she has control over it and can use it at-will. However, it is still considered a spell not a spell-like-ability and as such is subject to arcane spell failure as well as needing the standard amount of XP and material components to be cast.

    A circuit mage may never assign more circuits to a spell or effect than 1/3rd her total number of arcane circuits (rounded up). Returning a circuit to its inert state, wether it is to use it to learn a different spell or use it for another purpose, is a mental non-action and as such can be done at any time the circuit mage is capable of conscious thought. However such action causes any effect or spell assigned to this circuit to be lost or forgotten (weapons/armor disappear, spells are forgotten). Spells forgotten in such way need to be relearned normally.
    Due to this nature, a circuit mage counts as being able to cast x-level spells if she were able to assign enough circuits to learn such a spell. Requirements that have specific spell requirements however, need her to have been able to cast that specific spell (having learnt it) at the point where the requirement needed to be met. Since the circuit mage does not posess spell-slots in the usual sense she can not benefit from any feat or ability that mentions those, she can not benefit from metamagic in the usual sense as well.

    A circuit mage may only learn spells that directly affect her. A succesful save against a spell that allows a save to negate still counts as being affected and being cought in an area of effect spell does as well. Spells that mimic other spells however (Wish, Shadow Conjuration/Evocation etc) do not. In these cases the circuit mage may only learn the specific spell effect that was mimicked.
    Furthermore she may only learn spells that allow spell resistance.

    A circuit mage who has succesfully learnt a spell is considered immune to this spell’s effect wether the spell used against her is infused with metamagic or not. The circuit mage can not lower this immunity.

    If a spell the circuit mage is subjected to was modified by metamagic, she may only learn it in this entirety. This of course costs more circuits but also enables her to use the spell in its metamagic’d form.

    The save DCs of any spell cast by a circuit mage are 10+1/2 total circuit number+Int modifier.
    If a spell is on several lists at different levels, it is always defined as the level it was on the list of the person that subjected the circuit to the spell. (It is not possible to learn half the circuits by two different casters that have the spell at different levels)

    A circuit mage benefits from prestige classes that grant advancement in spellcasting in a special way. Each time such a PrC grants one more level in a spellcasting class for the purpose of caster level and spells known, a circuit mage gains one additional Arcane circuit.

    Arcanized Armory:
    A circuit mage may also create weapons and armor from her internal energies. By temporarily assigning one circuit to this effect she may create any weapon or armor that she is proficient with. Armor and weapons so created are masterwork in nature.

    Unlike spells, the circuit mage need not permanently assign circuits to this effect. She can create them from memory. The total amount of memory she has available for this is equal to twice her intelligence modifier and each weapon or armor occupies on slot in this system.

    Weapons created by this ability count as normal non-magic weapons for all other purposes.
    Creating a weapon or armor in this way is a swift action.

    Spoiler
    Show
    This was included mostly to pay homage to the Fate/Stay Night system and Shirou in particular. I have debated with myself wether it makes them too versatile in the early levels.

    Eschew Materials:
    A circuit mage is capable of understanding some intricacies of spells better than other casters by internalizing the spell into her very being and as such can do without some of the more primitive material components. She gains Eschew materials as a bonus feat at 1st level.

    Detect Magic:
    A 2nd level circuit mage necessarily has had more experience of magic affecting her body than other warlocks and perhaps any other caster. As such she gains a greater affinity to the workings and emanations of magic.
    She gains a constant aura (emanation 10’) in which she automatically takes notice of magical aurae as with 1 round of concentration with detect magic. She can further use detect magic at-will as a spell-like ability.

    At 7th level the aura’s ability increases to the effect of a 2 round concentration detect magic and at 12th level that of a full 3 round concentration detect magic. At 17th level her abilities reach their peak as her aura expands to 30’ and her detect magic becomes a 120’ cone.

    Mettle:
    Being subjected to many detrimental effects in the process of learning spells, the circuit mage’s body adapts and becomes more resilient to many forms of indirect attacks. A 2nd level circuit mage gains Mettle. Any attacks that would allow a Will or Fortitude save for half damage do no damage with a succesful save.

    At 10th level this increases such that even a failed save only causes half damage.

    Damage Reduction:
    A circuit mage cannot escape her warlock origins and as such gains several of their abilities throughout the course of her life. At level 3 she gains DR 1/cold iron. Every 4 levels after 3rd this DR increases by 1.

    Armor Mastery:Her experiences with her own created armor as well as further internalization of magic concepts enable a 3rd level circuit mage to cast any circuit-based spells in light armor without any arcane spell failure chance.

    At 8th level this increases to the ability to do the same in medium armor.

    Decieve Item:At 4th level and higher, a circuit mage has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a circuit mage can take 10 even if distracted or threatened.

    Arcanized Enchantment:
    At 5th level the circuit mage gains the ability to copy enchantments of real weapons and armor. She may commit the magical properties of enchantments (inculding enchantment bonuses) to memory and apply them to weapons and armor created by her arcanized armory ability.

    She may only do so for enchantments that come in the form of +X bonus enchantments. Each enchantment so memorized takes up a number of memory slots equal to the X in the afforementioned bonus. When applying these enchantments to arcanized equipment one inert circuit is needed for the base weapon and a number equal to X for the enchanments. The total number of circuits that is temporarily occupied in this manner counts as one cohesive unit for the purpose of maximum number of circuits assignable.

    When memorizing enchantments, those that can be applied to different items count as one, but direct enchantment bonuses for armor and weapons have to be memorized seperately.

    This development also allows the circuit mage to store information on spells. As such she may commit a spell she can cast to memory by using a number of memory “slots” equal to the spell's number of circuits. Once she has done so, she may relearn the spell in the event that she loses slots necessary to cast it. Both the act of memorization and relearning takes time equal to 10 minutes per circuit/slot.

    Spoiler
    Show
    More Emiya Shirou shenanigans


    Reinforcement:
    By 6th level the circuit mage’s body has started to actively work against the forces that keep impacting and affecting it and is capable of using whatever shreds of magic the circuit mage does not use actively for protecting itself. As such the circuit mage can, as a swift action, assign use inert circuits to harden her body, giving her a bonus to her natural armor equal to the number of circuits used in this way. Activating this ability is a swift action. She may also assign circuits to increase her reactions, giving her a bonus on attack rolls equal to the number of circuits designated to this task.

    Any circuit that is inert at any point is used by the circuit mage’s unconscious mind to improve her survivability. As such she gains a bonus to all saves equal to half the number of inert circuits. This effect is automatic and as such is not affected by the usual circuit limit for specific effects.

    Spell resistance:
    The constant imprints of magic on the circuit mage’s body have by now left her with a growing anti-magical reaction to anything that tries to affect her. At 8th level she gains spell resistance equal to 6+ her class level.
    She may lower and raise this resistance as a free action as any spell negated by it cannot be learnt.

    At 17th level this increases to 11+class level.

    Rapid Immunity:
    At 9th level a circuit mage has learnt enough spells to be able to identify the parts of any spell’s matrix that are specifically harmfull. As such she can use one inert circuit to compress all such aspects of a spell that she is subjected to into it. When doing so she become immune to this specific spell (as if she had learnt it) but is unable to cast it. Furthermore, this circuit can not be used to learn the spell later one. To use the circuit in this manner it has to first be made inert again.

    Spoiler
    Show
    This is one way for a circuit mage to prepare herself for an encounter with a known foe. I had to include this since the limited circuits make the regular immunity something that only happens on a blue moon.


    Magic Recovery:
    Due to the innate way in which a circuit mage casts spells, she has now become capable of using the energy of any spell that she is subjected to and able to cast herself to increase her own abilities for a short while.

    At 10th level, whenever she is subjected to a spell she is able to cast herself, she may gain one of the following benefits:

    Life: The circuit mage heals hit points equal to level of the spell times half her intelligence modifier.
    Resistance: The circuit mage gains resistance equal to the spell’s level to one energy type (acid, cold, electricity, fire, or sonic) or twice that if the spell would usually deal damage of the chosen energy type. This resistance stacks with all other sources of elemental resistance the circuit mage might have.
    Hardy: The circuit mage gains a bonus to her innate damage reduction equal to the spell’s level.
    Overload Spell: The circuit mage may increase the DCs of the next spell she casts by the level of the spell she was subjected to.

    The resistance and hardy options last for 1 minute and none of the given non-instantaneous effects stacks with itself.

    At 15th level these benefits extend to spells she is immune to via the Rapid Immunity ability.

    Spoiler
    Show
    This is something that I included to make the afforementioned blue moon more fun.

    Metamagic Decoupling:
    The circuit mage has learned to distinguish between unmodified spells and those that have been modified by metamagic and as such is able to differentiate between them.

    At 11th level the circuit mage may consider a spell and its metamagic components as different entities. As such when she learn a metamagic’d spell, she may use circuits for the normal spell and a number of extra circuits for the metamagic component once she has learned the spell. The metamagic component takes up a number of circuits equal to its spell-level-modifier for the person that cast the spell (minimum one). From this point onwards, the circuit mage may add this metamagic to any spell she casts as long as the combined number of circuits used in the casting is not greater than the allowed maximum.

    Spoiler
    Show
    I am not sure wether this was a good idea. It probably would work better if they had to use the normal amount of circuits for the metamagic once they decouple it from the spell. This as it is with an incantatrix in the team can be murder.


    Imbue item:
    A Circuit Mage of 12th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast.
    If the check succeeds, the warlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new
    level.

    Circuit Blueprint:
    As the circuit mage has now awakened her ability to create magic items, she may also create items that aid her in learning and relearning spells. As such she gains Craft (Circuit Blueprint) as a bonus feat.
    A circuit blueprint usually takes the form of a small gem worth at least 1000gp that is then imprinted with the information the circuit mage needs to recreate the necessary circuits for a spell. Due to the increasing complexity of spells which occupy a higher number of circuits however, this can become quite expensive as more elaborate magic rituals are necessary to compress the information.
    The cost of imprinting a gem with the necessary information is equal to the square of the necessary circuits and follows standard item creation rules.

    Example: A 5 circuit spell would necessitate 25,000gp and 2,000xp to create and would have a market value of 50,000gp.

    Learning a spell from a circuit blueprint takes as much time as relearning it from memory.

    Spoiler
    Show
    I am aware this might be too cheap for what it does, so I am looking for opinions.


    Mind over Matter:
    At 13th level, the circuit mage gains insight into the workings the more ritualistic aspects of magic and as such becomes able to forego some material components by investing more power into a spell.

    At the moment of casting, she may push the magic from inert circuits into the spell to overcome the boundaries that normally make material components necessary.
    For every power of 10 that the cost of material components exceeds 1 gp or less, she needs the magic of one inert circuit. (up to and including 10gp=1 circuit, up to and including 100gp=2 circuits etc.)
    For this purpose, the additional circuits count as part of the spell’s casting and as such fall under the allowed maximum rule.

    Breaking the Limit:
    A circuit mage’s greatest adversary is her own limit on how many circuits she may command at any one time. By her 14th level she is versed enough in her own limits to break these limits for one small moment, though it come at a cost.

    By temporarily burning out one of her circuits, a circuit mage can overcome her maximum circuit limit for one round allowing her to use more circuits than normally allowed in the casting of one spell.
    She may also use it to cast more than one spell of the same casting time at once. However, in this case she burns out a number of circuits equal to the number of additional spells she cast regardless of wether the combined number of circuits of these spells is higher than the usual allowed maximum or not.

    A burnt out circuit does no longer count towards the circuit mage’s number of circuits and has to be reconstructed via meditation, which takes 1 hour per circuit so reconstructed.

    Greater Magic Recovery:

    At 15th level, the circuit mage’s ability to use the energy of spells she is immune to increases.
    Whenever she is subjected to the effects of a spell she herself can cast she may store these energies and use them on her next turn to cast any spell she is able to cast of up to the transformed spell’s level as a swift action.

    Doing so however means she foregoes the bonuses she could have attained from the Magic Recovery ability.

    Beyond all Limits:

    At 16th level the circuit mage has internalized the workings of magic to such a degree that she is able to extrapolate its workings beyond what is normally possible. Any spell effect that is defined by caster levels but has a defined maximum, has this maximum removed as the circuit mage is now able to adapt every spell to her full potential.

    However, advancing a spell beyond what it was designed to do takes more effort than casting it normally and as such every increase takes twice as much energy.

    Example: Fireball damage increases by 1d6/level to a maximum of 10d6. With this ability it would increase by 1d6 every two levels after reaching this point so that at level 20 it would have a damage potential of 15d6.

    Spoiler
    Show
    I am unsure how destructive this could get. It was something that I thought would fit due to the fluff of how the circuit mage works, but it might be too strong, especially in combination with Metamagic Decoupling


    Power over experience:
    At 18th level, a circuit mage has amassed enough experience to know that her own self is relatively unneeded for the workings of magic. She has realised that for such flighty things as spells, she does not need to invest her own life into the workings of magic, but can craft temporary constructs from her magci that fulfill the same purpose.

    As such she is capable of foregoing any XP component usually necessary to cast a spell by using the magic in some of her inert circuits to compensate. As with mind over matter, this necessitates she expend more circuits on casting a spell.

    If the spell usually needs an expenditure of up to and including 10XP she needs the additional power of one circuit. This amount increases by one for every power of 10 the necessary XP exceed that amount.

    Temporary Circuitry:
    At 19th level, the circuit mage can now use foreign energies gained via her greater magic recovery ability to create a temporary circuit within herself. Doing so prohibits her from using the energy to cast another spell as a swift action as described in greater magic recovery.

    This temporary circuit persists for a number of minutes equal to her constitution modifier and multiple instances of temporary circuits stack. These circuits count to her total circuit number for the time they exists and therefore can modify the allowed maximum number of circuits per casting and may be used to fuel the circuit mage’s breaking the limit ability.

    Circuit Compression:
    At 20th level the circuit mage has achieved deeper knowledge of magic than most others and as such is able to divest herself of the redundancies and failsafes that were included in spells by those that did not have the necessary feeling for how the magic in their creations work. She is able to slim down all spells to those parts that are necessary and achieves virtually flawless spells.

    Any spells or metamagic components she learns and enchantments she commits to memory have their necessary circuits or memory slots reduced by one third (round down) to a minimum of one.

    As such a 7th level spell that would normally need seven circuits to learn and cast now only needs four.

    This ability has no influence of a circuit mage's Mind over Matter and Power over Experience abilities.

    Spoiler
    Show
    This is a huge incentive to stay single class and was meant to be just that powerful. It means even a circuit mage who doesn't take any extra circuits in feats can cast 9th level spells at level 20, over and over. While this can be game breaking, it IS level 20 and designed as a reward for the faithful.


    Playing a circuit mage
    Always looking, always searching, balancing precariously on the edge of oblivion.

    One thing drives you, to diversify your magic and to learn newer and better spells. Maybe you commit them to memory, maybe you buy scrolls or wands to “relearn” them yourselves. But whatever you do, the search is what dominates your daily life. Well one of the two things, but for the other you have to find a warlock first and they generally don’t advertise themselves.

    Others may say they suffer for their art or craft, but they know nothing. You learn by suffering, by pain and blood. They know nothing of what you do willingly. They may look at you with horror or disgust, thinking you to be some deviant or devil woshipper. They know nothing, they don’t feel. You are the better one. The wizards in their arrogance look down on you. They know but don’t feel. The warlocks in their greed feel but lack the intelligence to know. You are the middle path, the compromise.

    You can decide what to learn, what to be. The ability to use magic without any danger of running out, yet being able to learn whenever better choices present themselves allows you some flexibility. You do best with the help of another caster, strangely enough doing best with a wizard or maybe cleric.

    Combat: Generally you want to avoid melee combat. You have some abilities that allow you to be passable at it, but can never truly reach the same heights in it as others. Your place is that of heavy support, you have little diversity but can us what you have without limit. Depending on what you learn this can be a great equalizer in many battles.

    Advancement:
    As a circuit mage is limited to a fraction of her circuits at any given time it is best she stays single classed or moves to prestige classes that grant spellcasting advancement. However in the latter case she will never benefit from some of the more powerful abilities of a single classed circuit mage.

    Ressources:
    Circuit Mages are generally lone wanderers. Only a handful of “schools” exist and even then they consist of only a handfull of students each. As such, a circuit mage will most likely never have access to the great ressources that a mage of any great order can command.

    Circuit Mages in the world
    “I don’t quite follow their entire philosophy, but I generally like the few I’ve met in my travels. Few people will outright pay you to zap them with some of your deadlier spells and then thank you for the effort.” – Malarite Bentam – Warmage

    Circuit Mages are generally seen as weird warlocks, or if they are lucky educated warlocks. Their rarity generally results in not having any actual unique classification in the eyes of the puplic and as such are easily forgotten as “that warlock with the starnge philosophy”.
    Daily Life: Many warlocks have no actual routine, as they go wherever they believe they can learn new things and experience new magic and reinvent their personality accordingly.
    Notables: One of the most “famous” Circuit mages was Tiral Mar deKartis. Of course famous here means remembered as he actually appeared ina written medium, having his own small 15 page chapter on the practice of circuit magery.
    Organizations: Interestingly, this was enough for quite a few warlocks to flock to him after the book was released, asking to be his pupils. This resulted in the founding of the “DeKartis School of Circuit Magery” which at its largest boasted 14 pupils. Some of them later founded their own small schools but none ever reached the same “grandness” and many have since collapsed. The original school still exists and currently has 6 pupils but also has been in decline for quite a while now.

    Feats:

    Additional Circuit
    Where others learn to fight, you hone your magic to increase your capabilities.
    Prerequisistes: Arcane Circuitry class feature
    Benefit: You gain one additional arcane circuit.
    Special: You may take this feat several times, gaining an extra circuit each time.
    Spoiler
    Show

    Yes this means the circuit mage can have a caster level higher than its actual level. I know that many of you will point out how this can be easily broken (especially with Beyond all Limits) and I am looking forward to it. It is simply a cpability that I find interesting. Its something that can make a circuit mage dedicated to his craft excel over other types of casters.


    Final Comment:
    Please excuse the probably rampant typos, grammar issues and misspellings. I will try to correct them over the course of the next days.
    Last edited by Re'ozul; 2018-08-05 at 05:38 PM.
    My first foray into homebrew: The Circuit Mage

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  2. - Top - End - #2
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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    Nice, very nice.

    The capstone gives me pause, however... it knocks this guy into Tier 1.

    As it is, however, Metamagic Decoupling is lovely and balanced, and so is Beyond All Limits.

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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    Quote Originally Posted by Amechra View Post
    Nice, very nice.

    The capstone gives me pause, however... it knocks this guy into Tier 1.

    As it is, however, Metamagic Decoupling is lovely and balanced, and so is Beyond All Limits.

    Welcome to the Homebrewing community
    In my opinion, all capstones should bring a character up to Tier 1, if they're not already there.

    Also, very neat class. I'll be looking at in more detail just as soon as I finish a completely different review.
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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    I think that limiting spells to only spells with spell resistance is too limiting. How about adding spell resistance to any spells that don't have it?
    Please change the save to 10 + 1/2 level + int. I understand how spells normally work, but the normal spell saves make spells useless at higher levels. (If you really want the level of spells to affect the DC then try 15 + 1/2 level + int - level of the spell. It balances out fairly well.)
    I think that circuit blueprint isn't a good idea. It could, in high gold campaign, break the class. While this could be true of any crafting class, I think that this class has a delicate balance that this could break.
    I would suggest, that if you want to reduce beyond all limits power, that you word it so that it only exceeds beyond the maximum at half the rate it proceeded before.
    Circuit Compression needs a minimum of 1 circuits needed, so it can't be abused.
    Last edited by eftexar; 2011-08-17 at 05:39 PM.

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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    Quote Originally Posted by eftexar View Post
    I think that limiting spells to only spells with spell resistance is too limiting. How about adding spell resistance to any spells that don't have it?
    Please change the save to 10 + 1/2 level + int. I understand how spells normally work, but the normal spell saves make spells useless at higher levels. (If you really want the level of spells to affect the DC then try 15 + 1/2 level + int - level of the spell. It balances out fairly well.)
    I think that circuit blueprint isn't a good idea. It could, in high gold campaign, break the class. While this could be true of any crafting class, I think that this class has a delicate balance that this could break.
    I would suggest, that if you want to reduce beyond all limits power, that you word it so that it only exceeds beyond the maximum at half the rate it proceeded before.
    Circuit Compression needs a minimum of 1 circuits needed, so it can't be abused.
    I limited it to spells that allow SR to signify the way the magic absorbtion works.
    Many SR:no spells work either on direct divine power or conjuration.
    Divine Power isn't something you can copy and conjurations like the Orbs basically mean you get splashed by actual acid, which isn't something you can copy either.
    As far as I know SR:yes spells are those that use magic for the entire thing and as such the person subjected to them can recognize them as such.

    I will probably change the DC calculation, potentially even as 1/2CL for an extra incentive to splurge on Extra circuit feats.

    Yeah, circuit blueprints will probably need to be more expensive.

    The 1 circuit minimum for the capstone will be implemented, I just forgot.

    @ Amechra: Condiering that even with circuit compression a circuit mage's number of spells at any time is rather low and the method of learning is money intensive I'd rather say that it pushes her up to Tier 2. I tried to have it start out as a low Tier 3 at the early levels, then gain power over time to become high Tier 3 and the Capstone was supposed to be the final push to Tier 2.

    As it is this class isn't really supposed to be played in epic as it starts to become severely powerful even if the maximum circuit per cast limit were to stop progressing at 9. I might have to think on that some more.
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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    I can haz more comments/opinion plz?

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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    I might be worried about is the capstone. While this ability isn't severely overpowered, it does have enough that some DMs might nerf it (or simply not allow the class).
    My biggest issue is with spell resistance. I think it defeats the purpose of the class and conflicts with the style of it. I sort of can see the circuit mage being bombarded with spells and gaining benefits in turn for taking damage. If he immune to many of these effects it just... Well, I think in this circumstance spell resistance raises this class an entire tier on its own.
    Still I like the massive flexibility of this class and how the system you have set up interplays with itself is amazing.

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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    Thanks for the feedback. You raise valid points and I'll try to answer some of them.

    I see that people consider the capstone very powerful.
    It is, that is without question, but I don't really see how it would be too powerful.
    A level 20 circuit mage who never took Additional Circuit would only have 20 circuits.
    If he were to now concentrate only on level 9 spells (which he now can use due to compression), he could still only have 3 of them at his fingertips at any time.
    Granted, 3 level 9 spells at-will can be devastating, but its also somewhat predictable. I guess it could be broken easily by Circuit Blueprints.
    Though I think if I were to double the cost it would get better. (A 6 circuit blueprint would then cost 36,000gp to make).
    The restriction that the spells need SR:Yes and a target at least reduces summon monster or disjunction shenanigans.
    Circuit Compression was actually the secondary choice for the capstone. The original one was to allow the circuit mage a final mastery over metamagic by only having the base spell need to confirm to the maximum circuit limit, not metamagic circuits. So a circuit mage could have a repertoire of a few low level spells that she could strenghten by however many circuits of metamagic she wants/has.

    The spell resistance was a wilfull deviation from the warlock. Originally I had envisioned a scaling resistance:all for those steps. The fluff is that the circuit mage learns to weed out the things her own circuits can recognize as magic. She has managed to open/close her being to wanted and unwanted effects to an extend. Its also not that strong. If the opponent is of the same level then for a long time the resitance is only 25%.
    I guess the fact that SR isn't common as a class ability makes it a powerful choice. Generally a circuit mage won't want to actually have the SR up as its more beneficial (at least once you have the ability) to gain rapid immunity for whatever spell is thrown at you.
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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    My question relates to the memory aspect. Say I learn a Level Five spell at Level 10. This takes 5 circuits. Say I later replace that spell with a new one used on me, this time a level 4 spell. Can I later decide to replace that level four spell with my old level 5 spell? Or do I have to be exposed to it again to bring it back to memory?

    Essentially, what I'm asking is if memorized spells are in a mental spell book and can be relearned at any time if the required number of circuits are available. Or is it a "shredder system" where once a spell is forgotten, it is gone and can't be retrieved?

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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    I have to admit I don't quite follow you.

    First of all, unless you splurge on at least 3 Additional Circuit feats you can't learn a 5th level spell at level 10 since you can only allocate 4 circuits to any one purpose at that time and need to be able to cast the spell to commit it to memory.

    If you however did splurge on the feats and are able to cast the 5th level spell, then you can commit it to memory. You can now cast the spell AND have it committed to memory.
    When you now learn the level 4 spell by overwriting the circuits of the level 5 spell you still have the level 5 spell in your memory. This would allow you to later overwrite the level 4 spell circuits again with the information in your memory.
    if you however overwrite the level 5's memory slots with the information on the new level 4 spell, then that spell is effectively lost to you and you would have to experience it again.

    The memory option is merely designed as a small buffer. You can only write memory from circuits or vice versa. It is also not possible to do both at the same time. So you could not "exchange" one spell you have in your circuits with another of the same level you have in your memory unless you have eough free slots in your memory to "save" the spell currently in your circuits first.

    In order to have a big repertoire of spells, the circuit mage would have to have either a lot of Circuit Blueprints or wands/staffs/scrolls to subject himself to the spells anew.

    The process is basically:
    Circuits are O, Memory are X
    Lets assume you splurged for 13 circuits and have a 20 in INT giving you 10 memory slots.

    You learn a level 5 spell by exposure:
    OOOOOOOOOOOOO XXXXXXXXXX

    You commit this Spell to memory:
    OOOOOOOOOOOOO XXXXXXXXXX

    Now you learn a level 4 spell by overwriting the circuits of the level 5 and letting the one remaining circuit of the level 5 go inert:
    OOOOOOOOOOOOO XXXXXXXXXX

    Case 1: You can now overwrite the circuits of the level 4 with the memorized information of the level 5.

    Case 2: You overwrite the memory of the level 5 with the level 4:
    OOOOOOOOOOOOO XXXXXXXXXX
    The level 5 spell is now lost to you since you overwrote its memory.

    In order to have access to both spells and be able to overwrite circuits whenever you need either, you need to have both in your memory.

    OOOOOOOOOOOOO XXXXXXXXXX

    Hope that clears things up somewhat.
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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    Ah, I understand now. Thanks.

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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    Not familiar with this so I don't understand all of it, but I like it, especially the blue mage aspect! I'm going to look into the warlock class properly then come back to understand how this works.
    And the picture is great.
    Last edited by Mellhurst; 2012-03-16 at 04:41 AM.

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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    A few typos- "wether" should be "whether", "cought" should be "caught" and you use "ressources" a few times when you mean "resources".

    In general, I'm not sure that this is really going to work well. Relying completely on other people casting spells on you to get any magic severely limits what you can do. Note for example, that the Spellthief is very weak and it even has a small bit of magic itself. You may want to look at this (somewhat popular?) Blue Mage homebrew which does something similar but ends up not at all weak.
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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    @ Mellhurst

    The circuit mage was concieved as being a warlock with less absolute power but greater potential versatility than the normal one. Though of course there are always spells that, when given at-will, might break a given game, so a DM would still have to look out whats happeneing.
    The picture is from the game "The Void" (I believe in some parts its called "Tension"). I had recently watched the Let's Play of it and it jumped out at me.

    @ JoshuaZ

    Yeah, there are still some typos in there, but honestly I had all but forgotten I had made this class since I didn't get many replies and I was on a "have to play in an epic game" trip at the time, which led to it not being allowed in those since it gets very strong very fast once you hit epic.
    I'll have to look at the blue mage, but the general idea was that the circuit mage can use scrolls or wands to zap himself if he needs to.
    Yes you are most effective with another caster in the party, but that was actually a calculated effort. I wanted this to be somewhat of a fifth-wheel character class that however can be very useful if managed correctly. As such I made it to reward staying in the class with many of the best features only coming later.
    Last edited by Re'ozul; 2012-03-18 at 08:36 AM.
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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    Thanks for the info Re'ozul!

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    biggrin Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    As a Fate/Stay Night enthusiast, I was happily surprised to find this homebrew and instead of an Incarnate I'm playtesting this great class of yours. So far so good, with my Simuli being in a three-man party about to enter Expedition to Castle Ravenloft. The other members of the group are a Fighter, and a Dragonfire Adept who plays like a Bard. Being in Eberron, and having a friendly alchemist nearby, I could splurge on potions.

    At level 7, having taken nothing but Additional Circuit feats, I now have 12 circuits and 8 memory slots. With only potions and a wand of Magic Missile it added to the feel of an aspiring Blue Mage ready to tear into the world and take it by storm--but just didn't find any attack spells yet.

    With a DFA dragonborn in the party we already had the blasting and crowd control covered so I decided to focus on Arcanized Enchantment.

    *EDITED* :No self-buffs allowed.

    Still, I was happy with the "No SR spells allowed" rule because otherwise I could have added Dimension Door, or Evard's Black Tentacles, at will.

    Next came the weapon enhancements. With access to a shop to Trace items from it was easy to add what I consider the best +1 abilities:
    -Bane
    -Warning
    -Sacred
    -Finder
    -Flying

    I had been planning on following the Tracing theme by having my character compensate for low martial aptitude by tracing Bane weapons, or add Flying to let them move on their own and perform flanking maneuvers with me, or just have an animated heavy shield around. However, then I came across a spell so glorious, so fitting, that I just HAD to form my build around it--Mace of Odo.

    In case that you are unaware, the real life Mace of Odo is the origin of the myth that the clergy was not allowed to draw blood and therefore used blunt weapons. In truth, this was because the impact could wound or even break bones through armor. Also, the mace has been a sign of authority since the Roman Empire and could indeed be used to be merciful and avoid drawing blood. Instead of cutting of a criminal's hand, a mace could break it and grant him a chance at redemption.

    Now, in one of the largest Fate/Stay Night fanfics on the net an elder vampire seeks a perfect weapon and an absolute defense, finding both in the Mace of Odo. As long as he follows the legend which states the Odo went into battle armed with only his mace, the Noble Phantasm allows him to strike the inside of his targets just like how it broke bones under skin and armor when wielded by Odo. The Mace penetrated defenses, disrupted spell structures, and broke walls and even the floor.

    This spell, which I believe inspired this fanfic, does the following:


    Evocation [Force]
    Level: Initiate of Helm (Feat) 3,
    Components: V, S, DF,
    Casting Time: 1 standard action
    Range: 0 ft.
    Effect: Mace of force
    Duration: 1 round/level
    Saving Throw: Fortitude negates; see text
    Spell Resistance: Yes



    You create a glowing mace of force that appears in your hand.
    You must make a melee touch attack to strike a target with the mace.
    If it hits, the mace of Odo deals 1d6 points of force damage per caster level (maximum 10d6).
    An undead target takes an additional +1 point of damage per caster level (maximum +10).
    Any creature struck by the mace must make a Fortitude save or be paralyzed for 1 round.
    You may attack once with the mace of Odo on the same round that you summoned it.
    The mace occupies your hand but does not disappear if you cast another spell.
    If you are targeted with a spell while holding the mace, you may choose to have the mace absorb that spell.
    When the mace strikes a creature, or is used to absorb a spell, or is removed from your grasp for any reason, it vanishes.
    The point in space where it vanished glows as though under the effect of a light spell for the remainder of the duration.

    As you can see, this is like having a Noble Phantasm at your disposal. I asked and got permission to get around the "When the mace strikes a creature, it vanishes", by assigning an inert circuit to it to represent my continuous manifesting. Having it persist after absorbing a spell was in my opinion way overpowered so I did not even try asking, despite how in line it would be with an A-rank Magic Resistance. By adding Morphing to my Arcanized Armory I could then do like Archer and shape it into an arrow. With Flying it could be used to perform combos.

    I know that this is not the intended function of the class' abilities, and apologize for that, but it's just so flavorful. In fact, there is another Flying enhancement that makes your weapon pull you through the air. With this, the Mace acts almost like Thor's Mjolnir.

    So far, the questions I ran into are these: What action does using Magic Recovery make?
    Is it alright to learn spells like Lesser Restoration? I got it from an Alchemist and it was an arcane spell for her.
    Is a ranged weapon and its ammunition considered one weapon for the sake of having memorized it?
    Would I need one circuit for the bow, and a second for the arrow?
    Is a special material like adamantium considered a +1?
    What if a +1 has a /day ability, like Dispelling? On one hand I would say the item needs a day to charge, but on the other it is not made of metal but formed from magic, and this is just the kind of thing that a Faker would do; delve inside his armory for the one exact weapon that he needs for the situation.
    How long does created equipment last? As long as a circuit is assigned to it? With the exception of a spell acting like a weapon of course.
    Could I learn something that is not a weapon, like if I wanted to could I memorize a spyglass, or an outfit like a raincoat, or a smoking for disguises?
    What if it's an alchemical weapon like a thunderstone? It's a weapon, it's non-magical, and throwing a smoke bomb before running away is something every scoundrel likes to do.
    How does one memorize items and enchantments? Archer had UBW and could learn them on sight as a free action, but here I ruled that I had to at least look at it for one round per memory slot, so Dancing would take 4 slots and as such spying or fighting with one for 4 rounds.
    Could you add a feat to increase the memory capacity? I understand that circuits are much more viable but this way it is easier to make a gish instead of becoming overpowered at epic levels. There is a whole thread on this forum about spells that conjure weapons. http://www.giantitp.com/forums/showt...lls-(not-gish)
    I thank you for creating this class, and hope that you will shed some light on my questions. I also sincerely hope that you liked my use of a genuine Noble Phantasm.
    Last edited by Scryangi; 2014-09-22 at 03:30 PM.

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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    Although I love the class, I do think that it is too Archer-oriented for its name It sounds like it is supposed to be representative of magi in general, but most of its abilities are entirely unsuited for, say, Tohsaka or Matou Zouken. Or any other mage, really--there isn't anyone else who has put any significant work into this branch of magecraft (although no one without Unlimited Blade Works would be able to reach that level at all, regardless of effort), leaving aside that physical combat is typically eschewed by magi.

    Also, you might want to reformat your class's table.
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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    Quote Originally Posted by dragonjek View Post
    Although I love the class, I do think that it is too Archer-oriented for its name It sounds like it is supposed to be representative of magi in general, but most of its abilities are entirely unsuited for, say, Tohsaka or Matou Zouken. Or any other mage, really--there isn't anyone else who has put any significant work into this branch of magecraft (although no one without Unlimited Blade Works would be able to reach that level at all, regardless of effort), leaving aside that physical combat is typically eschewed by magi.

    Also, you might want to reformat your class's table.
    I thought that the class was to make your character into one big family crest. Matou's family craft relies on physical alteration, and the Tohsaka aspect would be the pride and crafting of Circuit Blueprints which are already crystal themed -- not to mention that both Rin and her father were prone to repeating and overusing their iconic mysteries to the point of reaching unheard off levels of skill. A caster that fires Fin Gandr over and over sure sounds like a warlock.

    Gradual Air and Alteration are beginner's spells so all magus would have Arcane Armory. In fact, it is stated that while most would never use it for combat it is often utilized to create ritual components, like an athame or robe. It is certainly possible to make a passable gish, as I did, but the class needs high Intelligence to compensate for the low save DC's. Furthermore, I had to take some serious liberties with the class such as Bane and weapon spells that I am not sure would fly with most GM's. As it is, the CM would have no combat abilities nor much hitpoints beyond buffs . Of course, nothing that a dedicated min-maxxer can not get around, but it seems I would be MUCH stronger if I would just learn Great Thunderclap and Manymaws.

    TL;DR: as a pure Magus the class is much stronger. At level 2 you could have at-will Seeking Ray and Cloud of Bewilderment. Or what about at-will Create Magic Tattoo or Ray of Stupidity? As soon as Lv 3 you could be spamming Fireballs and Fly IF willing to have only 2 these as your spells.
    Last edited by Scryangi; 2014-09-22 at 06:26 AM.

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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    Level 3 Fireball would only work with Flaws allowed?
    3 circuits (levels)
    +2 circuits (feats)
    +1 circuit (human bonus feat)
    = 6 circuits

    means level 2 spells only.

    EDIT: Sorry, I did not see, nor did I expect, people posting in this thread anymore (though I am elated that someone did). I'll read through stuff and the post answers.

    Further quick edit:
    As for "Fly", keep the following in mind:
    A circuit mage who has succesfully learnt a spell is considered immune to this spell’s effect wether the spell used against her is infused with metamagic or not. The circuit mage can not lower this immunity.
    You wouldn't be able to grant yourself flight.
    On the other hand, you could drop the fireball on yourself and it does nothing to you. Of course SR:No spells still work on yourself. (But you can't learn those anyway)
    Last edited by Re'ozul; 2014-09-22 at 07:21 AM.
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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    You are correct in all what you said. That a CM can not buff herself occurred to me today while driving, and the Lv3 spells at 3...the only excuse I have is that I was in a hurry but yes it included the human's bonus feat. Fortunately, I planned accordingly for additional homebrewns, though apparently I have to redo my gish build based on self-buffing. Perhaps an aoe blaster that abuses Magic Recovery to buff herself by standing in the middle?

    So, here's what I got for expanding the class without making the spellcasting aspect more powerful.

    Quicksilver saturated shapesand servitor
    As a representative of a compromise between permanency and adaption, the Circuit Mage does neither summon nor construct. Instead she is accompanied by an ever-shifting balance of offense and defense, and of stalwart swift movement.

    A magus does not dirty herself with manual labour, nor with trudging through the mud. While wizards often have people to do that for them, the magus in the field found a better solution. After an hour-long ritual, the solution that she prepared has sunk into the ground and arises as a platinum golem. Powered by her own body, it is an extension of her will.

    The servitor's hit-dice is dependent on how many memory slots that are dedicated to it, but it's defenses and abilities are powered by the circuits assigned to it. The idea here is that the magus can boost the power of the servitor but not it's hitpoints. If it is destroyed then the assigned circuits are burned out until they are reinstructed, so either you play it safe and assign only a few but end up with a weak summon, or go all out for a high risk / high reward tank.

    It is a standard action to assign circuits to it, and if it ever moves beyond 90 feet away from you then it powers down. Depending on which abilities you boost it can be a tank, skirmisher, or just a servant. Alternatively, you can choose to create multiple servitors by dividing the hit-dice among them.

    Abilities I was thinking about was to play on it's fluidity and have it gain a tentacle for reach and improved grab, spiked body, magic resistance, regeneration, extra movement, distance it can move from you, a roll-out attack, etc. Alternatively, it could shape itself to better carry you inside of it while allowing you to cast spells from your elevated moving fortress.

    Spoiler
    Show
    This is of course inspired by the Archibalds. If nothing else, this allows the CM a familiar of sorts.


    Lightning Rod
    If a spell is targeted near the Circuit Mage, then she can choose to maker herself the target as an immediate action.
    Spoiler
    Show
    Both a way to defend allies, and in case people catch on that you actually want to be hit by them.


    Reinforced Reinforcing
    A magus knows the value of intelligence, and when to retreat. She can also assign circuits to gain a bonus on checks related to her senses and the Jump and Tumble skill.

    Cabal Casting / Synchronized Circuits
    If only there were more Circuit Mages in the world. Two or more magus that have the same spell learned can hold hands to synchronize their casting.
    Spoiler
    Show
    I'm not really sure if it is safe to up the spell casting of a high-tier class but I like the idea of promoting the power and unity of the circuit philosophy.


    Scoundrel's Surprise
    Item: this belt holds a wide variety of alchemical items that the magus can trace without having to memorize them. Smoke pellets, thunder stones, antidotes, etc, the Circuit Mage will always have the right tool for the job, even medicines without access to divine magic. Or poisons.

    By Proxy
    Magi have a long and rich history of working from behind the scenes. By deploying their familiar they can not only spy but also fight without entering the battlefield. This small and agile homunculus acts as an assassin or combat drone by letting the magus cast her spells through it.

    *****

    Well, that is all I have for now. I would recommend putting Fate/ Stay Night in the title to attract more people. I'll see if my character can find a good build without buffs or No SR spells. Resilient Sphere works, and there is a Pathfinder version that explicitly let's you cast through it. If not, casting through my familiar would work, or deploying Gaze attacks.

    There is also another skill I am working on called "My body is my temple" in order to deploy a variant of soulmelds from Power of Cybernetics to show the class' view on self-enhancements.
    Last edited by Scryangi; 2014-09-22 at 03:21 PM.

  21. - Top - End - #21
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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    @ dragonjek

    It really wasn't supposed to reflect magi abilities. I was just on a Fate fangic binge at the time and put some stuff together then tweaked it to reflect my current interests.
    It was always supposed to be Warlock that sacrifices some power (in terms of total spell levels without splurging on feats) for more versatility. Basically the spirit shaman of Warlocks.
    The table is something I wanted to do straight after the forum upgrade, but the new formatting is confusing the hell out of me. And at the time no one had posted in the thread for a looong time, so I couldn't get myself to do it.

    @ scryangi

    I remember that fanfic. Also that mace looks really powerful, though not that bad considering what other stuff you could do.
    Though the hard magic absorbtion seems a bit strong.
    So assigned 3 circuits for the spell and another one while its active. with 12 circuits that works.
    At the same time you are already doing max damage with CL12.
    Putting arcanized enchantment on top of spell-created weapons is not what I originally envisioned, but it fits the flavor.
    And really thats something for each DM to decide.

    As to your questions:
    Magic Recovery is supposed to be a purely mental non-action. It's basically a state-based action, get hit->absorb->get buff. instantaneously.

    You can learn divine spells. They just get converted to arcane spells (meaning they get the usual ASF problem). Flavor-wise that could be seen as a perversion of the divine, which would make for a nice plothook. The Mage basically takes the functioning bits and strips away the helpful guidance of the god. I kept that open to interpretation because even now I have no real clue wether divine spells can be easier exploited than arcane spells.

    I'd say Traced ranged weapons would get a free bit of standard ammunition every time they are shot, though reloading should possibly still be a part of it for crossbows and the like. Didn't actually enter my mind when I made the Mage.

    Special material is not supposed to be applicable for traced weapons as they are made of magic force. For that I imagine something like the "+X equals material" table from pathfinder. This is an area that would be up for a DM to decide.

    The X/day abilities: Probably another DM call, though I don't think theres all that many truly debilitating weapon/armor enchantments. They didn't enter my mind much as I rarely use them. In theory, just retracing the weapon should work, though a memory cycling (so 10 minute break) might be equally workable. Though as the creator of the class, I have to admit, just retracing the weapon, as cheesy as it is, would likely be my decision unless the player starts abusing it.

    Equipment lasts as long as circuits are assigned to it. Though it is not really possible to take it off (unless you keep in physical touch with it, otherwise it degrades fast like a soulblade's weapon).

    Learning anything else other than weapons is a DM decision, though in general I'd allow it. (Hope that the fanncy party you are going to doesn't have a dispelling screen in the door)
    Traced Equipment also always has a slight ethereal glow (like a lot of spell-created weapons tend to have) so it might be a bit obvious. And things that rely on specific materials (like compasses) may not work depending on DM. This isn't supposed to be full on tracing, more of a "I can do this as well" ability. I see now that my referncing Shirou has put the tracing ability into a higher stand than it originally was. Though really its not that much of a problem. I design this class with my general mindset in games. If its cool, I'll allow it as long as you don't abuse it. If you abuse it I'll make it bite you in the butt.

    I wouldn't allow tracing anything that doesn't rely on being and staying solid. Somewhat like a T1000 restriction. Anything else would result in exploits galore. You want those effects? Get an equivalent spell.

    The learning is supposed to be basically instant for non-magic weapons (see it know it) and otherwise the same 10minutes/slot-or-circuit for spells and equipment enchantment.

    I wanted to make a feat for more knowledge slots, but didn't have enough feedback to know how many slots would be worth a feat. Considering how fast you'll want a bigger library of effects maybe half-Int round up? Full Int in extra slots for a feat may be a bit much, whats your opinion?

    -your second post-

    Yes, putting yourself into your own blasts was one of the options I envisioned with Magic recovery, hence why I left the effects relatively low-key to avoid abuse.
    Fireballing your own position is fun.


    The servitor is fascinating. I could see it as an ACF to Reinforcement. Instead of utilizing inert circuits for self-improvement, their power manifests in a construct whose power ebbs and rises with the number of unassigned circuits. That could make for some strong tactical plays. Lots of bookkeeping, but fun.
    You don't assign circuits to it, but can change its specialization with a standard action. Likely construct HD, possibly with a growth progression like elementals. perhaps? This invites further thoughts.

    Lightning Rod: Iirc there is a spell that somewhat does this? The ability might be coupled with Rapid immunity or Greater Magic Recovery on the table as either could be supplemented nicely by it thematically without overloading what you get at that level. The immediate action restriction would make it less abusable. As such it might be thematic to couple it with the detect magic bubble surrounding the Mage. I like this idea, it makes sense thematically.

    Reinforced Reinforcing: This is likely more feat territory of the "Choose X skills reliant on a physical attribute(perhaps equal to your Int bonus), active Reinforcement gives its bonus to those skills as well." with the number of skills scaling as your Int incraeses even after you take it.

    Cabal Casting: Not sure what the effect is supposed to be. Though making both spell's CL the total number of synchronized circuits I could see. This would probably need a bit of downside in casting time with many mages or it gets abusable fast.

    Scoundrel's surprise: Not a fan of tracing chemicals and the like. At the same time, I DO understand that these are generally trinkets, but things like tanglefoot bags may be a bit iffy. Again, it would be up to the DM. If the tracing aspect is what you want to focus on, then this item seems perfectly okay. (Just no Dust of sneezing and choking, even if you somehow are allowed).
    My first foray into homebrew: The Circuit Mage

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  22. - Top - End - #22
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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    Quote Originally Posted by Scryangi View Post
    Gradual Air and Alteration are beginner's spells so all magus would have Arcane Armory. In fact, it is stated that while most would never use it for combat it is often utilized to create ritual components, like an athame or robe.

    But anything not made through UBM is empty and lacking in substance--a phantasm that the world itself rejects and destroys. The products of Projection are only marginally as existent as a real item; if you made a full plate armor, for instance, you'd be lucky to have a +4 bonus to AC. You'd more likely get less, especially considering that mages don't study Projection--barring producing minor items to complete rituals, it is an inferior mystery to almost any other. Aside from being an unstudied field, no other mage is even capable of achieving what Shirou or Archer can do... even in replicating normal, non-Noble Phantasm weapons.

    More information on Gradation Air.

    It really wasn't supposed to reflect magi abilities. I was just on a Fate fangic binge at the time and put some stuff together then tweaked it to reflect my current interests.
    Alright. I can accept that explanation.
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  23. - Top - End - #23
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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    [QUOTE=dragonjek;18149720]But anything not made through UBM is empty and lacking in substance--a phantasm that the world itself rejects and destroys. [QUOTE]
    Yeah, you're right. I agree that the class as written is too Enforcer themed but we have an alternative worked out: A Mystic Code servant. While at-will summoning is too strong, this allows the magus to have a number of constructs at his command.


    @Re'ozul
    I am happy that you like the servitor. I was going to call it a servant but then people might think you get a Heroic Spirit. The basic ability is the Conjure Midnight Construct spell from Magic of Incarnum. Excerpt found here:http://archive.wizards.com/default.a...050907a&page=5
    The basic size and thus hit dice are dependent on the caster, and it always starts in a vanilla unmodified form. This is the material that you can shape to give it special abilities which come from the Astral Construct spell.
    http://www.dandwiki.com/wiki/SRD:Astral_Construct

    In short, you'll never have enough circuits to give it all the available abilities but you can have it shape any that you can by distributing and redistributing your circuits with a standard action -- a sort of "switching of mode". It could be a sleek flyer that seeks your target and then shifts into a bulky tank with bull rush to pin it down. If your players are afraid of the bookkeeping then advise them to just slide a coin on a character sheet to show how much circuits are available now.

    While I never used this before, as my version of this servitor is shaped around my one soulspark familiar, I am fond of the idea of having this amorphous blob split into smaller ones, with a medium creature being worth 2 small ones, a large 4, and collosal 8. Mix and match as appropriate of course. This way you could have a troop of spies, or they could use flanking tactics and sneak attacks.

    Lightning rod: this comes from the old Spellfire feat where spells are absorbed and converted into energy. In the book it was a true action hero ability where the wielder learned to detect spells and draw them in, thus protecting her allies and sniffing out spies while fueling her magic. It is also heavily implied that her mother was an Incantatrix and that this was the source of the class.
    Incidentally, this is a nice feat for a Blue Mage. Ready an action to absorb a spell, and when one comes your way you use spellcraft to identify it. If it's one you wish to learn then you can just choose not to absorb it.

    Cabal Casting: I wanted an effect like the Red Wizards of Thay, where they sort of pool their spell levels together for epic rituals...but I don't know how to implant it without player abusing it and nuking a fortress. Sure, there are always RP reasons, but you know how players can be. For NPC's however this would be great.

    Tracing: I completely forgot that magic things glow because we never use that rule. It's way too easy for a meta-gamer to figure out what a spell effect is if they see where it's coming from and what it does. I agree that alchemical items can be easily abused, which is why many just carry an entire arsenal in an extra-dimensional space "just in case". The idea here is that a Faker does not carry a bag with him but makes them on the spot, but just a cantrip or Pyrotechnics spell usually serves the same purpose.

    +1's: never underestimate the value of these. Some obvious exploits are always having Bane and Sacred at your fingertips, but for just 3 circuits you could have a spiked gauntlet with Warning and Smoking on it for a +5 to initiative and 20% miss chance for attackers. Even casters like this weapon. You could also have an Aptitude weapon which allows you to add all the feats you have and that affect the use of a single weapon to it, like Weapon Focus an Specialization. There are +1's for many things such as a bonus to Silent Move or Spot, Listen, and Survival.

    It only gets harder if you allow /day abilities so I think these should be forbidden. Some are just Dispelling, and if you would learn it as a spell you would get immunity to it so I can understand how this would not seem overpowered. The problem is the Elemental Power line that I banned in my campaigns. What it does is let you summon a friggin elemental! Sure, it's only one per combat, as I would rule that you need to keep the weapon that summoned it shaped or it disappears, but that's a Summon Large Elemental as soon as you hit caster level 4.

    You know what, since circuit mages can not summon otherwise this might actually not be that bad. What do you think?

    Ps: Weapon Special abilities thread. http://community.wizards.com/forum/p...hreads/1061821
    Last edited by Scryangi; 2014-09-23 at 06:30 AM.

  24. - Top - End - #24
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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    Ancestral Knowledge
    No matter how much the magus might see herself as a revolutionist, free from the shackles of both the mortal deluded fools set in their way, and the supernatural beings who were used to grant her the spark of magic necessary to forge herself. However, sometimes pride must make way for preservation. A circuit mage has a hidden library of knowledge to call upon but accessing it goes against the deliberate order in which her circuits work together as a whole.

    The mage has access to spells that represent her family's research and the supernatural blood running through her veins. She may learn invocations as if they are present in her Arcane Armory, with the same 10 min./spell level as the equivalent level of the spell that the invocation mimics. However, there is a reason why few magi ever use this fond of hidden power, and that is that each circuit containing an invocation no longer counts as an arcane circuit for purposes such as ECL and how many circuits can be assigned to spells which may result in spells being unlearned unless they are saved in the Arcane Armory first. Her total power lowers in return for chaotic powers that disrupts the finely tuned instrument that is her body. Still, desperate times call for desperate measures and sometimes corners have to be cut.



    Spoiler: Invocation list
    Show
    Least
    •All-Seeing Eyes - As comprehend laguages on written material, bonus to Search and Spot checks, and disbelieve illusions.
    •Baleful Utterance CAr 132 - Speak a word of power and shatter objects as the shatter spell
    •Beguiling Influence CAr 132 - Gain bonus on Bluff, Diplomacy, and Intimidate checks
    •Breath of the Night - Create a fog cloud as the spell that chills creatures in it
    •Call of the Beast CM 123 - Speak with animals and influence their behavior
    •Cocoon of Refuse - Target is entangled and bludgeoned by trash
    •Cold Comfort - you emit an aura of endure elements
    •Darkness - Create an area of pure darkness
    •Drain Incarnum - You drain the essentia from a target or deal Wisdom damage
    •Earthen Grasp - An arm of earth and soil grapples near-by creatures
    •Entropic Warding CAr 134 - Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent
    •Leaps and Bounds - Gain bonus on Balance, Jump, and Tumble checks and take 20
    •Miasmic Cloud - Create a cloud of mist that grants concealment and weakens those who enter
    •Otherworldly Knowledge - Gain bonus on Knowledge and Spellcraft checks
    •Scalding Gust - Use gust of wind as the spell, creatures in it take fire damage
    •See the Unseen CAr 135 - Gain see invisibility as the spell and darkvision
    •Serpent’s Tongue CM 124 - Gain scent and a +5 bonus on saves vs poison
    •Soulreaving Aura - Use reaving aura and gain a damage bonus and temporary hit points
    •Spiderwalk CAr 135 - Gain spider climb and you are immune to webs
    •Summon Swarm CAr 135 - Use summon swarm as the spell
    •Swimming the Styx - Gain a swim speed and breath water
    •Warlock’s Luck - Gain a luck bonus on one type of save or expend to confirm a critical hit

    Lesser
    •Charm CAr 132 - Cause a single creature to regard you as a friend
    •Crawling Eye CM 123 - Your eye crawls from its socket on spidery legs and can scout for you
    •Curse of Despair CAr 132 - Curse a creature as bestow curse and hinder their attacks
    •The Dead Walk - Create undead as the animate dead spell
    •Disembodied Hand CM 124 - You detach one of your hands and send it forth to manipulate the world
    •Dread Seizure - With a word a creature succumbs to painful seizures
    •Energy Resistance- Grant yourself and allies energy resistance
    •Enthralling Voice DM 80 - Fascinate nearby creatures by speaking
    •Flee the Scene CAr 134 - Use short range dimension door, leave behind a major image
    •Humanoid Shape DM 80 - Take the form of any humanoid creature
    •Hungry Darkness - Create darkness filled with a swarm of bats
    •Mask of Flesh CM 124 - Touch attack imposes 1d6 Cha penalty and transforms you to look like the target
    •Relentless Dispelling CM 124 - As targeted dispel magic, with an additional one the following turn
    •Spider-Shape DrU 63 - Transform into a fiendish monstrous spider
    •Stony Grasp - An arm of stone grapples near-by creatures
    •Sudden Swarm - A swarm of spiders burst from the bodies of creatures you kill
    •Syphon Incarnum - You can steal the essentia of others with a touch, taking it for yourself
    •Thieves’ Bane - Use arcane lock, which explodes when bypassed
    •Voidsense CAr 136 - Gain blindsense 30 feet
    •Voracious Dispelling CAr 136 - Use dispel magic, causing damage to creatures whose effects are dispelled
    •Walk Unseen CAr 136 - Use invisibility (self only)
    •Wall of Gloom - You create a barrier of ominous shadows that is difficult to pass through
    •Warlock’s Flight Originally Fell Flight, CAr 134 - Gain a fly speed with good maneuverability
    •Weighty Utterance - Cause a creature’s weight to quadruple, pulling it from the skies
    •Witchwood Step - Creatures can walk on water and move through difficult terrain without issue

    Greater
    •Aura of Flame - Aura deals fire damage to creatures that attack you
    •Baleful Gaes DM 79 - A single creature becomes your servant, but slowly sickens and dies
    •Caster’s Lament - You can use break enchantment with a touch and can counterspell
    •Caustic Mire - Create a caustive mire that sickens creatures
    •Chilling Fog DM 79 - Create solid fog that deals cold damage
    •Chilling Tentacles CAr 132 - Use black tentacles, and deal extra cold damage
    •Counterfeit Thoughts Originally Devil’s Whispers, Ci 68 - As suggestion, plus the target may believe the actions were their idea
    •Devour Magic - Use targeted greater dispel magic and gain temporary hit points
    •Dragonward DM 82 - Gain a host of defenses against dragons
    •Enervating Shadow - Gain concealment and impose Strength penalties to nearby creatures
    •Hellspawned Grace - Transform into a hellcat
    •Nightmares Made Real CM 124 - Use nightmare terrain CM 111 that deals damage
    •Painful Slumber of the Ages - Target falls asleep and is damaged upon awakening
    •Stamina of Blood Originally Draconic Toughness, DM 80 - Gain temporary hit points equal to your caster level
    •Tenacious Plague CAr 135 - Use insect plague, but the locust swarm deals damage as a magic weapon
    •Terrifying Roar DM 81 - Use fear as the spell; creatures shaken by the effect cannot attack you
    •Wall of Perilous Flame CAr 136 - Create a wall of fire, but half the damage is supernatural
    •Warlock’s Call - Use sending, but be able to disguise yourself

    Ancestral
    •Dark Discorporation - Transform into a swarm of bat-like shadows
    •Energy Immunity DM 80 - Gain immunity to acid, cold, electricity, fire, or sonic damage
    •Impenetrable Barrier - Create an opaque wall of force or forcecage
    •Incarnum Shroud - Gain essentia and a miss chance
    •Instill Vulnerability - Make target creature vulnerable to a chosen energy type
    •Path of Shadow - Use shadow walk and accelerate natural healing
    •Perilous Veil - Use veil as the spell, successful disbelief deals damage and blindness
    •Retributive Invisibility - Use greater invisibility (self only) that deals damage if dispelled
    •Steal Summoning - Use steal summoning, but on any summon spell
    •Unrivaled Master of the Skies - Gain a fly speed with perfect maneuverability and Flyby Attack
    •Warlock’s Foresight Originally Dark Foresight, CAr 133 - Use foresight and communicate telepathically with close targets
    •Word of Changing - Use baleful polymorph which could become permanent
    Last edited by Scryangi; 2014-09-23 at 03:05 PM.

  25. - Top - End - #25
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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    One way to balance /day effects of shaped items would indeed be to burn out the slots used for them. The idea of trading CL's for invocations where it hurts a caster most, and it's not as if the magus could not just have gotten a buff or used an item.

    The servitor lets the magus use the more traditional in-the-back position and may stimulate her to learn buffs and help the party shine. Both would be a way to make sure that an at-will spellcaster is not outshining the rest of the team. I do not propose letting the servitors share the same abilities as when the magus is hit by a spell, so Lightning Rod would help her out to be targeted anyway. However, I must think about what happens if the servitor is destroyed. Maybe the material can simply be gathered but need a break to be reconstituted?

  26. - Top - End - #26
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    Default Re: [3.5 Base Class] The Circuit Mage [WIP, PEACH]

    After some playtesting, here is what I found thus far:

    As advertised, the CM is at first glance a glass cannon. It can perform the blaster role with such success that in an out-of-the-box campaign it would be overpowered. However, further testing showed that it really is a quite balanced, unique, and highly satisfying class.

    Optimized casters break the game with versatility, but the CM can not really learn many utility spells. No scrying, illusions, transformation, or conjuration, etc, leaves only buffs and blast spells. However, being unable to buff themselves further balances out the "unlimited magic" that a CM possesses. I did have a good time using Telekinesis on everything. Still, that's a lv 5 spell.

    The CM requires unique group interaction, as it can't protect itself and has to rely on allies. It can offer to take over healing duties and mass-buffing, in return for protection.

    Now, on to what the class CAN do. It's class abilities make it a decent front-line fighter and natural Gish. Enchantment spells can be learned to impair opponents or buff surrounding allies. Aoe spells centered on the CM can be a very effective strategy while buffing themselves. Some people might complain about the at-will spells and unlimited healing, but we all know that most groups follow the 15-minute adventuring day anyway, or stock up on items, so in practice all characters have unlimited resources--the CM simply does not need bookkeeping. CM's must also take care to never learn any life-saving spells, lest they are immune to them when their allies cast it on them.
    For Arcanized Armory being overpowered, that is also a fear that I can alleviate. Having the right weapon for the job isn't that strong, and easily countered by the GM. Yes, it is really handy to have silver or cold iron when needed, but no monster should rely on their damage resistance as its only defense. The CM is still not a melee character, so even with silver they can't solo a werewolf. Personally, I filled my Memory with tools and alchemical items, and counted them as my cantrips.

    The many +1's that I feared would be too strong, did not really do that much good after all, and compared unfavorably with real spells. The caster level limit, and having to keep circuits open in order to manifest equipment, is a very good balancing factor as often I would be torn between spells and items to learn. Elemental Weapons, as in the ones who summon a Large elemental when used, were not game-breaking either. Yes, having a semi-permanent CR 5 summon is powerful, but I could only do it after reaching caster level 9, and it is limited to elementals only. Keep in mind that I houseruled that the weapon which summoned the elemental must remain shaped or the elemental is immediately dismissed. Since this +1 can only be added to a weapon with the appropriate elemental enhancement, that means at least 3 circuits occupied with it--two "+1's", and the weapon itself. However, the GM would have a very convincing argument to veto this strategy: this item is not permanent, and may not have a strong enough link to the elemental planes. If ruled like this, then no summons for the CM.

    One thing I did not yet made up mind on is special materials. To an artificer, they simply count as a +1, and this is how Pathfinder rules them as well. It's simple and thematic to manifest a weapon of the right material when needed. However, I would find it strange that learning a steel pole would take only one memory slot, while a silver one would take 2.

    So, to sum it up: the CM is in my personal opinion a very balanced and well designed class. It can be optimized in order to break the game, but this would require access to rare and exotic spells and equipment that I never encountered without an artificer around. Even then, the GM can easily work around this. In the words of the designers of the 3.5 Warlock class when asked about a Warlock's potential to scribe a scroll of ANY spell: "It's a good tactic, and some smart play, but it's not as crazy as it might seem at first glance." It still costs feats, time, exp, and money, with the only result being getting items for half price. Fellow players might not like how the CM blasts bosses into submission, but in any other situation they can not attribute much. As such, they vary between tier 4, and tier 2.

    Ps: how would a CM's spell failure chance fare with a manifested tower shield?

    *Edit: Can a CM become immune to spell that does not allow spell resistance, such as Stinking Cloud, through Rapid Immunity ?

    TL; DR: great class. Not OP.
    Last edited by Scryangi; 2014-12-05 at 04:41 AM.

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