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  1. - Top - End - #1
    Ogre in the Playground
     
    bobthe6th's Avatar

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    Default Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    so, fourth attempt, breaking from my psionic/warlock plot. So here it is, a full caster, with a direct damage fetish. with new spells, and a whole lot of attitude!

    introducing, the class with more spell slots then you would normally believe possible...

    THE BLASTER!


    "'well, in this situation, the answer is fire' 'when do you think the answer isn't fire?'"
    Salfran Flame hand, human blaster, speaking to his colleague Gimble the bard on the best way to sneak past some orcs...

    Blasters are masters of destruction. Let the warmage keep his battle, a blaster is off nuking orcs in the dungeon. The blaster is no blend of magics, he is just damage magic, all the time.

    Adventures: Hey, monsters provide a morally clean target for destruction, right?

    Characteristics: Explosions, sniper fire, and general mayhem.

    Alignment: Any, though favoring chaos. Every alignment can justify destruction.

    Religion: Any, depending on personality. A blasters power are not entirely despised by any religion, so even the calmest of gods enjoy a blaster or to as worshiper.

    Background: A blaster is a creature that could have become a sorcerer, but they received a little formal training in magic as a study. As a result, the blaster tends to have a fragmented past, exacerbated by the destruction they create.

    Races: Humans, as with all classes can easily become blasters. Savage races as a rule favor blasters, loving the mayhem they can induce.

    Other Classes: Melee classes love the covering fire the blaster can produce. Wizards are leery of the excessive focus of a blaster, and the twisting of the magic to such simplified ends. sorcerers dislike the blaster, seeing what they could have become. Divine clerics see a great tool for there gods, and often try to convert them.

    Role: Blaster, thats about it. They create blasts of destruction, and can create a bit of sniping destruction.

    Game Rule Information:
    Blasters have the following game statistics
    Abilities:
    Alignment: Any
    Hit Dice: D6
    Starting Age: Simple
    Starting Gold: 2d4x10 gp

    Blaster Skill List: Balance, Bluff, Climb, Concentration, Craft, Intimidate, Jump, knowledge (arcana), knowledge (architecture and engineering), Listen, profession, Search, Spellcraft, Spot, Swim, Tumble, Use Magic Device.
    Skill points at first level: (2+intelligence modifier) x4.
    Skill points at each additional level: 2+ intelligence modifier

    {table=head]Level|BAB|Fort|Ref|Will|Special|Spells per day|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|+0|+0|+2|+0|Blasting Focus||6|4
    2nd|+1|+0|+3|+0|Prepared Meta Magic||6|5
    3rd|+1|+1|+3|+1|Advanced Learning, Additional Blasting Focus||6|6|4
    4th|+2|+1|+4|+1|Blasting Specialization||7|6|5
    5th|+2|+1|+4|+1|Advanced Learning, Additional Blasting Focus||8|6|6|4
    6th|+3|+2|+5|+2|Iterative Blast||8|7|6|5
    7th|+3|+2|+5|+2|Advanced Learning, Additional Blasting Focus||8|8|6|6|4
    8th|+4|+2|+6|+2|Greater blasting focus||9|8|7|6|5
    9th|+4|+3|+6|+3|Advanced Learning, Additional Blasting Focus||10|8|8|6|6|4
    10th|+5|+3|+7|+3| Combination Blast||10|9|8|7|6|5
    11th|+5|+3|+7|+3|Iterative Blast, Advanced Learning, Additional Blasting Focus ||10|10|8|8|6|6|4
    12th|+6/+1|+4|+8|+4|Greater Blasting Specialization||11|10|9|8|7|6|5
    13th|+6/+1|+4|+8|+4|Advanced Learning, Additional Blasting focus Focus||12|10|10|8|8|6|6|4
    14th|+7/+2|+4|+9|+4| ||12|11|10|9|8|7|6|5
    15th|+7/+2|+5|+9|+5|Master Blasting Focus, Advanced Learning, Additional Blasting Focus||12|12|10|10|8|8|6|6|4
    16th|+8/+3|+5|+10|+5|Iterative Blast||13|12|11|10|9|8|7|6|5
    17th|+8/+3|+5|+10|+5|Advanced Learning, Additional Blasting Focus||14|12|12|10|10|8|8|6|6|4
    18th|+9/+4|+6|+11|+6| ||14|13|12|11|10|9|8|7|6|5
    19th|+9/+4|+6|+11|+6|Advanced Learning, Additional Blasting Focus| |14|14|12|12|10|10|8|8|6|6
    20th|+10/+5|+6|+12|+6|Blasting Supremacy ||15|14|13|12|11|10|9|8|7|6
    [/table]

    Class Features:
    All the following are class features of the blaster.

    Weapon and Armor Proficiency: A blaster is proficient with all simple weapons and one martial weapon of his choice. His choice of martial weapon is made when he takes the fist level of blaster, and can't be changed. Blasters are proficient with light armor, but not with shields.

    Spellcasting: A blaster casts arcane spells, which are drawn from the blaster spell list. Like a sorcerer, a blaster can cast any spell he knows without preparing it ahead of time. When a blaster gains access to a new spell level, he automatically knows all spells of that given level on the blaster's spell list. He can't add any spells to the blaster spell list except with the advanced learning blaster class ability.
    To cast a spell, a blaster must have a charisma of 10+ the spell's level. The save DC for a blasters spells is 10+the spells level+the blasters charisma. Like other casters, a blaster can only cast so many spells per day, given in the above table plus any bonus spells per day for a high charisma score.
    A blaster refreshes his spells per day after 8 hours of complete rest, and one minute of meditation as he focuses the energies of his magic.

    Blasting Focus: To use their magic, blasters require a special focus. this can be any item they can carry upon which they perform a special hour long ritual. Only one such focus can be attuned to a first level blaster at one time. Every two levels therafter, a blaster can have another item attuned as a blasting focus. To cast any blaster spells, a blaster must be holding a blasting focus in hand. The blasting focus performs as the somatic component of the spell, and so the blaster suffers not arcane spell failure while casting blaster spells with one.

    Prepared Meta Magic: A second level or higher blaster learns to prepare spells with meta magic ahead of time. A blaster can prepare a spell in a spell slot when he refreshes his spells after a rest. Spells prepared this way use up a spell slot of the spells normal level plus any meta magic adjustments, but can be cast as their normal action, or less if the meta-magic feat allows(i.e. Quicken).

    Advanced Learning: At third level and every odd level thereafter, a blaster expands his knowledge of destruction. He can add one sor/wiz spell from the evocation school of magic of any level he can cast when he gains the ability.

    Blasting Specialization(Su): A fourth level or higher blaster learns to cast his blasting spells more effectively. Spells from the blaster spell list ignore 10 points of energy resistance plus 10 points of energy resistance for every five levels after third, maxing out at eighteenth level ignoring 40 points of energy resistance.

    A blaster of eighth level or higher deals quarter damage with spells from the blaster spell list against foes with immunity to the spells energy type(one eighth on a save for half).

    A blaster of thirteenth level or higher deal half damage with spells from the blaster spell list against foes with immunity to the spells energy type(one quarter on a save for half).

    Iterative Blast(Su): A blaster of sixth level or higher learns to blast as fast as a fighter swings his sword. A blaster using a spell from the charged sub school can as a full round action, use the spell twice at sixth level, three times at eleventh level, and four times at sixteenth level. using this ability imposes a -2 penalty to all attacks made by the blaster for the rest of the round per blast activated by this ability. Spells activated with this ability use an additional charge for each other spell activated with this ability(so using two spells as a full round action uses up two charges from each spell.)

    Greater Blasting Focus(Ex): A blaster of eighth level or higher improves his accuracy with blasting spells. A blaster gains a +2 competence bonus to all touch attacks(both ranged and melee).

    Combo Blast(SU):A blaster of tenth level or higher can create combinations of spells. The blaster can prepare spells as with prepared meta-magic, but instead of adding meta magic, he adds another spell. The spell uses up a spell slot equal to the spells combined level plus one per spell added onto the first, and casting the spell takes the longest of all the spells casting times.(so a 20th level blaster could place a combination spell of magic-missile+magic-missile+magic missile as a 5th level spell slot and cast it as a standard action, or a fire ball+sending as a 9th level spell slot and casting it takes ten minutes.) these spells, although cast as one, complete as if cast separately(so 10 acid splashes cast as a 9th level spell shoot out as ten individual 1d3 damage touch attack.)

    Greater Blasting Specialization(Su): A blaster of twelfth level or higher is quite adept at blowing through a foes defenses. A blaster receives a +2 bonus per spell level of the spell cast to caster level checks to overcome a foes spell resistance.

    A blaster of fifteenth level can affect spell immune foes with spells as if the creature had SR 40+HD

    Master Blasting Focus(Ex): A blaster of seventeenth level or higher improves his accuracy with blasting spells. A blaster gains a +4 competence bonus to all touch attacks.

    Blasting Supremacy(Ex): A blaster of twentieth level or higher understands blasting to a unimaginable degree. He tunes himself to magic, becoming more spell than man. His type changes to elemental with the augmented subtype, he gains SR 15+HD(this can be deactivated or reactivated as a free action), energy resistance to cold, fire, and electricity 60, energy resistance to sonic, force, and acid 30, energy resistance to all other energy types 10, and no longer ages. Age bonus still accrue, and penalties he already received remain, but he gains no further penalties and dies when his time is up.

    Blaster spell list(*are new spells):
    0 level:Acid Splash, Flare,Detect Magic, Read Magic, Light, Mage Hand, Open/Close, Arcane Mark, Prestidigitation
    1st level:Burning Hands, Shocking Grasp, Magic Missile, *Safrans Pistolero, *Lesser Orb
    2nd level:Flaming Sphere, Shatter, Gust of Wind, Scorching Ray, Acid Arrow
    3rd level:*Lesser Meteor Swarm, *Lesser Call lightning, *Lesser Aura of Ice, Fire Ball, Lightning bolt, Wind Wall, Dispel Magic
    4th level:Fire Shield, Ice storm, Shout, Wall of Fire, Wall of Ice, *Salfrans Greater Pistolero, Resilient Sphere
    5th level:Cone of Cold, Wall of Force, Sending, Telekinesis, *Blast
    6th level:*Meteor Swarm, *Call Lightning, *Aura of Ice, Chain Lightning, Freezing Sphere, Disintegrate, Greater Dispel Magic
    7th level:Delayed Blast Fire Ball, Force Cage, *Safrans Magnificent Pistolero, Mage's Sword, Prismatic Spray
    8th level:Prismatic Wall, *Polar ray, Greater Shout, Telekinetic sphere, Sun Burst
    9th level:*Greater Meteor Swarm, *Greater Call Lightning, *Greater Aura of Ice, Disjunction

    (The [Charged] sub school of magic are spells that when cast can be used a number of times.)

    New spells:
    Spoiler
    Show

    Salfran's Pistilero: Evocation [Charged]
    Level: Soc/Wiz 1, Blaster 1
    Components: V, S, M
    Casting Time: one standard action
    Range: Long (400 ft. + 40 ft./level)
    Target: One creature
    Duration: 24 hours
    Saving Throw: None
    Spell Resistance: No

    Immediately upon completion of the spell, and once per round thereafter, you aim one of the pellets used to cast the spell, and launch it at ludicrus speeds. This is a ranged touch attack against a target out to long range, that deals 1 point of bludgeoning damage per 2 caster level.

    You need not shoot immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to shoot. You may fire up to your caster level times (maximum 6).

    Material Component
    up to 6 small lead pellets

    Salfran's Greater Pistilero: Evocation [Charged]
    Level: Soc/Wiz 4, Blaster 4
    Components: V, S, M
    Casting Time: one standard action
    Range: Long (400 ft. + 40 ft./level)
    Target: One creature
    Duration: 24 hours
    Saving Throw: None
    Spell Resistance: No

    Immediately upon completion of the spell, and once per round thereafter, you aim one of the pellets used to cast the spell, and launch it at ludicrus speeds. This is a ranged touch attack against a target out to long range, that deals 1 point of bludgeoning damage per caster level.

    You need not shoot immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to shoot. You may fire up to your caster level times (maximum 10).

    Material Component
    up to 10 small lead pellets

    Salfran's Magnificent Pistilero: Evocation [Charged]
    Level: Soc/Wiz 7, Blaster 7
    Components: V, S, M
    Casting Time: one standard action
    Range: Long (400 ft. + 40 ft./level)
    Target: One creature
    Duration: 24 hours
    Saving Throw: None
    Spell Resistance: No

    Immediately upon completion of the spell, and once per round thereafter, you aim one of the pellets used to cast the spell, and launch it at ludicrus speeds. This is a ranged touch attack against a target out to long range, that deals 2 point of bludgeoning damage per caster level.

    You need not shoot immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to shoot. You may fire up to your caster level times.

    Material Component
    Caster level in small lead pellets


    Lesser Orb: Evocation [Force]
    Level: Soc/Wiz 1, Blaster 1
    Components: V, S
    Casting Time: one standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    You summon an orb of energy, which you then pitch at an opponent out to medium range as a ranged touch attack. This orb deals 4 point of force damage per caster level(maximum 20).

    Blast: Evocation [Force]
    Level: Sor/Wiz 5, Blaster 5
    Components: V, S
    Casting time: one full minute
    Range: Touch
    Target: one point in space
    Duration: 1 min./level
    Saving throw: reflex for half
    Spell Resistance: No

    After focusing, the caster prepares a massive destructive explosion. This forms as a glowing red orb that hangs were the caster places it. This explosion can be triggered by the caster as a immediate action, or activates on its own at the end of the duration. The explosion expands out as a 100 ft spread, dealing 2d4 force damage per caster level.

    Polar Ray:Evocation [Cold]
    Level: Sor/Wiz 8, Blaster 8
    Components: V, S
    Casting time: one standard action
    Range: long (400ft+40ft/caster level)
    Effect: ray of freezing energy
    Duration: instantaneous
    Saving throw: fort
    Spell Resistance: Yes

    a bolt of incredibly cold energy blasts out from the casters fingers. A target hit by this ray must make a fortitude save or takes 3d6 points of cold damage per caster level. even if the target makes the save, they take 6d6 damage. targets slain by this damage is frozen solid, as the flesh to stone spell without a save, but made of ice rather then stone(hardness and HP lowered for the new material).

    Lesser Aura of Ice: Evocation [Ice][Charged]
    Level:Sor/Wiz 3, Blaster 3
    Components: V, S
    Casting Time:one standard action
    Range: Personal
    Area: 10ft emanation
    Duration: 1 min./level
    Saving Throw: fortitude half
    Spell Resistance:Yes

    Immediately upon completion of the spell, and once per round thereafter, you may create an area of freezing cold around him. This extends out as a 10ft emanation from the caster. Creatures other then the caster in the area take 1d6 damage per caster level, with a fortitude save for half damage.

    You need not create the aura immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to create or maintain the aura. You may create or maintain the aura for a total number of round equal to your caster level(maximum 10).

    Aura of Ice: Evocation [Ice][Charged]
    Level:Sor/Wiz 6, Blaster 6
    Components: V, S
    Casting Time:one standard action
    Range: Personal
    Area: 20ft emanation
    Duration: 1 hour./level
    Saving Throw: fortitude half
    Spell Resistance:Yes

    Immediately upon completion of the spell, and once per round thereafter, you may create an area of freezing cold around him. This extends out as a 20ft emanation from the caster. Creatures other then the caster in the area take 1d6+1 damage per caster level, with a fortitude save for half damage.

    You need not create the aura immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to create or maintain the aura. You may create or maintain the aura for a total number of round equal to your caster level(maximum 15).

    Greater Aura of Ice: Evocation [Ice][Charged]
    Level:Sor/Wiz 9, Blaster 9
    Components: V, S
    Casting Time:one standard action
    Range: Personal
    Area: 30ft emanation
    Duration: 24 hours
    Saving Throw: fortitude half
    Spell Resistance:Yes

    Immediately upon completion of the spell, and once per round thereafter, you may create an area of freezing cold around him. This extends out as a 30ft emanation from the caster. Creatures other then the caster in the area take (1d8+1) damage per caster level, with a fortitude save for half damage.

    You need not create the aura immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to create or maintain the aura. You may create or maintain the aura for a total number of round equal to your caster level.

    Lesser Call Lightning:Evocation [Electricity][Charged]
    Level: Druid 3, Sorc/Wiz 3, Blaster 3
    Components: V, S
    Casting Time: One Standard Action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: One or more 30-ft.-long vertical lines of lightning
    Duration: 1 min./level
    Saving Throw: Reflex half
    Spell Resistance: Yes

    Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 1d6 points of electricity damage per (caster level -3 maximum 5). The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

    You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).

    Call Lightning:Evocation [Electricity][Charged]
    Level: Druid 6, Sorc/Wiz 6, Blaster 6
    Components: V, S
    Casting Time: One Standard Action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: One or more 30-ft.-long vertical lines of lightning
    Duration: 1 hour /level
    Saving Throw: Reflex half, Fortitude against dazed
    Spell Resistance: Yes

    Immediately upon completion of the spell, and once per round thereafter, you may call down a 10-foot-wide, 30-foot-long, vertical bolt of lightning that deals 1d6+1 points of electricity damage per (caster level -3 maximum 10). The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target squares or in the path of the bolt is affected,and must make a fortitude saving throw or be dazed for one round.

    You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 15 bolts).

    Greater Call Lightning:Evocation [Electricity][Charged]
    Level: Druid 9, Sorc/Wiz 9, Blaster 9
    Components: V, S
    Casting Time: One Standard Action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: One or more 100-ft.-long vertical lines of lightning
    Duration: 24 hours
    Saving Throw: Reflex half, fortitude against stunned
    Spell Resistance: Yes

    Immediately upon completion of the spell, and once per round thereafter, you may call down a 30-foot-wide, 100-foot-long, vertical bolt of lightning that deals 1d8+1 points of electricity damage per (caster level-3 maximum 15). The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target squares or in the path of the bolt is affected, and must make a fortitude saving throw or be stunned for one round.

    You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level.

    Lesser Meteor Swarm: Evocation [Fire][Charged]
    Level:Sor/Wiz 3, Blaster 3
    Components: V, S
    Casting Time:one standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: one or more meteors.
    Duration: 1 min./level
    Saving Throw: Reflex against prone
    Spell Resistance:Yes

    Immediately upon completion of the spell, and once per round thereafter, you may launch a ball of force and flame(called a meteor). This meteor flies out from your space up to it's maximum range, you may aim it at a foe but hitting them requires a ranged touch attack. foes struck by a meteor are dealt 1d6 point of fire damage equal to (caster level -3 maximum 5), and must make a reflex save or be knocked prone.

    You need not call a meteor immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a meteor. You may call a total number of meteors equal to your caster level(maximum 10).


    Meteor Swarm: Evocation [Fire][Charged]
    Level:Sor/Wiz 6, Blaster 6
    Components: V, S
    Casting Time:one minute
    Range: Long (400 ft. + 40 ft./level)
    Area: one or more 10ft burst(s).
    Duration: 1 hour/level
    Saving Throw: Reflex against prone
    Spell Resistance:Yes

    Immediately upon completion of the spell, and once per round thereafter, you may launch a fiery meteor. This meteor flies out from your space up to it's maximum range, you may aim it at a foe but hitting them requires a ranged touch attack. foes struck by a meteor are dealt 1d4 force damage equal to (caster level -3 maximum 10), and must make a reflex save or be knocked prone. The meteor then explodes, dealing 1d6 of half fire/half force damage equal to (caster level -3 maximum 10) in a 10ft burst, requiring a reflex save for half damage.

    You need not call a meteor immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a meteor. You may call a total number of meteors equal to your caster level(maximum 15).


    Greater Meteor Swarm: Evocation [Fire][Charged]
    Level:Sor/Wiz 9, Blaster 9
    Components: V, S
    Casting Time:one minute
    Range: Long (400 ft. + 40 ft./level)
    Area: one or more 20ft burst(s).
    Duration: 24 hours
    Saving Throw: Reflex against prone and half area damage
    Spell Resistance:Yes

    Immediately upon completion of the spell, and once per round thereafter, you may launch a fiery meteor. This meteor flies out from your space up to it's maximum range, you may aim it at a foe but hitting them requires a ranged touch attack. foes struck by a meteor are dealt 2d4 force damage per (caster level -3 maximum 15), and must make a reflex save or be knocked prone. The meteor then explodes in a twenty foot burst dealing 1d10 half fire/half force damage per (caster level -3 maximum 15) in a twenty foot burst, requiring a reflex save for half damage and another or be knocked prone.

    You need not call a meteor immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a meteor. You may call a total number of meteors equal to your caster level.


    well here it is, the blaster that blasts with blastastic spells. Thoughts, comments, or even concerns? Be glad to hear any of it!
    Last edited by bobthe6th; 2012-06-19 at 08:36 PM.
    Avatar by Szilard, thank you sir for the fine work!

    my home brew. you should PEACH them...
    Telekineticist
    Razor
    Shield
    blasterv4
    mindbender

  2. - Top - End - #2
    Troll in the Playground
     
    Gandariel's Avatar

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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    quick review:

    Blasting focus(es): A weird way to say: you can cast in armor.

    Prepared Metamagic: there are feats and ACFs which do that better, but i guess it's okay.

    Blasting Specialization: Nice, nothing to say here

    Iterative blast: Not really sure about how it works, does it burn more spell slots?
    Oh i see it applies only to those meteor swarmish spells.
    mh, could be too strong, not sure.

    Greater (and Master) Blasting focus: a minor bonus, but useful i guess

    Combo Blast: Could be VERY abusable, but since you only have blast spells, it's not that much of an improvement actually.
    Also you should put something to avoid 4200 Acid Splashes being cast as a 1st level spell :P

    Greater Blasting Specialization: Again, a minor though useful bonus (does it stack with everything?)

    Blasting supremacy: the DR thing is weird, though dr 10 isn't that important at level 20.
    Would a boulder thrown with Telekinesis damage you?
    a mundane bolt thrown from a magic crossbow?
    a Wizard thrown by a Hulking Hurler? (just kidding)

    The meteor spells:
    They have a Save vs knocked prone thing, which is nice
    Also, you may want to check Reserve feats, they do the same but all day long (more or less)

    Lesser: Don't know why it is listed as [fire] and it does Force damage.
    VERY little damage, but the knock prone thing is nice.

    Regular: Do you get both the d4/level and the d6/level if you get hit?

    Greater: first thing i noticed, 2d4 is more or less equal to 1d10, but alright.
    Same question as for the regular one.

    Quick math: 20th level, Greater meteor swarm attack:
    160d4 Force damage, plus(?) 80d10 fire/force damage, hardly resistable.
    Sudden Maximize for 1440 damage bangs every turn.

    It sure does have damage potential at later levels.

    Two things. One, it can seriously ONLY BLAST. he is not capable of doing ANYTHING ELSE whatsoever.
    I guess you didn't really aim for versatility =)


    Also, checking at the spells, he has no 9th level spells.
    Okay he has greater meteor swarm, and he'll cast one in the morning. Then, only Disjunction (or metamagicked spells)

    I expected some sort of damage bonuses on blasty spells

    I'm sorry if i seem abrupt/offensive, i'm only trying to be objective and point out what could be improved =)
    keep up the good work!
    Last edited by Gandariel; 2012-03-02 at 09:57 AM.
    Quote Originally Posted by actual quote from this forum
    So yeah. your wrong.
    Check out Camp Archimedes, a (slightly homebrew) mercenary camp full of interesting units. A great addition to any campaign (in my very biased opinion)

  3. - Top - End - #3
    Ogre in the Playground
     
    bobthe6th's Avatar

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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    Quote Originally Posted by Gandariel View Post
    quick review:
    Yay comment! Thank you!

    Quote Originally Posted by Gandariel View Post
    Blasting focus(es): A weird way to say: you can cast in armor.
    Fighter refrance... and let's the blaster have a way to be disarmed without a components pouch.

    Quote Originally Posted by Gandariel View Post
    Prepared Metamagic: there are feats and ACFs which do that better, but i guess it's okay.
    Hey, blasters love meta. This helps, wile keeping a cost for meta.

    Quote Originally Posted by Gandariel View Post
    Blasting Specialization: Nice, nothing to say here
    Yep

    Quote Originally Posted by Gandariel View Post
    Iterative blast: Not really sure about how it works, does it burn more spell slots?
    Oh i see it applies only to those meteor swarmish spells.
    mh, could be too strong, not sure.
    I am going to add more in this vein. Call lightning redux chain, close cold chain, ect.
    The idea was to let a blaster full attack, but with limits. Would cahrge cost equal to number of itteratives+1 squared?

    Quote Originally Posted by Gandariel View Post
    Greater (and Master) Blasting focus: a minor bonus, but useful i guess
    Hey, it kills two dead levels. also, some dragons take sintilating scales, or you might fight a dex/monk build.

    Quote Originally Posted by Gandariel View Post
    Combo Blast: Could be VERY abusable, but since you only have blast spells, it's not that much of an improvement actually.
    Also you should put something to avoid 4200 Acid Splashes being cast as a 1st level spell :P
    It is suposed to be an option, but not a matter of course. a tenth level blaster might make a 3xmagic missle swarm as a fifth level spell, but it eats a fifth level spell slot, and limits his options by making it prepared. 15 1d4+1 damage packets as a standard action is nice, but DR defeats it, and it is your highest level slot... a Spell level of spells combined +number of spells-1. 10 acid splashes as a 9th level spell.

    Quote Originally Posted by Gandariel View Post
    Greater Blasting Specialization: Again, a minor though useful bonus (does it stack with everything?)
    Blasters should be able to fight golems... and thanks! Also nope...

    Quote Originally Posted by Gandariel View Post
    Blasting supremacy: the DR thing is weird, though dr 10 isn't that important at level 20.
    Would a boulder thrown with Telekinesis damage you?
    a mundane bolt thrown from a magic crossbow?
    a Wizard thrown by a Hulking Hurler? (just kidding)
    Just the generic transformation capstone, so a little DR. Magicly thrown yep, gets an enhansment bonus yep, hey that mage has spells so yep

    Quote Originally Posted by Gandariel View Post
    The meteor spells:
    They have a Save vs knocked prone thing, which is nice
    Also, you may want to check Reserve feats, they do the same but all day long (more or less)
    Reserve is worse... really, a lot worse. Plus these scale.

    Quote Originally Posted by Gandariel View Post
    Lesser: Don't know why it is listed as [fire] and it does Force damage.
    VERY little damage, but the knock prone thing is nice.
    Oop, old artifact. Guess I'll make it 1d6 fire...

    Quote Originally Posted by Gandariel View Post
    Regular: Do you get both the d4/level and the d6/level if you get hit?
    Yep, see classic meteor swarm

    Quote Originally Posted by Gandariel View Post
    Greater: first thing i noticed, 2d4 is more or less equal to 1d10, but alright.
    Same question as for the regular one.
    Over 20 turns... curently 5 full attacks, 80d4 to a target+40d10 in a burst... could see nerfing it... but it is ninth level, the level of imprisonment, gate, and disjunction.

    Quote Originally Posted by Gandariel View Post
    It sure does have damage potential at later levels.
    Yes, yes it does...

    Quote Originally Posted by Gandariel View Post
    Two things. One, it can seriously ONLY BLAST. he is not capable of doing ANYTHING ELSE whatsoever.
    I guess you didn't really aim for versatility =)
    UMD+CHA casting stat... yeah, it can only blast himself, but spell compleation adds some sweet casting abilaties. Even Scrolls have their uses... and then again, blasting is underated. see that door, a blaster has the spells per day to blow a use of magic missle to shread it.

    Quote Originally Posted by Gandariel View Post
    Also, checking at the spells, he has no 9th level spells.Okay he has greater meteor swarm, and he'll cast one in the morning. Then, only Disjunction (or metamagicked spells)
    with full attack, if he dosn't go through more then one meteor swarm a day... also, going to add the ends of the other charge chains here(electric something and ice glave)

    Quote Originally Posted by Gandariel View Post
    I expected some sort of damage bonuses on blasty spells
    Sorry to disapoint, but I was shooting T3...

    Quote Originally Posted by Gandariel View Post
    I'm sorry if i seem abrupt/offensive, i'm only trying to be objective and point out what could be improved =)
    keep up the good work!
    Hey, any comments are good comments, and I need to be told if I go OP...
    So thanks for PEACHing!
    Last edited by bobthe6th; 2012-03-02 at 05:49 PM.
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    Quote Originally Posted by bobthe6th View Post
    Yay comment! Thank you!
    you're welcome =)

    Quote Originally Posted by bobthe6th View Post
    Fighter refrance... and let's the blaster have a way to be disarmed without a components pouch.
    How do you disarm an armor?

    Quote Originally Posted by bobthe6th View Post
    I am going to add more in this vein. Call lightning redux chain, close cold chain, ect.
    The idea was to let a blaster full attack, but with limits. Would cahrge cost equal to number of itteratives+1 squared?
    Not sure what do you mean here, do you mean the number of "charges" it consumes? i hope not, since you have so few charges per casting.


    Quote Originally Posted by bobthe6th View Post
    Reserve is worse... really, a lot worse. Plus these scale.
    These scale, but you have so few of them per casting..


    Quote Originally Posted by bobthe6th View Post
    Over 20 turns... curently 5 full attacks, 80d4 to a target+40d10 in a burst... could see nerfing it... but it is ninth level, the level of imprisonment, gate, and disjunction.
    It's just that Force is a very strong element, otherwise it's not so bad.

    Also, a lot of other builds can do thousands of damage, but the thing that baffles me is that this one IS SUPPOSED to use this as often as possible.

    Quote Originally Posted by bobthe6th View Post
    with full attack, if he dosn't go through more then one meteor swarm a day... also, going to add the ends of the other charge chains here(electric something and ice glave)
    I didn't read the max number of meteors on the higher level one, i just supposed it was unlimited.

    Quote Originally Posted by bobthe6th View Post
    Sorry to disapoint, but I was shooting T3...
    you definitely compensated with more dice =)

    Nothing else i guess ^^
    Quote Originally Posted by actual quote from this forum
    So yeah. your wrong.
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    Quote Originally Posted by Gandariel View Post
    How do you disarm an armor?
    how do you hold armor in your hand?

    Quote Originally Posted by Gandariel View Post
    Not sure what do you mean here, do you mean the number of "charges" it consumes? i hope not, since you have so few charges per casting.
    caster level with a highish cap? I was just sugesting a way to mini nerf it. as it seems not so over powered I will leave it that way...

    Quote Originally Posted by Gandariel View Post
    These scale, but you have so few of them per casting..
    um... CL is to low? does there need to be more charges? this class does get more spells per day then the sorceror...

    Quote Originally Posted by Gandariel View Post
    It's just that Force is a very strong element, otherwise it's not so bad.Also, a lot of other builds can do thousands of damage, but the thing that baffles me is that this one IS SUPPOSED to use this as often as possible.
    hmm... should I make it force on impact and fire in the burst? also, do you find the damage OP for the spell level? Those were numbers out of the air...

    Quote Originally Posted by Gandariel View Post
    I didn't read the max number of meteors on the higher level one, i just supposed it was unlimited.
    yeah... unlimited would be scary... really scary. Might see it with a really short time limit... as a cap stone...

    Quote Originally Posted by Gandariel View Post
    you definitely compensated with more dice =)
    hey, more dice are always more satisfying then +x to damage...

    Quote Originally Posted by Gandariel View Post
    Nothing else i guess ^^
    once again thank you. brewing isn't the same without comments!
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    so, any other comments?
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    bump for some more spells, working on more.

    is the ice aura chain OP or under powered?


    edit:and finished to a digree. ALL SPELLS DONE and a major reformat for beauty
    Last edited by bobthe6th; 2012-03-16 at 06:42 PM.
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    Skills: Balance, Climb, Jump, Swim, and Tumble. I see nothing in this class to justify a blaster having the same physical skills as a ranger. (Better, even, since rangers don't get Balance or Tumble).

    Weapon Proficiency: Ah, the blaster can be proficient with a greatclub, but when you hand him a club he stares at you and says "How do I hit with this?" But wait, there's more! He can use kukris, but not daggers! Lances, but not spears! Scythes, but not sickles!

    In short, you should never give a class martial weapon proficiency without simple weapon proficiency. It makes people wonder.

    Spellcasting: So he has a warmage's mechanics, huh? Interesting. We'll see how that goes when I see the list. You misspelled "complete" in the last sentence there.

    Blasting Focus: Seems okay, though I would love to see some wiggle room here. For example, if I made a blaster, I would want to tattoo something like a dragon's head or a sun on my palm and then thrust my hand out whenever I cast a spell, and maybe have the tattoo glow with arcane power before I toast someone. (I hope this class has sunburst. I would be all "This is how I turn undead, son!" )

    Minor Note: The progression is...strange. I can tell why you left out 11th and 15th, because you already have other abilities there, but this feature is so minor by that level that there's really no need to just interrupt your progression like that. It's perfectly fine to have two different class features at the same time, you know, especially if one of them is just logical progression of a feature you've had since first level (just look at the rogue).

    Prepared Metamagic: This is a good ability, but it comes at a very strange level. You're going to see almost no use out of this feature, at least not until around 5th or 6th level when you can start Empowering 1st level spells (maybe). I would push this back and bring something more relevant to the front. As it stands, 2nd level is pretty dead for the blaster, and that's not a good level to be dead (even fighters don't get their first dead level until 3rd).

    Blasting Specialization: You capitalized the U in Su. Also, this ability comes in at 4th level on the table, but 3rd level in the text. Which is it?

    You should also note that if an immune creature succeeds a saving throw for half damage, it only takes 1/8th of the total damage at 8th level, and 1/4th of the total damage at 13th level. Also, I hope that you have a capstone or something that lets you change this half damage to immune creatures to full damage. Wouldn't be overpowered in the slightest if all you can dish out is energy damage.

    Iterative Blast: Capitalized the U in Su. Dunno what the (charged) subschool is, guess it's something you homebrewed, so I'll cover it when I get to it. For now, seems interesting.

    Greater Blasting Focus: Pick a different name. This has nothing to do with the original Blasting Focus ability (it doesn't even require you to be using your Blast Focus component to get the bonus). Also, does this ability apply to all melee and ranged touch attacks? Please clarify.

    Combo Blast Interesting. A lot like the Link Power feat from Complete Psionic. I like it.

    Greater Blasting Specialization: Again, change the name. I can sort of see a link for this one, in that you are overcoming a different kind of defense, but there's no reason you couldn't just use "Penetration" here instead of Specialization.

    Spells: ...You do realize that call lightning is a 3rd level spell, right? Why would you make a "lesser" version of it as a 3rd level spell? And then give it to druids, who already have the true call lightning at the same spell level?

    Spell list looks solid, though you can't have disjunction just tossed in there randomly, without being able to even cast dispel/greater dispel magic. That just doesn't make sense. I would add dispel and greater dispel in anyway, no reason for him not to have it. (I blast your effects away!)

    All in all, a good 4th attempt.

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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    ah, the smell of a PEACH in the late afternoon... nothing quite like it.

    Quote Originally Posted by NeoSeraphi View Post
    Skills: Balance, Climb, Jump, Swim, and Tumble. I see nothing in this class to justify a blaster having the same physical skills as a ranger. (Better, even, since rangers don't get Balance or Tumble).
    got badly into skill pading... and I mean, I like having more then 1-2 skills to care about. though I should probably shave it down.

    Weapon Proficiency: Ah, the blaster can be proficient with a greatclub, but when you hand him a club he stares at you and says "How do I hit with this?" But wait, there's more! He can use kukris, but not daggers! Lances, but not spears! Scythes, but not sickles!
    In short, you should never give a class martial weapon proficiency without simple weapon proficiency. It makes people wonder.
    and thats an oops...

    Spellcasting: So he has a warmage's mechanics, huh? Interesting. We'll see how that goes when I see the list. You misspelled "complete" in the last sentence there.
    hes an blastyer warmage...
    another oops...

    Blasting Focus: Seems okay, though I would love to see some wiggle room here. For example, if I made a blaster, I would want to tattoo something like a dragon's head or a sun on my palm and then thrust my hand out whenever I cast a spell, and maybe have the tattoo glow with arcane power before I toast someone. (I hope this class has sunburst. I would be all "This is how I turn undead, son!" )

    Minor Note: The progression is...strange. I can tell why you left out 11th and 15th, because you already have other abilities there, but this feature is so minor by that level that there's really no need to just interrupt your progression like that. It's perfectly fine to have two different class features at the same time, you know, especially if one of them is just logical progression of a feature you've had since first level (just look at the rogue).
    put it under the skin... but I leave it up to DMs to decied. The goal of the feature was to make him disarmable, or sunderable. but, a kind DM would say cool. and yes, yes it does.

    fair enough...


    Prepared Metamagic: This is a good ability, but it comes at a very strange level. You're going to see almost no use out of this feature, at least not until around 5th or 6th level when you can start Empowering 1st level spells (maybe). I would push this back and bring something more relevant to the front. As it stands, 2nd level is pretty dead for the blaster, and that's not a good level to be dead (even fighters don't get their first dead level until 3rd).
    silent acid splash?

    Blasting Specialization: You capitalized the U in Su. Also, this ability comes in at 4th level on the table, but 3rd level in the text. Which is it?

    You should also note that if an immune creature succeeds a saving throw for half damage, it only takes 1/8th of the total damage at 8th level, and 1/4th of the total damage at 13th level. Also, I hope that you have a capstone or something that lets you change this half damage to immune creatures to full damage. Wouldn't be overpowered in the slightest if all you can dish out is energy damage.
    fixed, fourth

    added, will consider

    Iterative Blast: Capitalized the U in Su. Dunno what the (charged) subschool is, guess it's something you homebrewed, so I'll cover it when I get to it. For now, seems interesting.
    fixed, full charged sub school is in the new spells

    Greater Blasting Focus: Pick a different name. This has nothing to do with the original Blasting Focus ability (it doesn't even require you to be using your Blast Focus component to get the bonus). Also, does this ability apply to all melee and ranged touch attacks? Please clarify.
    riffed off of fighter feats, you can see it in the abilaty names. changing might put a hole in that... though I would take sugestions for a better name. yes, and just did.

    Combo Blast Interesting. A lot like the Link Power feat from Complete Psionic. I like it.
    sweet, I just wanted to add a way to use some of those bleep ton of spells per day...

    Greater Blasting Specialization: Again, change the name. I can sort of see a link for this one, in that you are overcoming a different kind of defense, but there's no reason you couldn't just use "Penetration" here instead of Specialization.
    see improved focus. would take suggestions on a different naming sceem...

    Spells: ...You do realize that call lightning is a 3rd level spell, right? Why would you make a "lesser" version of it as a 3rd level spell? And then give it to druids, who already have the true call lightning at the same spell level?
    revamped it, see new spells... slightly different.

    Spell list looks solid, though you can't have disjunction just tossed in there randomly, without being able to even cast dispel/greater dispel magic. That just doesn't make sense. I would add dispel and greater dispel in anyway, no reason for him not to have it. (I blast your effects away!)
    could see that... I really did toss the dijunction on the end as 9th was a little thin... but yes added.
    All in all, a good 4th attempt.
    sweet! any comment on the new spells?
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    Just a few things from me.

    Blasting Focus
    - Why do they need this ability? And why do they need many, many blasting Focuses? What is a Blasting Focus? A weapon, an arrow, a rotten cabbage? Clerics don't carry around 8 holy symbols after all. This seems like a way to get Armored Mage without it being armored mage. Plus this lets the caster walk around in Full Plate unaffected. It doesn't make much sense that this counts as the Somatic component, since it's a Focus (which is it's own kind of component.) Would a Blaster who's bound but wearing his Blasting-Focus Ring be able to cast Silent spells?

    Spells - I don't see any reason why they should get the MASSIVE amount of Spell Per Day that they do - Wizards get 40 spells per day, Sorcerers get 60, Blasters get 95. They get a giant boost in spells per day, though be it from a VERY limited spell list. I'd reduce those to match the Sorcerer's (or Warmage, but I think they're the same.) I'd also give them an Advanced Learning feature, letting them access to other Evocation and Conjuration spells.
    Also, why do they get access to spells quicker than a Sorcerer or any other Spontaneous caster?

    Saves - Reflex instead of Will is an odd choice, considering they're all about casting spells, but it works, I guess, if you treat it like they're good at dodging their own abilities.

    Iterative Blast - This is confusing. Do they get to cast several spells, or just use 1 as a Full Attack? Do they take a -5 penalty for each attack after the first?

    Combo Blast - Should be rewritten. I'd make it something like -
    At 10th level, a Blaster gains the ability to combine his attack spells. To do so, he must prepare the spell ahead of time, as he would with Prepared Metamagic. When using Combo Blast, he chooses two different spells of equal or lower level. The Combo Blast deals damage and has the effect of both spells.
    If the spells allow a save, the target only makes one save against both effects. However, if the spells allow for different types of saves (for example, if he combine Fireball, which calls for Reflex, and Disintegrate, which calls for Fortitude) the target makes a save for each type.
    Casting time is equal to the highest casting time of both spells.
    Using this ability takes up a spell slot three levels higher than the highest spell level used. A Blaster can use this ability a number of times per day equal to his Charisma bonus.

    Even still, theres the issue of different types of spells (My Fireball/Disintegrage is an example, is it Touch or Area?) which I'm not sure best how to handle, perhaps another homebrewer can offer a suggestion here.

    Blasting Supremacy - This who ability doesn't make sense for a caster class that only utilizes blasting spells. Why does he attune himself better than a Wizard or a Sorcerer, who has a MUCH better grasp of magic than this fellow. He gains blanket SR, and damage reducation against any and all magic weapons, but has absolutely no energy resistance, which is what he knows best.
    I would do it a bit differently.

    At 20th level, a caster is so in tune with the magic he uses, he becomes a spell in his own right. His type changes to Elemental, and he no longer needs to eat, sleep, drink, or breathe, and he no longer ages. Bonuses still accrue, and penalties remain, but no new penalties develop. When his time comes, a blaster dissolves peacefully in a dazzling display of arcane energy.
    Every day, when he regains his spells, a blaster may choose two energy types. He is immune to these energy types until he regains spells. A blaster may change these immunities whenever he regains spells.
    Last edited by JackMage666; 2012-03-17 at 02:54 AM.
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    I smile at making a Rainbow Warsnake build with this...

    Or getting myself into Prestige Bard, for some all-day spell-lovin'

    Maybe a note saying that you can't add spells that don't deal direct damage to the spell list?
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    Quote Originally Posted by JackMage666 View Post
    Just a few things from me.
    ok...


    Blasting Focus
    - Why do they need this ability? And why do they need many, many blasting Focuses? What is a Blasting Focus? A weapon, an arrow, a rotten cabbage? Clerics don't carry around 8 holy symbols after all. This seems like a way to get Armored Mage without it being armored mage. Plus this lets the caster walk around in Full Plate unaffected. It doesn't make much sense that this counts as the Somatic component, since it's a Focus (which is it's own kind of component.) Would a Blaster who's bound but wearing his Blasting-Focus Ring be able to cast Silent spells?
    it fit the fighter bonus feat pattern... but really, it lets him walk aroun in full plate, but makes it possible to disarm him or just sunder the thingamy...
    It fills dead levels, and avoids a blaster losing its abilaty to cast after one sunder, but places a limit on his spells lifes...
    whatever is character appropriate, a sword an arrow a cabbage a hat a ring an earring ect...
    the paranoid ones do, better safe then sorry.
    Eh, I like it, and I have comments to the affirmative.
    the captor that saw the Blaster going, and didn't make a point to strip him of everything that might be a focus? but no, it still takes a verbal(unless you meant still there, then yes)

    Spells - I don't see any reason why they should get the MASSIVE amount of Spell Per Day that they do - Wizards get 40 spells per day, Sorcerers get 60, Blasters get 95. They get a giant boost in spells per day, though be it from a VERY limited spell list. I'd reduce those to match the Sorcerer's (or Warmage, but I think they're the same.) I'd also give them an Advanced Learning feature, letting them access to other Evocation and Conjuration spells.
    Also, why do they get access to spells quicker than a Sorcerer or any other Spontaneous caster?
    Blasters can really only blast, so I see no problem letting them do it all day. Advancing learning would let people break the class like a normal caster, so gonna say no there.
    Cause I never saw why any full caster should be gimped, agree with TG osker here...

    Saves - Reflex instead of Will is an odd choice, considering they're all about casting spells, but it works, I guess, if you treat it like they're good at dodging their own abilities.
    was tempted to give them both, but then I saw full caster, so they get a nice flavor save.

    Iterative Blast - This is confusing. Do they get to cast several spells, or just use 1 as a Full Attack? Do they take a -5 penalty for each attack after the first?
    see the [Charged] sub school, they can activate several charges from any number of spells.

    Combo Blast - Should be rewritten. I'd make it something like -
    At 10th level, a Blaster gains the ability to combine his attack spells. To do so, he must prepare the spell ahead of time, as he would with Prepared Metamagic. When using Combo Blast, he chooses two different spells of equal or lower level. The Combo Blast deals damage and has the effect of both spells.
    If the spells allow a save, the target only makes one save against both effects. However, if the spells allow for different types of saves (for example, if he combine Fireball, which calls for Reflex, and Disintegrate, which calls for Fortitude) the target makes a save for each type.
    Casting time is equal to the highest casting time of both spells.
    Using this ability takes up a spell slot three levels higher than the highest spell level used. A Blaster can use this ability a number of times per day equal to his Charisma bonus.

    Even still, theres the issue of different types of spells (My Fireball/Disintegrage is an example, is it Touch or Area?) which I'm not sure best how to handle, perhaps another homebrewer can offer a suggestion here.
    eh, I see no reason to add text, and this also kills the basic idea(cast lots of spells as a package). the spells are already sharply limited, and they use higher level slots.

    Blasting Supremacy - This who ability doesn't make sense for a caster class that only utilizes blasting spells. Why does he attune himself better than a Wizard or a Sorcerer, who has a MUCH better grasp of magic than this fellow. He gains blanket SR, and damage reducation against any and all magic weapons, but has absolutely no energy resistance, which is what he knows best.
    ER is really really really cheap by this level. Interesting DR? not so much.

    I would do it a bit differently.
    oh really?

    At 20th level, a caster is so in tune with the magic he uses, he becomes a spell in his own right. His type changes to Elemental, and he no longer needs to eat, sleep, drink, or breathe, and he no longer ages. Bonuses still accrue, and penalties remain, but no new penalties develop. When his time comes, a blaster dissolves peacefully in a dazzling display of arcane energy.
    Every day, when he regains his spells, a blaster may choose two energy types. He is immune to these energy types until he regains spells. A blaster may change these immunities whenever he regains spells.
    eh, besides some broken immunity selections, okish... will think about it.


    Quote Originally Posted by Amechra View Post
    I smile at making a Rainbow Warsnake build with this...
    but the warmage already broke the class, so much like I am ambivalent of adding a thing about incantatrix...

    Or getting myself into Prestige Bard, for some all-day spell-lovin'
    a UA variant? a bit of a stretch...

    Maybe a note saying that you can't add spells that don't deal direct damage to the spell list?
    or a note for no spells added to the list period.



    added note, changed DR to ER... anyone got a comment on the new spells?
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    But if you ban ALL spells... you don't get stuff like Invoke Magic ("What, an AMF? Screw that, METEOR SWARM!"), or Kelgore's Fire Bolt, or CHANNELED PYROBURST!

    Maybe give them Advanced Learning as a Warmage...
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    I guess evocation isn't to bad... perhaps advanced learning evocation.

    It's just the blaster gets huge amounts of spells per day because it can do blast and a little uttilaty.

    edit: added advanced learning(envocation)
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    an a bump. any other comments?
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    Quote Originally Posted by bobthe6th View Post
    it fit the fighter bonus feat pattern... but really, it lets him walk aroun in full plate, but makes it possible to disarm him or just sunder the thingamy...
    It fills dead levels, and avoids a blaster losing its abilaty to cast after one sunder, but places a limit on his spells lifes...
    whatever is character appropriate, a sword an arrow a cabbage a hat a ring an earring ect...
    the paranoid ones do, better safe then sorry.
    Eh, I like it, and I have comments to the affirmative.
    the captor that saw the Blaster going, and didn't make a point to strip him of everything that might be a focus? but no, it still takes a verbal(unless you meant still there, then yes)
    It doesn't really fill levels though, and it just makes it impossible to really disarm him, since he has 8 things that need to be disarmed. Unless, of course, he can only have as many focuses ever as the class allows, in which case, he's utterly screwed if they all get sundered. But there's no reason to have more than 1 focus when they all do the same thing.
    Personally I would call the single grain of sand buried under my fingernail my focus, so I can never be disarmed and nobody would know where it is (or they'd get it confused with the hundred of other grains of sand.)
    As for stripping them of everything that could be a focus, as written, ANYTHING could be a focus. They would have to be bound, completely nude to prevent a focus being used.
    I don't understand that last sentence. My example was if he was bound and wearing his focus ring ("Its my wedding band" or if he got the ring when he was young and got fat, making the ring impossible to remove, whatever the case it's not removed) would he be able to cast spells, since it apparantly counts as the somatic (read: body movement) component. Assuming he's gagged, he'd need Silent Spell (to negate the Verbal component) but not Still spell since his Somatic component is covered by his focus.


    Blasters can really only blast, so I see no problem letting them do it all day. Advancing learning would let people break the class like a normal caster, so gonna say no there.
    Cause I never saw why any full caster should be gimped, agree with TG osker here...
    But if they're doing it all day, why even have a spells per day progression? Just give them abilities at-will. 95 Spells per day, prior to bonus spells, is excessive. The Warmage is a class dedicated to blasting just like this, and they get the Sorc spells per day.
    As for the advanced learning, a few spells isn't going to let the player break the class, it will just give them slightly more versatility, for when throwing around hundred of d6s worth of damage in a round isn't cutting it.


    see the [Charged] sub school, they can activate several charges from any number of spells.
    That doesn't answer the question. I understand that the [Charged] subschool lets you hold a charge, basically allowing them 4 spells for the price of one (don't know why they need this, when they already have half again as many spells as anyone else) but this ability doesn't define what they're doing with them. They get to use the spell 4 times in the round, but do they take a penalty to the iteratives, like a Fighter would? Or do they get to hit 4 touch attacks at full BAB in a round (essentially, 3 quickened spells and the normal one)


    eh, I see no reason to add text, and this also kills the basic idea(cast lots of spells as a package). the spells are already sharply limited, and they use higher level slots.
    As written, it's clunky. Spell Level+Spell Level isn't a great way to hand it, since two 4th level spells are not equal to a 9th level spell. It still doesn't address what you do with two different types of attack - Burning Hands, an area attack, and Disintegrate, a ray attack can be combined, but what happens to the spell? Does Disintegrate turn into an area effect, or does Burning Hands damage add onto the ray? If it's an area effect, does the Reflex save knock the Disintegrate damage in half? If it's a ray is the target allowed a Reflex save vs Burning Hands?
    Whether you use my idea or not, you will need to add text to clarify things like that.

    SR is really really really cheap by this level. Interesting DR? not so much.
    SR isn't cheap in the slightest. Mantle of Spell Resistance gives 21 SR for 90K, and since SR does not stack, that's the most that most PCs will get - Clerics can cast Spell Resistance as a spell, Monks get Lvl+10, Incarnates have Spellward Shirt, so there are exceptions but the majority of PCs don't get it.
    Wizard/Sorcs may have a splatbook spell to give them SR as well, but I'm in no mood to search every spell in the Spell Compendium (they most likely do, given WotC's need to make Wizards even more powerful for no apparant reason.)

    eh, besides some broken immunity selections, okish... will think about it.
    What broken immunity selection? You have Acid, Fire, Electricity, Cold, and Sonic. Those are your choices. If you have a very generous DM, you may also have Force, Negative, and Positive, but those arn't RAW, and even so, not really broken.
    The Elemental type is a great type to get, it gives you Darkvision, immunity to sleep, poison, paralysis, stunning, critical hits, and precision damage, aside from forcing enemy casters to use X Monster spells rather than X Person. Not to mention it fits thematically that you'd gain powers linked with the elements you posses, rather than somehow getting amazing at deflecting Divinations.
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    Quote Originally Posted by JackMage666 View Post
    It doesn't really fill levels though, and it just makes it impossible to really disarm him, since he has 8 things that need to be disarmed. Unless, of course, he can only have as many focuses ever as the class allows, in which case, he's utterly screwed if they all get sundered. But there's no reason to have more than 1 focus when they all do the same thing.
    Personally I would call the single grain of sand buried under my fingernail my focus, so I can never be disarmed and nobody would know where it is (or they'd get it confused with the hundred of other grains of sand.)
    As for stripping them of everything that could be a focus, as written, ANYTHING could be a focus. They would have to be bound, completely nude to prevent a focus being used.
    I don't understand that last sentence. My example was if he was bound and wearing his focus ring ("Its my wedding band" or if he got the ring when he was young and got fat, making the ring impossible to remove, whatever the case it's not removed) would he be able to cast spells, since it apparantly counts as the somatic (read: body movement) component. Assuming he's gagged, he'd need Silent Spell (to negate the Verbal component) but not Still spell since his Somatic component is covered by his focus.
    fine, added the word hand. now he has to have it in his hand to cast, so take all his stuff or chop off his hands and your done.

    But if they're doing it all day, why even have a spells per day progression? Just give them abilities at-will. 95 Spells per day, prior to bonus spells, is excessive. The Warmage is a class dedicated to blasting just like this, and they get the Sorc spells per day.
    As for the advanced learning, a few spells isn't going to let the player break the class, it will just give them slightly more versatility, for when throwing around hundred of d6s worth of damage in a round isn't cutting it.
    a) because I tried that with varying degrees of success(see blasters v1-3) and b)because the vast majority of those spells are really low level. at 20 he has only 40 spells per day over third level. yes that is a lot, but now he is spaming quickened combo blasts+full itterative blasts in much bigger combats...
    I added advanced learning last night...

    [quote]
    That doesn't answer the question. I understand that the [Charged] subschool lets you hold a charge, basically allowing them 4 spells for the price of one (don't know why they need this, when they already have half again as many spells as anyone else) but this ability doesn't define what they're doing with them. They get to use the spell 4 times in the round, but do they take a penalty to the iteratives, like a Fighter would? Or do they get to hit 4 touch attacks at full BAB in a round (essentially, 3 quickened spells and the normal one)
    [quote]
    iterative blasts lets you use the spells repeatedly as a full round action... how can I further explain that? and with half BAB the last blast at -15 is going to be in the negatives to hit, so I leave the attacks all at full BAB. so yes 4 less impresive spell in a round rather then a massive blast.

    As written, it's clunky. Spell Level+Spell Level isn't a great way to hand it, since two 4th level spells are not equal to a 9th level spell. It still doesn't address what you do with two different types of attack - Burning Hands, an area attack, and Disintegrate, a ray attack can be combined, but what happens to the spell? Does Disintegrate turn into an area effect, or does Burning Hands damage add onto the ray? If it's an area effect, does the Reflex save knock the Disintegrate damage in half? If it's a ray is the target allowed a Reflex save vs Burning Hands?
    Whether you use my idea or not, you will need to add text to clarify things like that.
    its a super quickened 4th level spell+a normal fourth level spell, normaly a 8th+ and a fourth respectively.
    they are just cast all at once as a packege, not combined litteraly. but fine, I'll add a line explaining that...

    SR isn't cheap in the slightest. Mantle of Spell Resistance gives 21 SR for 90K, and since SR does not stack, that's the most that most PCs will get - Clerics can cast Spell Resistance as a spell, Monks get Lvl+10, Incarnates have Spellward Shirt, so there are exceptions but the majority of PCs don't get it.
    Wizard/Sorcs may have a splatbook spell to give them SR as well, but I'm in no mood to search every spell in the Spell Compendium (they most likely do, given WotC's need to make Wizards even more powerful for no apparant reason.)
    and a slip of the keys shifts ER to SR. energy immunities are a persisted spell by the local DMM cleric. so not all that cheap but still... and again I added the thing last night. the class got a fairly through overhaul, you might want to reread it.

    What broken immunity selection? You have Acid, Fire, Electricity, Cold, and Sonic. Those are your choices. If you have a very generous DM, you may also have Force, Negative, and Positive, but those arn't RAW, and even so, not really broken.
    no, it said energy type, so anything is up for grabs. all the basics+negative+positive+force+hellfire+ville+sacr ed+ect. admittedly more niche, but it would need clarification to basic types. and, again, I added a similar thing to the class last night.

    The Elemental type is a great type to get, it gives you Darkvision, immunity to sleep, poison, paralysis, stunning, critical hits, and precision damage, aside from forcing enemy casters to use X Monster spells rather than X Person. Not to mention it fits thematically that you'd gain powers linked with the elements you posses, rather than somehow getting amazing at deflecting Divinations.
    yes, but it makes it more an elimentalist class then I would normally like, but fair enough. its a cap stone, so time to overload that sucker.

    thanks for the comments, but I did impliment a lot of the changes you are speaking of yesterday
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    Lesser Meteor Swarm: Evocation [Fire][Charged]
    Level:Sor/Wiz 3, Blaster 3
    Components: V, S
    Casting Time:one standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: one or more meteors.
    Duration: 1 min./level
    Saving Throw: Reflex against prone
    Spell Resistance:Yes

    Immediately upon completion of the spell, and once per round thereafter, you may launch a ball of force and flame(called a meteor). This meteor flies out from your space up to it's maximum range, you may aim it at a foe but hitting them requires a ranged touch attack. foes struck by a meteor are dealt 1d6 point of force damage equal to (caster level -3), and must make a reflex save or be knocked prone.

    You need not call a meteor immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a meteor. You may call a total number of meteors equal to your caster level(maximum 10).
    So if I'm correct in what you're saying about iterative blast, a 20th level blaster can expend a single 3rd level spell slot for the ability to cast this spell 4 times per round. A single casting costs 17d6 damage (assuming no caster level boosters, but since there's no listed cap) No save for half-damage, but you do get a save to resist being knocked prone (I'm guessing they'd need to make 4, for each meteor.) Since you get to make all attacks at full BAB, and since it's a touch attack, it's reasonable to assume you'll be hitting 75% of the time (95% of the time is definitely not out of the question, but we'll go with 75% for this example. That's 51d6 damage, and since getting Force resistance is a far cry from easy, it won't be reduced. On average, that's 178.5 damage. Per round. You can do this twice for the cost of 1 3rd level spell.

    If all 4 hit, that's 238 damage.

    A Monster Manual Pit Fiend is a CR 20 monster. With 17 touch AC, you'll hit it 95% of the time, easy. The SR's a little trickier, but it's only 32, and your caster level is 20 unmodified, but I'd wager the blaster had taken Spell Penetration and as many other feats to boost their ability to break SR. Actually, Spell Penetration and Arcane Mastery (from Complete Arcane, lets you take 10 on Caster Level Checks) means you hit 32 without breaking a sweat. So, you're hitting unless you roll a 1, and the SR is overcome. So you hit with all 4 charges, dish out the average of 238 damage, and poof, the CR 20 Monster is dead from hit point damage after 1 round from a 3rd level spell. Oh? He has a friend? Next round, same thing, since you still have 6 Meteors left in the charged spell.

    Maximize it - For a 6th level spell slot you dish out 408 damage. You've 1-shot a Balor. You can't quite 1-shot a Gold Dragon, but as long as you survive to round 2, he's dead. No Save, No Spell Resistance. These arn't Save-or-Die spells, they're simply die.

    Raw damage spells are considered weaker than the utility that wizards have, but they are by no means weak.
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    and lo, a comment on the spells was made, at least nearly. And thus, I realized I should but a fairly low cap on the first spells in the chain(thinking 5 dice? that to much), and on the secound part of the chain(thinking 10). but then they just go full out with 9th level meteor swarms(which I think I shall cap at 15), and deal blaster level damage. additionaly the first is suposed to be fire damage, so I was caught with a typo.

    so, the balor in the example is fire immune, which until level 20 is a rather large problem(same for gold dragons...). now all the same, that is a huge amount of damage, so I see your point. so nerf added to iterative blast+ meteor and lightning limited back down to sanity for their levels.


    edit: and for the love of bleep, could people comment on the spells? they were made quickly, and so I don't know of any particular problems with them...
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    so any comments on the spells?
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    I went through just the spells, so keep that in mind.

    There's alot, so I'll only focus on the ones that need change.

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    Blast: Evocation [Force][Charged]
    Level: Sor/Wiz 5, Blaster 5
    Components: V, S
    Casting time: one full minute
    Range: Touch
    Target: one point in space
    Duration: 1 min./level
    Saving throw: reflex for half
    Spell Resistance: No

    After focusing, the caster prepares a massive destructive explosion. This forms as a glowing red orb that hangs were the caster places it. This explosion can be triggered by the caster as a immediate action, or activates on its own at the end of the duration. The explosion expands out as a 100 ft spread, dealing 2d4 force damage per caster level.


    So this spell will probably hurt you? Otherwise I like it. I don't think it qualifies for your "charged" because
    (The [Charged] sub school of magic are spells that when cast can be used a number of times.)
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    Polar Ray:Evocation [Cold]
    Level: Sor/Wiz 8, Blaster 8
    Components: V, S
    Casting time: one standard action
    Range: long (400ft+40ft/caster level)
    Effect: ray of freezing energy
    Duration: instantaneous
    Saving throw: see text
    Spell Resistance: Yes

    a bolt of incredibly cold energy blasts out from the casters fingers. A target hit by this ray takes 3d6 points of cold damage per caster level. targets slain by this damage is frozen solid, as the flesh to stone spell, but made of ice rather then stone.


    The saving throw says see text, but its not referred to in the text.

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    Greater Aura of Ice: Evocation [Ice][Charged]
    Level:Sor/Wiz 3, Blaster 3
    Components: V, S
    Casting Time:one standard action
    Range: Personal
    Area: 30ft emanation
    Duration: 24 hours
    Saving Throw: fortitude half
    Spell Resistance:Yes

    Immediately upon completion of the spell, and once per round thereafter, you may create an area of freezing cold around him. This extends out as a 30ft emanation from the caster. Creatures other then the caster in the area take 1d8+1 damage per caster level, with a fortitude save for half damage.

    You need not create the aura immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to create or maintain the aura. You may create or maintain the aura for a total number of round equal to your caster level.


    Is it 1d8...+1/caster level, or (1d8+1)/caster level? Either way, it seems off...


    Otherwise the spells seem pretty good. Lots of ranged touch attacks are good.
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    In Bold

    Quote Originally Posted by Madara View Post
    I went through just the spells, so keep that in mind. sweet, if you have the time a full PEACH would be nice, but less priority

    There's alot, so I'll only focus on the ones that need change.
    fine by me

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    Blast: Evocation [Force][Charged]
    Level: Sor/Wiz 5, Blaster 5
    Components: V, S
    Casting time: one full minute
    Range: Touch
    Target: one point in space
    Duration: 1 min./level
    Saving throw: reflex for half
    Spell Resistance: No

    After focusing, the caster prepares a massive destructive explosion. This forms as a glowing red orb that hangs were the caster places it. This explosion can be triggered by the caster as a immediate action, or activates on its own at the end of the duration. The explosion expands out as a 100 ft spread, dealing 2d4 force damage per caster level.


    So this spell will probably hurt you? Otherwise I like it. I don't think it qualifies for your "charged" because
    bad copy and paste disease... but wait what? he has a min/level to run for the hills... with a 1 min casting time this is mostly meant for utility or strategic placement.


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    Polar Ray:Evocation [Cold]
    Level: Sor/Wiz 8, Blaster 8
    Components: V, S
    Casting time: one standard action
    Range: long (400ft+40ft/caster level)
    Effect: ray of freezing energy
    Duration: instantaneous
    Saving throw: see text
    Spell Resistance: Yes

    a bolt of incredibly cold energy blasts out from the casters fingers. A target hit by this ray takes 3d6 points of cold damage per caster level. targets slain by this damage is frozen solid, as the flesh to stone spell, but made of ice rather then stone.


    The saving throw says see text, but its not referred to in the text.

    implied stone to flesh DC, but I should add that for clarity.

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    Greater Aura of Ice: Evocation [Ice][Charged]
    Level:Sor/Wiz 3, Blaster 3
    Components: V, S
    Casting Time:one standard action
    Range: Personal
    Area: 30ft emanation
    Duration: 24 hours
    Saving Throw: fortitude half
    Spell Resistance:Yes

    Immediately upon completion of the spell, and once per round thereafter, you may create an area of freezing cold around him. This extends out as a 30ft emanation from the caster. Creatures other then the caster in the area take 1d8+1 damage per caster level, with a fortitude save for half damage.

    You need not create the aura immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to create or maintain the aura. You may create or maintain the aura for a total number of round equal to your caster level.


    Is it 1d8...+1/caster level, or (1d8+1)/caster level? Either way, it seems off...

    (1d8+1)/caster level, and this costs a standard per round for a normal caster... and makes him get rather close... and is a 9th level spell

    Otherwise the spells seem pretty good. Lots of ranged touch attacks are good.
    Yay!
    thanks for the PEACH, those were some good catches!

    edit: removed the charged tag from blast, removed the SV from polar ray(you just got killed by a freaz ray, you are frozen!), added () to greater ice aura.
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    Don't get me wrong, I do plan on giving more PEACH, just thought I'd give you some now, rather than all at once later.

    Edit: quick suggestion, At will Shatter like a Warlock? Its not broken, and a Warlock can get it at first level. With a little creativity it would give the Blaster some extra flexibility. Also, I have an idea for a quick build..
    Last edited by Madara; 2012-03-29 at 06:48 PM.
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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    sweet, I hope you enjoy reading the class!
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    my home brew. you should PEACH them...
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    Razor
    Shield
    blasterv4
    mindbender

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    Ogre in the Playground
     
    bobthe6th's Avatar

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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    ity bity bump...
    Avatar by Szilard, thank you sir for the fine work!

    my home brew. you should PEACH them...
    Telekineticist
    Razor
    Shield
    blasterv4
    mindbender

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    Bugbear in the Playground
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    Post Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    You might want to go ahead and give them at will lower level spells like NeoSeraphi's Sorcerer fix gets.
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    Ogre in the Playground
     
    bobthe6th's Avatar

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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    At wills seem like they might be a problem... this class is meant to have a full work day, not nova for fifteen minutes, but at the same time I want it to have a point were he's out of juice...
    Avatar by Szilard, thank you sir for the fine work!

    my home brew. you should PEACH them...
    Telekineticist
    Razor
    Shield
    blasterv4
    mindbender

  28. - Top - End - #28
    Orc in the Playground
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    Maryland

    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    I have given a lot of your blasters a look, and I've loved all of them, but this is my first PEACH of one of them. my main notice, because i am not a home brewer yet and don't know how to make things balanced, is mistakes in spelling, or copying, or what have you. a lot of your spells are 3rd level, when they are not the lesser version, like all of your 3 aura of ice spells are 3rd level, I'm assuming this is a mistake. that is all for now

  29. - Top - End - #29
    Ogre in the Playground
     
    bobthe6th's Avatar

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    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    caught the three... thought I had fixed that, oh well.
    anything else? glad to here you enjoyed the progression!
    Avatar by Szilard, thank you sir for the fine work!

    my home brew. you should PEACH them...
    Telekineticist
    Razor
    Shield
    blasterv4
    mindbender

  30. - Top - End - #30
    Orc in the Playground
    Join Date
    Dec 2011
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    Maryland

    Default Re: Blaster(3.5 base class)PEACH. shoot first, then shoot some more!

    well, looking at your blast focus and specialization, i was thinking you mint want to have blast focus, blast specialization, greater blast focus, greater blast specialization, and improved critical, instead of master blast specialization, and so you don't skip right to greater blast specialization before getting regular blast specialization

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