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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.
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
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
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.
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
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
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.
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
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
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
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
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
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
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
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
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
Curse Aura (Su): Cursed Spirit
Stunning Strike (Su): Gravehound
Flesh Rotting Gaze (Su): Nothic
Paralasys (Su): Ghirrash
Planar Handbook:
Spoiler
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.
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.
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
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.
Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]
Quote:
Originally Posted by Welknair
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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Some men just want to watch the world shift uncomfortably in its seat.
Spoiler
Quote:
Originally Posted by Kylarra
Quote:
Originally Posted by absolmorph
I happen to like screwing around with Handle Animal.
Red Mage, is that you?
Quote:
Originally Posted by Rawhide
Now you're cranking it up to eleven.
Quote:
Originally Posted by Dimonite
A week ago, I didn't know who you were. Now I know: you're the BEST PERSON EVER.
Quote:
Originally Posted by noparlpf
You seem to be having trouble with the idea that a rulebook can contradict itself, because it shouldn't, but...WotC.
Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]
Quote:
Originally Posted by blackjack217
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.
Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]
Quote:
Originally Posted by Sgt. Cookie
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.
__________________
Countdown to the zombie Apocalypse: braaaaaaains.
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.
Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]
Quote:
Originally Posted by blackjack217
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
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.
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.
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.
I think you're all missing an element. Specifically HEART! Otherwise, how will we summon Captain Planet?!
Quote:
Originally Posted by tuggyne
Honestly, I just wanna see a raptor riding a pony for dear life.
Recent Hobby :
Spoiler
My favorite thing to do lately is changing the title of my post to something relevant, but unimportant. Nobody reads the titles you know? It's like the forum version of "Hide in Plain Sight."
Last edited by Octopusapult : 04-08-2013 at 01:44 PM.
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?
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Quotes:
Spoiler
Quote:
Originally Posted by Hashmir
When I die, I donate my body to the cause of whatever ******* finds it first.
Quote:
Originally Posted by Bloodgruve
Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...
Blood~
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.
Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]
Quote:
Originally Posted by Sgt. Cookie
@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. I understand perfectly, I'm not in any hurry.
Good ol' response in the quote
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Quotes:
Spoiler
Quote:
Originally Posted by Hashmir
When I die, I donate my body to the cause of whatever ******* finds it first.
Quote:
Originally Posted by Bloodgruve
Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...
Blood~
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.
Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]
Quote:
Originally Posted by Sgt. Cookie
As promised, MMIII listing.
*Hugs*
You are fantastic.
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Quotes:
Spoiler
Quote:
Originally Posted by Hashmir
When I die, I donate my body to the cause of whatever ******* finds it first.
Quote:
Originally Posted by Bloodgruve
Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...
Blood~
Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]
Quote:
Originally Posted by Sgt. Cookie
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?
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Quotes:
Spoiler
Quote:
Originally Posted by Hashmir
When I die, I donate my body to the cause of whatever ******* finds it first.
Quote:
Originally Posted by Bloodgruve
Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...
Blood~
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?
Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]
Quote:
Originally Posted by Sgt. Cookie
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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Quotes:
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Quote:
Originally Posted by Hashmir
When I die, I donate my body to the cause of whatever ******* finds it first.
Quote:
Originally Posted by Bloodgruve
Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...
Blood~
Re: Why just take just their stuff, anyway? [3.5, Base Class, PEACH]
Quote:
Originally Posted by Sgt. Cookie
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.
__________________
Quotes:
Spoiler
Quote:
Originally Posted by Hashmir
When I die, I donate my body to the cause of whatever ******* finds it first.
Quote:
Originally Posted by Bloodgruve
Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...
Blood~