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    Default Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    The Blue Mage




    Silly clothing: Optional, but highly recomended.

    For some people, killing a foe is not enough. They may take trophies from fallen foes, but some people feel a certain... pull. A need to take no physical aspect, but rather, a part of the creature's very being. A Blue Mage is much like a Sorcerer, as their power flows from their own blood.

    Game rule information:
    Blue Mages have the following game statistics:

    Abilities: Constitution is important for any class, and strength is helpful to augment the Blue Mage's combat capabilities, but beyond that, a Blue Mage is MAC. Multi Attribute Compatible. Key attributes depend entirely on the abilities the Blue Mage decides to use.

    Alignment: Any
    Hit Dice: D8
    Starting Age: As Fighter
    Starting Gold: As Fighter

    Class skills: The Blue Mage's skills (And the ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Local), Knowledge (Nature), Knowledge (Religion), Knowledge (The Plains), Sense Motive (Wis) and Tumble (Dex)

    Skill points at first level: (4 + Int bonus) x 4
    Skill points at each additional level: 4 + Int bonus

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Abilities known Abilities readied
    1st
    +0
    +2
    +0
    +2
    Blue magic, Lancet 1 1
    2nd
    +1
    +3
    +0
    +3
    Improved unarmed strike, Unarmed damage 2 1
    3rd
    +2
    +3
    +1
    +3
    3 2
    4th
    +3
    +4
    +1
    +4
    4 2
    5th
    +3
    +4
    +1
    +4
    5 3
    6th
    +4
    +5
    +2
    +5
    6 3
    7th
    +5
    +5
    +2
    +5
    7 4
    8th
    +6/1
    +6
    +2
    +6
    8 4
    9th
    +6/1
    +6
    +3
    +6
    9 5
    10th
    +7/2
    +7
    +3
    +7
    10 5
    11th
    +8/3
    +7
    +3
    +7
    11 6
    12th
    +9/4
    +8
    +4
    +8
    12 6
    13th
    +9/4
    +8
    +4
    +8
    13 7
    14th
    +10/5
    +9
    +4
    +9
    14 7
    15th
    +11/6/1
    +9
    +5
    +9
    15 8
    16th
    +12/7/2
    +10
    +5
    +10
    16 8
    17th
    +12/7/2
    +10
    +5
    +10
    17 9
    18th
    +13/8/3
    +11
    +6
    +11
    18 9
    19th
    +14/9/4
    +11
    +6
    +11
    19 10
    20th
    +15/10/5
    +12
    +6
    +12
    20 10

    Class features: The Following are considered class features for the Blue Mage

    Weapon and armour proficiencies:
    The Blue Mage is proficient with all simple and martial weapons, light armour and light shields.

    Blue Magic:
    Blue Magic is a catch-all term that refers to all the abilities that a Blue Mage can steal from enemies.

    In order to "learn" an ability, one of three conditions must be met:

    1. The Blue Mage lancets an enemy with a learn-able ability. (Only way to learn extraordinary abilities)

    2. The ability is used on the Blue Mage. (Some supernatural abilities can only be learned this way. Otherwise, they can be lanceted OR experienced)

    3. (This only applies if the Blue Mage has the "Swallow whole" or "Feed" ability) The Blue Mage eats the enemy (Enemy must be dead for the ability to be learned), this bypasses any other tags.

    The Blue Mage may only learn one iteration of an ability. I.e, the Blue Mage could not have both a Red Dragon's fire breath and the Gorgon's petrifying breath, as both are considered "Breath attacks".

    After learning an ability, it is used in (almost) the exact same way it is described in the monster's stat block. If an ability uses a natural attack that the Blue Mage does not have, then he may substitute an unarmed strike instead. Other things are noted next to the individual ability. Normal touch attacks are used in place of incorporeal touch attacks. (Unless the Blue Mage can become incorporeal). Additionally, Blue Magic abilities that are dependent on size use the Blue Mage's size. Not the size of the creature it was taken from.

    Obviously, the Blue Mage does not use the as written DCs.

    The Blue Mage may learn and ready only a certain number of abilities. The total number of abilities the Blue Mage may learn is 20, at a rate of one ability per level.

    The Blue Mage may only ready a certain number of abilities, this number is equal to his Blue Mage Level divided by 2, rounding up.

    Blue Mage levels are substituted for all abilities that use Hd, i.e, a level 12 Blue Mage with 2 racial Hit Die is considered to have 12 Hd, for all blue magic abilities NOT 14.

    If the Blue Mage attempts to learn an ability when he is at his maximum, the Blue Mage may decide which ability to forget, including the learned one. The same rules apply to a different iteration of an ability the Blue Mage already knows.

    The Blue Mage may swap his readied abilities after five minutes of meditation.

    Lancet (Su):
    By making a ranged touch attack, range of 25ft + 5ft per Blue Mage class level, the Blue Mage may drain 1d6 hit points per 1/2 Blue Mage class levels, rounded up, and heal for the amount drained. Once used, Lancet cannot be used for 1d4 + 2 rounds.

    The Blue Mage also learns any one ability, Blue Mage's choice, if the creature has one.

    If the target creature is willing, the Blue Mage may use Lancet without dealing damage or making an attack roll. The Blue Mage then learns any ability the willing target possesses.

    Improved unarmed strike:
    The Blue Mage gains improved unarmed strike as a bonus feat.

    Unarmed damage:
    Because may blue magic abilities are used with an unarmed strike, the Blue Mage has learned how to best make use of his attacks. The Blue Mage is considered to be a Monk of half his Blue Mage class levels, in regards to unarmed damage.

    The Blue Mage may make unarmed attacks with his fists only.

    Blue Magic abilities:

    The Following is an alphabetical list of all the abilities a Blue Mage can learn.

    If the ability is learned from multiple creatures, note down WHICH creature, including colour/type in certain cases, the ability came from.

    The Blue Mage is immune to his own blue magic abilities, but not is not immune to the ability if it comes from the normal creature or another Blue Mage.

    The Blue Mage may activate or deactivate any number of abilities as a free action. (Meaning that a Blue Mage doesn't need to walk around with quills coming out of him all day)

    Using any blue magic ability is not a good or evil act.

    The ability lists function like magic lists in the PHB, I.e, the player knows what spell does what, likewise a Blue Mage knows what ability can be taken from what monster.

    Use the following to determine the save DC:

    10 + 1/2 Blue Mage level + Cha mod (If Su/Sp) or Con mod (If Ex)

    However, if the Monster description states a different ability modifer, then use that instead.

    A Note on True Dragon breath weapons: Blue Mages deal damage with a True Dragon's breath weapon as though they had True Dragon HD equal to their Blue Mage level.

    For example, a 10th level Blue Mage with a Black Dragon's Breath Weapon (regardless of the damage the Black Dragon did) the Blue Mage would deal 6d4 damage. Whereas, a 16th level Blue Mage would deal 10d4 damage, even if they never copied a new Breath Weapon.

    Additionally, this functions as your Age Catagory for any True Dragon Breath Weapon.

    Monster Manual 1:
    Spoiler
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    Acid Spray (Ex)
    Learned from: Digester, Giant bombardier beetle

    Bay (Su)
    Learned from:Shadow mastiff, Yeth hound
    The Blue Mage's allies are unaffected

    Black Cloud (Ex)
    Learned from: Achaierai

    Breath weapon (Su)
    Learned from: Behir, Chimera, True dragons, Dragon turtle, Frost worm, Iron golem, Gorgon, Half-dragons, Hell hound, Mephits, Winter wolf
    Chimera, True dragons, Half-dragons and Mephits all give different breath weapons depending on their colour or type

    Burn (Ex)
    Learned from: Fire elemental, Thoqqua

    Captivating Song (Su)
    Learned from: Harpy
    Allies are unaffected

    Charming Gaze (Su)
    Learned from: Spirit naga

    Confusing Gaze (Su)
    Learned from: Umber hulk, Truly horrifying umber hulk

    Corrosive Slime (Ex)
    Learned from: Delver

    The ability "Stone Shape" is considered a part of the Corrosive Slime ability as far as the Blue Mage is concerned. (It doesn't take up a known or readied slot) It is, however, recommended to note the Stone Shape ability down for convenience

    Corrupting Gaze (Su)
    Learned from: Ghost (Any)

    Cursed Wound (Ex)
    Learned from: Clay golem

    Destructive Harmonics (Su)
    Learned from: Destrachan

    Electricity Ray (Su)
    Learned from: Arrowhawk

    Energy Drain (Su)
    Learned from: Succubus (Includes the suggestion effect), Devourer, Spectre, Vampire (Any), Vampire spawn, Wight

    Must be experienced.

    Evil Gaze (Su)
    Learned from: Nightwalker

    Infernal Wound (Su)
    Learned from: Bearded devil, Horned devil

    The Blue Mage does not require the specific weapon, slashing or piercing damage is enough.

    Must be experienced.

    Ink Cloud (Ex)
    Learned from: Tojanida, (Never learned from animals)

    Leap (Ex)
    Learned from: Bulette

    You do not use the ability as written, instead it allows you to make two extra attacks, with a +5 untyped bonus to the attack roll.

    Moan (Ex)
    Learned from: Cloaker

    Paralysis (Ex)
    Learned from: Carrion crawler, Ghoul, Ghast

    Paralytic Tentacles (Ex)
    Learned from: Chuul
    Requires successful grapple check

    Petrifying Gaze (Su)
    Learned from: Basilisk, Abysall Greater Basilisk, Medusa

    Positive Energy Lash (Su)
    Learned from: Ravid

    Quills (Ex)
    Learned from: Howler

    The quills can come from arms, legs, etc. There is no save on a successful grapple check. A medium Blue Mage has 30 quills, small Blue Mages have half that, large Blue Mages have double. When broken off, a quill grows back after 24 hours.

    Roar (Su)
    Learned from: Dragonne, Leonal, Androsphinx

    Shriek (Su)
    Learned from: Vargouille

    Slime (Ex)
    Learned from: Aboleth

    Smite (Su)
    Learned from: Nalfeshnee

    Sonic Lance (Su)
    Learned from: yrthak

    The ability "Explosion" is considered a part of the Sonic Lance ability as far as the Blue Mage is concerned. (It doesn't take up a known or readied slot) It is, however, recommended to note the Explosion ability down for convenience.

    Spikes (Ex)
    Learned from: Manticore
    Spikes can come from arms, legs, etc

    Spit Acid (Ex)
    Learned from: ankheg

    Strands (Ex)
    Learned from: Roper

    The ability "Drag" is considered a part of the Strands ability as far as the Blue Mage is concerned. It is recommended to note the Drag ability down for convenience.

    When attached to a creature, the strands can be used as tentacles for all effects that use them.


    Stunning Croak (Su)
    Learned from: Red Slaad

    Stunning Glance (Su)
    Learned from: Nymph

    Stunning Screech (Su)
    Learned from: Vrock

    Stunning/Lethal Shock (Su)
    Learned from: Shocker Lizard
    Medium creatures are considered to be two small creatures, large creatures are considered to be four small creatures, etc. Additionally, if the save DC is smaller than the Number of "Small Equivalents", then use the higher DC

    Blue Mages may join with other Blue Mages (And/Or Shocker Lizards with a Friendly or higher disposition) to increase the Damage/DC

    Unnerving Gaze (Su)
    Learned from: Chain devil

    Web (Ex)
    Learned from: Aranea, Bebilith, Ettercap


    MMII:

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    Blood Sparay (Su): Rogue Eidolon

    Brain Lock (Su): Ethereal Doppelganger

    Breath Weapon (Su): Brazat, Gem Dragons, Hellfire Wyrm, Yagnoloth

    Colour Spray (Su): Corollaxe

    Caster level is equal to Blue Mage level

    Draining Gaze (Su): Zovvut

    Elemental Command (Su): Elemental Weird

    The Blue Mage may command a number of Elemental HD equal to his Blue Mage level. The Blue Mage may command elementals for 24 hours, until the Elemental dies or it's summoning ends. Whichever comes first.

    Energy Drain (Su): Effigy, Yangoloth

    Fear Aura (Ex): Lupinal

    Use Charisma for save DC

    Fear Gaze (Su): Breathdrinker, Marraenoloth

    Force Web (Su): Spellgaunt

    Lightning Bolt (Sp): Gold Horror, Platinum Horror

    Negative Burst (Su): Deathbringer

    Shriek (Ex): Pheonix

    Use Charisma for save DC

    Silk Slick (Su): Shadow Spider

    A Blue Mage can walk along his own slick without issue

    Sonic Abilities (Su): Desmodu

    Sonic Shriek (Ex): Pulverizer

    Stunning Strike (Ex): Runic Guardian


    MMIII:

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    Breath Weapon (Su): Ambush Drake, Cadaver Collector, Greater Cadaver Collector, Alchemical Golem, Mud Golem

    Call Brambles (Su): Splinterwaif

    Cause Avalanche (Su): Avalacher

    Dehydrating Impact (Su): Salt Mummy

    Energy Drain (Su): Grimweird

    Freezing Gaze (Su): Rejkar

    Gaze (Su): Visilight

    Negative Wave Pulse (Su): Shadesteel Golem

    Shock (Su): Storm Elemental, Any

    You use this ability of a Storm Elemental of your Blue Mage level. For example, a 3rd level Blue Mage uses this ability as a Small Storm Elemental, while a level 19 Blue Mage would use this ability as a Huge Storm Elemental.

    Shriek (Su): Shrieking Terror

    Sonic Pulse (Ex): Gulgar

    Spell Siphon (Su): Arcane Ooze

    Allies are unaffected.

    Thorn Volley (Ex): Battlebriar, Warbound Impaler

    Vile Spew (Su): Runehound

    Whispers of Loss (Su): Sorrowswarn

    Yowl of fear (Su): Feral Yowler

    Allies are unaffected


    MMIV:

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    Breath Weapon (Su): Clockroach

    Buffeting Winds (Su): Cyclonic Ravager

    Corrupting Gaze (Su): Corrupter of Fate

    Devouring Larvae (Ex): Quanlos

    Fire Bolt (Su): Holocaust Disciple

    Flame Burst (Su): Bloodfire Ooze, Blighted Bloodfire

    Horrific Gaze (Su): Vitreous Drinker

    Justice Strike (Su): Justice Archon

    Thorn Burrow (Su): Briarvex

    Venom Spray (Ex): Sailsnake

    Warping Energy (Su): Zern


    MMV:

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    Avalanche Wave (Su): Malastor

    Captivating Call (Su): Frostwind Vigaro

    Earthshock (Su): Ken-Kuni

    Feeding Frenzy (Ex): Dalmosh

    Fire Breath (Su): Ember Guard

    You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability

    Flame Breath (Su): Ken-Li

    You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability

    Hail of Razorfeathers (Ex): Steelwing

    Soulfire (Su): Solamith

    You do not get Soulfire Retort

    Spore Pod (Ex): Demonthorn Mandrake

    Tainted Energy (Sp): Etherial Defiler

    Wind Breath (Su): Ken-Sun

    You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability


    Misc:
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    Draconomicom:
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    Breath Weapon (Su): Abyssal Drake, Dracolich, Faerie Drake, Ghostly Dragon, Planar Dragons (All except Pyroclastic), Squamous Spewer, Storm Drake, Vampiric Dragon, Zombie Dragon

    Freezing Touch (Su): Ice Drake

    Hypnotyzing Gaze (Su): Jungle Drake


    BoVD:
    Spoiler
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    Dark Channel (Sp): Vilewight

    Energy Drain (Su): Vilewight


    BoED:
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    Gaze (Su): Firre

    Lightshard Strike (Su): Shiradi

    You do not need to assume a "Cloud of light shards" to use this ability. If your Blue Mage Level is 5 or less, you only deal damage. If your level is 6-11, your attack functions as Dispell Magic. 12+ the attack functions as Greater Dispell Magic

    Dream Ray (Su): Tulani

    You do not need to assume a Globe form

    Frost Breath (Su): Leskylor

    You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability

    Bay (Su): Moon Dog

    Allies are unaffected, regardless of alignment.


    Dragon Magic:

    Spoiler
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    Breath Weapon (Su): Aspect of Bahamut, Aspect of Tiamat (Choose head)

    Firey Body (Ex): Blazewurm

    Tumbling Flame (Ex): Blazewurm

    Beserk Attacks (Ex): Redspawn Berserker

    Devour Spell (Su): Spell Eater

    [i]Use your Blue Mage level +11 for this ability or your actual Spell Resistance, whichever is higher. If the spell does not beat this pseudo resistance, then you may use the ability as stated in the Spell Eater description. This is not Spell Resistance, as you still take the effect of the spell regardless of the roll.[/roll]

    Magic Distortion Aura (Su): Velroc

    The Blue Mage and his allies are never considered the closest creature. Allies may cast within this aura without needing to make a Caster Level check.



    Drow of the Underdark:

    Spoiler
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    Reactive Web (Ex): Admantine Spider

    The Blue Mage may use this ability when he himself is attacked, and against any enemy that deals at least 1 point of damage to any adjacent ally. This is an imediate action. Save DC is Dex based.

    Breath Weapon (Su): Deep Dragon

    Energy Drain (Su): Huge Husk Scorpion, any Huge or larger Husk Vermin

    Disgorge Spiders (Su): Shunned

    Due to it's nature, it can only be learned via Lancet. The Blue Mage may only have two swarms at any time. "Spewing" the swarms is not required for a Blue Mage, they may simply "appear" in a square next to the Blue Mage.


    Dungeonscape:

    Spoiler
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    Spore Jet (Ex): Ascomoid

    Infestation (Ex): Rot Grub Swarm

    This ability may be used along side any other Blue Mage ability that requires an Unarmed Strike









    Frostburn:

    Spoiler
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    Breath Weapon (Su): Chilblain

    Elemental Command (Su): Elemental Weird (Both),

    The Blue Mage may command a number of Elemental HD equal to his Blue Mage level. The Blue Mage may command elementals for 24 hours, until the Elemental dies or it's summoning ends. Whichever comes first.

    Icy Touch (Su): Entombed

    This ability may be used along side any other Blue Mage ability that requires an Unarmed Strike

    Ice Blast (Su): Frost Folk

    Coldfire Radiance (Su): Frostfell Ghost

    Allies are unaffected

    Ice Shards (Su): Ice Golem

    Ice Breath (Su): Ice Beast

    You may only have one "X Breath" ability at a time. You cannot have a Breath Weapon and an X Breath Ability

    Sphere of Cold (Su): Ice Toad

    Rimefire Bolt (Su): Rimefire Eidolon

    If you possess the Eldritch Lancet feat, you may use Rimefire Bolt with an Eldritch Blast attack, dealing an extra 3d6+cha mod damage per blast and allows you to make a full attack with your Eldritch Blast, your Eldritch Blast range is still used, however. Rimefire Bolt counts as an Eldritch Esscence when used as part of an Eldritch Blast.

    Beguiling Song (Su): Rusalka

    Cold Aura (Su): Shivhad

    Bellow (Su): Tlalusk

    Frost Glance (Su): Winterspawn

    Paralyzing Gaze (Su): Yuki-on-na


    Heroes of Horror:

    Spoiler
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    Sink (Su): Bog Imp

    Devour Corruption (Ex): Corruption Eater

    The Blue Mage does not gain this corruption himself. This ability is only avilable when the Taint optional rule is in play.



    Libris Mortis:

    Spoiler
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    Cold to the Touch (Su): Bleakborn

    This ability may be used along side any other Blue Mage ability that requires an Unarmed Strike

    Mind Thrust (Su): Brain in a jar


    Lords of Madness:

    Spoiler
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    Baleful flash (Su): Eye of the deep

    Mind Blast (Sp): Elder Brain, Mind Flayer Alhoon, Mind Flayer Ultihard, Mind Flayer Vampire, Urophion,

    Screech (Su): Saltor

    Strands (Ex): Urophion

    The ability "Drag" is considered a part of the Strands ability as far as the Blue Mage is concerned. It is recommended to note the Drag ability down for convenience.

    When attached to a creature, the strands can be used as tentacles for all effects that use them.



    Magic of Incarnum:

    Spoiler
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    Bile of hatered (Ex): [Hateful] Lost

    Fury of Wrath (Ex): [Wrathful] Lost

    Mirror of Despair (Ex): [Despairing] Lost

    Song of Misery (Ex): [Miserable] Lost

    Consume Soul (Su): Souleater

    Souls are realeased after the duration expires, however a Blue Mage may "hold onto" allies willing soul(s) instead of releasing them, allowing them to be raised or ressurected for half the cost required for those spells, because the soul is close by.


    Miniatures handbook:

    Spoiler
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    Curse Aura (Su): Cursed Spirit

    Stunning Strike (Su): Gravehound

    Flesh Rotting Gaze (Su): Nothic

    Paralasys (Su): Ghirrash


    Planar Handbook:

    Spoiler
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    Energy Ray (Ex): Energon (Any)

    Smoke (Su): Lesser Nightmare

    Allies do not suffer from the -2 penalty, but the Blue Mage still has partial/total concealment from allies.


    Sandstorm:

    Spoiler
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    Desert Halo (Su): Desert Devil

    Breath Weapon (Su): Sand Dragon, Dustform Creature, Mephit (Any),

    Burn (Ex): Lava ooze


    Stormwrack:

    Spoiler
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    Sonic Pulse (Su): Hammerclaw

    Paralytic Tentacles (Ex): Slime Chuul

    Requires successful grapple check

    Infernal Wound (Su): Echinoloth

    Does not require the specific weapon. Slashing/Piercing damage is enough.




    Note for DMs: It is recommended that you allow the Blue Mage to start with abilities that come from monsters with a CR equal to or less than the Blue Mage's ECL.



    Blue Mage Feats

    Note: Whenever "Lancet Damage", or similar is mentioned, the ability to learn Blue Mage abilities is also included; unless otherwise stated.

    Lancet Recovery
    Prerequisites: Lancet 3d6
    Effect: Your Lancet recovery time becomes 1d2+1. However, this only applies to standalone Lancet, it does not affect any Blue Mage feats, unless otherwise stated.


    Lancet Breath [Metabreath]
    Prerequisites: Breath Weapon with a recharge time measured in rounds, Lancet 3d6
    Effect: Whenever you use a Breath Weapon you may, as a free action, apply half your Lancet Damage, to your Breath Weapon.

    Using this feat adds 1d4+2 rounds to your Breath Weapon and you cannot use your Lancet ability for 1d4+6 rounds.

    Eldritch Lancet
    Prerequisites: Eldritch Blast 2d6, Lancet 2d6
    Effect: You may Apply your Lancet Damage to your Eldritch Blast. Applying Lancet damage in this way counts as an Eldritch Essence, with a Spell Level equal to the Eldritch Blast spell level.

    Additionally, your Warlock and Blue Mage levels stack with each other to determine Eldritch Blast and Lancet damage.

    Using this feat means that you cannot use either your Eldritch Blast OR Lancet for 1d4+2 rounds (Roll once for both). Lancet Recovery cuts this down to 1d2+1 rounds.


    Extra Readied Ability
    Prerequisites: Blue Magic class feature
    Effect: You can ready an additional ability.
    Special: This Feat may be taken more than once.


    Extra Known Ability
    Prerequisites: Blue Magic class feature
    Effect: You can know an additional ability.
    Special: This Feat may be taken more than once.


    Learn By Action
    Prerequisites: Blue Magic class feature
    Effect: You can learn Extraordinary Blue Mage abilities by simply having them effect you, in the same manner as Supernatural abilities.

    Normal: You must use Lancet on an enemy with an Extraordinary Ability in order to learn it.
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    Orc in the Playground
     
    AssassinGuy

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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    Seems like a great idea i quite like it and it doesn't seem unbalanced. I think its defiantly a good idea as a dm to write out which abilitys you are and arent going to allow,(as you are already doing) as there could be potential abuse if you didn't

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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    Sounds like a very cool idea.

    My first concern though: At-will 1d6/level ranged damage. That's double the Warlock's blasting power. That is very impressive. I'd suggest halving that, to 1d6 damage for every two levels, rounded up.
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    Quote Originally Posted by Welknair View Post
    Sounds like a very cool idea.

    My first concern though: At-will 1d6/level ranged damage. That's double the Warlock's blasting power. That is very impressive. I'd suggest halving that, to 1d6 damage for every two levels, rounded up.
    Actually, it's not just damage. It's also healing for the blue mage. I'd suggest it be 1d6+1d6/3levels, at most.
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    UPDATE: Cut down the power to 1/2 the Blue Mage's class levels and added a cool down period as well.
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    Quote Originally Posted by Sgt. Cookie View Post
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    Quote Originally Posted by gkathellar View Post
    This, sir, is sacrilege.
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    You should specifically ban assume supernatural ability. and everything else used by pun-pun


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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    Quote Originally Posted by blackjack217 View Post
    You should specifically ban assume supernatural ability. and everything else used by pun-pun
    While DM's will probably change the list(s) in some slight ways, generaly speaking, if it's not in the list a Blue Mage cannot learn it.

    That said, I am only vaguely familiar with pun-pun (I get the general idea, Pazazu and a load of wishing candles) but beyond that, I don't know what abilities pun-pun uses.
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    Quote Originally Posted by Sgt. Cookie View Post
    While DM's will probably change the list(s) in some slight ways, generaly speaking, if it's not in the list a Blue Mage cannot learn it.

    That said, I am only vaguely familiar with pun-pun (I get the general idea, Pazazu and a load of wishing candles) but beyond that, I don't know what abilities pun-pun uses.
    the main one is Manipulate Form which is an incredibly poorly thought out ability used by the Sarruhk from serpent kingdom.


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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    I feel like you should give the class the ability to identify whether or not a monster has a learnable ability (either by giving them appropriate Knowledges as class skills or through a new class feature). From what I can tell, right now it seems kind of like a shoot blindly at things till you learn something.

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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    Quote Originally Posted by blackjack217 View Post
    the main one is Manipulate Form which is an incredibly poorly thought out ability used by the Sarruhk from serpent kingdom.
    I'll note down that it is highly recomended that a Blue Mage cannot learn those two abilities.

    Quote Originally Posted by Roak Star View Post
    I feel like you should give the class the ability to identify whether or not a monster has a learnable ability (either by giving them appropriate Knowledges as class skills or through a new class feature). From what I can tell, right now it seems kind of like a shoot blindly at things till you learn something.
    I intended for the ability list(s) to be like the spell list from the PHB. If it doesn't feel that it states that, I'll note that down too.
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    Alright, having that as an assumed known list isn't bad. I guess I was just a little confused because you didn't explicitly state it one way or the other (unless I missed something).

    But I must say I kind of like the idea of having to invest a little time into learning about the abilities you want to learn. gives a little bit more character depth for the class. And it can offer easy synergy with Knowledge Devotion.

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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    I'll make it clearer that that is the case.

    Honestly, I'm not really sure that having to make knowledge checks is really necessary, for one thing all supernatural abilities can be learned simply by having them used on the Blue Mage.

    It wouldn't even be useful for extraordinary abilities, since a Blue Mage PC is likely to lancet every enemy anyway.
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    I am reopening this thread at the request of Madara.
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    Default Roulette is an awesome ability.

    Really liking the Blue Mage, this is awesome. One of my favorite classes Jobs from FFTA.
    Last edited by Octopusapult; 2013-04-08 at 01:44 PM.
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    OK, so right now I can mostly just give first thoughts: stuff that came to mind when I was building a character.

    1. I'm purely a combat character right now. Most of the abilities are damage dealing, or can be debuff.
    2. Leap should never, ever be in a player's hands, or at least not as-written, and mostly at its CR level.
    3. There are a few abilities from creatures that give a flat DC, not saying "This is X stat based," if you could find a way to just define the DC for the Blue Mage, rather than it being on a case-to-case basis, that'd be fantastic.
    4. Are there any plans to include more passive abilities? Such as movement modes?
    5. A note for future players of this class: Look for Monster-Specific feats that are based on abilities (I.E. Libris Mortis )
    6. Neither Feed or Swallow Whole are on the list right now, making one of the options for learning abilities irrelevent.

    Edit: Also, you mentioned something about a MM3 list?
    Last edited by Madara; 2013-04-08 at 04:10 PM.
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    @Octo: Agreed. I just wish the the damned Morpher could be used to learn the abilities.

    @Madara:

    2. Good catch, I'll edit that ability slightly.
    3. Would 10 + Blue Mage level + Cha (If Su or Sp)/Con (If Ex) work?
    4. More passive abilities, yes. Movement modes, no.
    6. It's a nod to FF9, where one of the characters eats opponents for abilities.

    Yes, I did mention that list. I'm having a look around, but I've got College work that needs doing, so I'll have it up as soon as I can.
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    Quote Originally Posted by Sgt. Cookie View Post
    @Octo: Agreed. I just wish the the damned Morpher could be used to learn the abilities.

    @Madara:

    2. Good catch, I'll edit that ability slightly.
    3. Would 10 + Blue Mage level + Cha (If Su or Sp)/Con (If Ex) work?
    Feels a little complicated, but its probably fine. Wait, it wouldn't, since it wouldn't scale like some abilities should. Perhaps it should be 10+level at which ability was gained+modifier?
    4. More passive abilities, yes. Movement modes, no.
    That sounds pretty good.
    6. It's a nod to FF9, where one of the characters eats opponents for abilities.
    I recognized the nod, its just not on the list.
    Yes, I did mention that list. I'm having a look around, but I've got College work that needs doing, so I'll have it up as soon as I can.
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    3. It actually scales a little too well, as by level 20, you have a base 30 to the DC. It should have been 10 + 1/2 Blue Mage Level + Mod.


    6. The nod is there in case the Blue Mage gains the ability via some other method, and Swallow Whole/Feed doesn't really fit with the rest of the abilities.
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    This looks awesome! It's getting included in my campaign world.
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    As promised, MMIII listing.
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    Quote Originally Posted by Sgt. Cookie View Post
    As promised, MMIII listing.
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    Your welcome.

    Also, made some minor changes to the Blue Magic ability, you now know a total of 20 abilities, excluding feats.

    Additionally, added some Blue Mage feats. They look alright? Too OP, too UP?
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    Quote Originally Posted by Sgt. Cookie View Post
    Your welcome.

    Also, made some minor changes to the Blue Magic ability, you now know a total of 20 abilities, excluding feats.

    Additionally, added some Blue Mage feats. They look alright? Too OP, too UP?
    They don't look too powerful, considering there are many other feats available to this class.

    Edit: A quick look-through, and I noticed that it lists true dragons, which would include more than just MM1, is this intensional?
    Last edited by Madara; 2013-04-11 at 05:41 PM.
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    Do you think any of them are "Must haves" for a Blue Mage? I'm a little worried that Lancet Breath and Lancet Recovery are Class Features that eat up a feat slot. Thoughts?
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    Quote Originally Posted by Sgt. Cookie View Post
    Do you think any of them are "Must haves" for a Blue Mage? I'm a little worried that Lancet Breath and Lancet Recovery are Class Features that eat up a feat slot. Thoughts?
    Honestly, this class gains so many abilities that 1 lancet/fight isn't a big deal. The big problem is that you can usually only use one per round, which means that there's no danger of Lancet Breath and Recovery being dangerous. Recovery isn't too much of an upgrade, so its no big deal.
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    UPDATE: The MMII list has been added.
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    Quote Originally Posted by Sgt. Cookie View Post
    UPDATE: The MMII list has been added.
    Aww shucks, you're too kind. I'm working on charting them by CR for ease of use, I'll probably post it here as well. Still doing MM1 though.
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    Default Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]

    I'm kinder still, with the MMIV update.
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