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Old 06-16-2012, 05:35 PM   Top  -  End  -  #1
WaylanderX
Dwarf in the Playground
 
 
Join Date: May 2011
Location: 
Place of Utter Chaos
Default Capturing Flame and Frost for own use, now with combo's! [Baseclass, 3.5, PEACH]

Yo there people of the playground.
As a friend of a weird guy named Morph Bark, who is always on this forum, I felt that I should give a shot at making a base class, expecially considering that i've been playing d&d for quite a long time now. But anyway, here is my first class. Alot of trouble and brainstorming went into this one, but still...be gentle, deer peeps of thy Playos Groundos of Gigantos.

Gaoler of Frostflame



Die in righteous fire! Or frost.....The hell, I'll do both!

The Gaoler of Frostflame is a master of both fire and ice. However, to master and balance both elements, he is forced to build up his spells to keep in control. While he takes longer to cast powerfull spells, normal arcane and divine spell pale in power when compared to the total mayhem these spells can create. So if you thread this path.....Chain carefully...

Adventures: Most Gaolers adventure to increase their mastery of the 2 elements they master. Sometimes, a Gaoler can be found adventuring to eliminate or belittle arcane casters who claim to have mastered fire and ice.

Characteristics: The Gaoler of Frostflame is a full caster with a twist, he must combo his spells together. Beginning with a humble Entry Chain, on high levels he can build up towards a awe inspiring Primal Chain to unleash devestation on his foes, make them incapable of doing anything or reduce them to mere husks of them former selves.

Alignment: A gaoler can be of any alignment, as the forces of fire and ice are not of any particular alignment themselves.

Religion: Any god who suits his alignment if any. Most of the time if they worship a god, they worship gods that are aligned with fire or ice.

Background: All Gaolers of Frostflame are born with the drive to control fire and ice above all else, they are obsessed with controlling the elements. At a young age (Exact age depends on race) they are collected by a agency of Gaolers in charge with teaching the young ones the ropes. It takes 7 years to learn all the tricks and trades to become a level 1 Gaoler. They often are seems wielding double scythes, which it to a Gaoler like a staff is to a Wizard. It symbolises balance and the power derived from it. As such, to further symbolise the connection the Gaolers have between frost and fire, one head is colored icy blue and the other flaming red.

Races: Every race can become a Gaoler, as every race has a inherent fascination towards fire or/and ice.

Other Classes: They view martial classes quite neutrally, seeing them as valuable allies or despensible meatshields, depending on the alignment. They view other caster with something of a superiority complex. When confronted with a fire or ice using caster other then another Gaoler, this turns into hate and contempt or pity and belittleling depending on his alignment.

Role: A gaoler can be a controller, blaster of debuffer aswell as a limited fire and frost damage soak.

Adaptation: You can change the elements the gaolers use to for example electricity and acid. Also, you can incorperate positive and negative energy damage for a more antihero/villain feel.

GAME RULE INFORMATION
Gaolers of Frostflame have the following game statistics.
Abilities: Intelligence determines your bonusspells and the DC and checks of your Control Chains. Wisdom determines your DC for your other spells and your ability to hit with ranged touch spells. As always, Con and Dex are decent secondary/tertairy stats
Alignment: Any
Hit Die: d8
Starting Age: Earliest Adult Age of Race + 7 years .
Starting Gold: 7d4x10.

Class Skills
The Gaoler of Frostflame's class skills (and the key ability for each skill) are Climb, Concentration, Craft, Gather Information, Knowledge (Arcana), Knowledge (Geography), Knowledge (Nature), Knowledge (The Planes) Profession, Ride, Search, Spellcraft, Spot, Survival

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Weapon and Armor Proficiency: As a Gaoler, you are proficient with all simple weapons, scythe, Two Bladed Scythe and light armor.
Spoiler


CLASS NAME

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+0
+2
Ashen-Frost Burst 2d4, Chains (Entry), Paths
2nd
+1
+3
+0
+3
Two World Trance (+5/+2)
3rd
+1
+3
+1
+3
Ashen-Frost Burst 4d4, Endurance
4th
+2
+4
+1
+4
Fricesouled Inspiration
5th
+2
+4
+1
+4
Ashen-Frost Burst 6d4, Elemental Empathy
6th
+3
+5
+2
+5
New Chain (Mid)
7th
+3
+5
+2
+5
Ashen-Frost Burst 8d4, Elemental Extraction (Small)
8th
+4
+6
+2
+6
Heat Seeker, Two World Trance (+10/+4)
9th
+4
+6
+3
+6
Ashen-Frost Burst 10d4
10th
+5
+7
+3
+7
Steam Rush (1/day)
11th
+5
+7
+3
+7
Ashen-Frost Burst 12d4, New Chain (End)
12th
+6
+8
+4
+8
Steam Rush (2/day), Elemental Extraction (Medium)
13th
+6
+8
+4
+8
Two World Trance (+15/+6)
14th
+7
+9
+4
+9
Ashen-Frost Burst 14d4
15th
+7
+9
+5
+9
Steam Rush (3/day)
16th
+8
+10
+5
+10
New Chain (Primal)
17th
+8
+10
+5
+10
Ashen-Frost Burst 16d4, Elemental Extraction (Large)
18th
+9
+11
+6
+11
Two World Trance (Immune/+8)
19th
+9
+11
+6
+11
Steam Rush (4/day), Child of the Arctic Volcano
20th
+10
+12
+6
+12
Ashen-Frost Burst 18d4, Frostfire Ascencion

Chains (Ex): At level 1 you gain a form of spellcasting known as Chaining. Chains count as Spelllike Abilities. This magic relies on comboing lower spells with higher level spells to achieve greater effect then normal types of magic. The basic spell the Gaoler uses is the Ashen-Frost Burst, which he can use every 3 rounds at will as a ranged touch attack. The other chains are not at will, but are castable a number of times per day, as seen in the Table. The order in which the mage must use his spells is: Ashen-Frost Burst --> Entry Chain --> Mid Chain --> End Chain --> Primal Chain. After you cast a chain or Ashenfrost Burst, you have 3 rounds to cast a follow-up or else the current combo is lost. He gains access to Entry Chains on level 1, Mid Chains on level 6, End Chain on level 11, Primal Chains on level 16. Entry Chains have a DC of 12+Wisdom Mod, Mid Chains a DC of 14+Wisdom Mod, End Chains a DC of 17+Wisdom Mod and Primal Chains a DC of 20+Wisdom Mod.

Spoiler


You can recall used Chain Slots by making a Int Check DC 15 for Entry Chains, DC 17 for Mid Chains, DC 19 for End Chains and DC 21 for Primal Chains. Each time you try to recall any slot, the DC for regaining another one becomes 2 higher. You can recall Chains a total of times of class level divided by 2 plus your Int Modifier per day regardless of succeeding or failing the check.

Paths (Ex): On level 1, you pick one of the paths as your primary path: Destruction of the Material, Controlling the Material and Weakening the Material. This determines your main school of Chains. Destruction of the Material is damage related, Controlling the Material is Crowd Control related and Weakening the Material is debuff related. Your primary path adds a certain bonus to your Chains in that category. Some spells also have different effects if you focus in that School.

Destruction of the Material: You gain a +1 bonus on every damage die for all Chains. This damage increase excludes your Ashen-Frost Burst.

In addition, in exchange for ending your combo with your Ashen-Frost Burst, you deal +1 damage per 2d4 dice your Burst has. This damage is untyped damage. If you use this feature, Ashen-Frost Burst has no cooldown.

Controlling the Material: You gain +2 bonus on any Opposed Check made by a Entry Chain, +4 on a Mid Chain, +6 on a End Chain and +8 on a Primal Chain.

Weakening the Material: You gain a + 2 bonus on the DC of Chains of this path.

In addition, in exchange for ending your combo with your Ashen-Frost Burst, you overheat the natural or manufactured defenses the creature might possess, reducing its AC by 1 for every 2d4 damage your burst deals (Penalties don't stack, higher values supersedes) for 1 round. If you use this feature, Ashen-Frost Burst has no cooldown.

Summoning The Immaterial: Your Elemental Extraction companion gains +2 Str and +2 Con per 5 levels. (Min +2 at level 5, Max +8 at level 20). Elementals you summon gain a +2 Str and +2 Con boost per level of the Chain. (Min +2 for Entry Chains, Max +8 for Primal Chains) Every elemental you summon has hitpoint based on your total hitpoints. Entry chains have 50% your health. Mid chains have 75% your health. End Chains have 100% your health. Primal Chains have 150% your health. This replaces the standard hp in their description further below. They use your BAB, but their own saves, as noted. Their total AB is determined by your Wisdom modifier, but in what degree is noted in the Chain itself.
In addition, in exchange for ending your combo with your Ashen-Frost Burst, you can instead heal an allied elemental for an amount equal to your Ashen-Frost burst damage. If you use this feature, Ashen-Frost Burst has no cooldown.

In addition, in exchange for ending your combo with your Ashen-Frost Burst, you infuse the soil below the target with ice, making everything within a 5 ft. radius + 5 ft. per 4d4 of damage difficult terrain for 1 round. If you use this feature, Ashen-Frost Burst has no cooldown.

After picking your primary path, you choose your secondary path. This path grants no additional bonus, but you can cast Chains out of that school. You cannot cast any Chains from any of the paths you did not choose. (See it as a sort of prohibited schools thing)

Ashen-Frost Burst (Sp): The basic ability of the Gaoler is the Ashen-Frost Burst. The mage unleashes a blast of cold and fire magic to destroy his enemies and is also used as a important focus for the other abilities of the mage. This ability works exactly like a Eldritch blast from the warlock, except it deals 1d4 frost and 1d4 fire damage. Also, you can only fire the burst once every 3 rounds, so you’ll be forced to chain your abilities together.

Two World Trance (Ex): At level 2, a Gaoler can go into a trance as a free action that gains him better senses and resistance against the elements he is the master off. When he goes into trance, he gains cold and fire resistance 5, this increases to +10 on level 8, to +15 on level 13, and to total immunity on level 18.
He also gains +2 wisdom during this trance, this increases by +2 on every increment the resistance also increases, up to a maximum of +8 Wisdom. This Trance lasts a total number of rounds equal to your unmodified Wisdom Modifier. You may enter a trance 1/day for every 3 class levels you possess (minimum of 1). At the end of this trance you are dazed for 1 round.

Endurance (Ex): At level 3, you gain Endurance as a bonus feat.

Fricesouled Inspiration (Sp): At level 4, the Gaoler gains enough elemental stamina to use his magic to perform minor magic tricks to utilize out of combat. You gain the following first level spells as spelllike abilities a number of times per day equal to your Int modifier times three (in total, not seperatly): Tenser’s Floating Disk (Ice version), Hot Air Lifting (Buoyant Lifting), Second Wind, Ebon Ice Lens (Ebon Eyes), Greater Mage Hand, Raging Flame, Slide, Slow Burn.

Elemental Empathy (Ex): At level 5, you gain your Int bonus or Wis bonus (whichever is highest) on Diplomacy, Bluff, Gather Information and Intimidate versus creatures with the Elemental type.

Elemental Extraction (Su): At level 7, you gain the ability to extract Elemental energy from a source of heat or cold and transform that energy into a elemental being. For this, you need one source of heat, such as a fire, or a source of cold, such as a big part of ice or a place with freezing winds. The reqs are up to the dm, but should be in line with the examples made above. The ceremony takes Class level x2 minutes to complete. The created elemental lasts Class level hours and is obidient to you in all ways, understands all your languages and is only able to move a distance from you equal to 10 ft/Class level. For the rest it has the normal stats of a elemental of its kind, as discribed in the Monster Manual or in this post. At seventh level youll be able to create a small fire or ice elemental (Ice elemental discribed in this post), as appropriate for the resources avaible. This changes into a medium elemental at level 12, and a large elemental at level 17. You can only have 1 elemental active at a time.

Ice Elementals
All elementals are in the thread Waylander's Elemental Compedium.

Heat Seeker (Su): At level 8, you gain a bonus on ranged touch attacks equal to your Wisdom Modifier.

Steam Rush (Su): At level 10, once a day, you can use your Ashen-Frost Burst as a swift action. This allows you to fire a Entry Chain in the same round, to root a enemy knight for example. You can also use it to skip a Entry Chain to fire a Mid Chain after a Ashenfrost burst. Doing this also uses up one charge. It is possible to fire a Ashenfrost burst as a swift action and firing a Mid Chain as a standard action in the same round, but this uses up 2 charges.

Child of the Arctic Volcano (Su): At level 19, whenever the Gaoler would take fire or frost damage from Any source, he heals a amount equal to the damage he would take up to his resistance for that energy type. For example, if you get hit by a 60 damage fireball and you have fire resistance 35, you heal 35 hp and take 25 fire damage. If you have immunities for one or the other, you heal the damage otherwise dealt.

Frostfire Ascencion (Ex): At 20th level, you reach the pinnacle of control over the powers of heat and cold. You can treat your secondary path as a second primary path and you gain the mastery bonus for that path, including the extra spell effects. In addition, you gain bonuses according to the primary path you have choosen:

Destruction of the Material: When using Steamrush, you can instead of skipping an Entry chain, skip an Entry chain and a Mid chain, allowing you to fire an Ashenfrost Burst and an End chain in the same round.

Controlling the Material: All Bushrush Chains have their effect doubled. The duration of all other spells (Walls and snares and the like) are increased by 50%.

Weakening the Material: All single target debuffs bounce except for Primal Chains bounce to a second target. All targets of multitarget debuffs take an extra 1d4 damage/Chain lvl on a random ability score.

Summoning The Immaterial: The health of all elementals you summon is increased by 50%. In addition, all damage it deals is increased by 1d6/3 casterlevels.

Last edited by WaylanderX : 02-17-2013 at 12:05 PM.
WaylanderX is offline   Reply With Quote
Old 06-16-2012, 05:36 PM   Top  -  End  -  #2
WaylanderX
Dwarf in the Playground
 
 
Join Date: May 2011
Location: 
Place of Utter Chaos
Default Chains and feats

Chains

Entry Chains
Spoiler


Mid Chains
Spoiler


End Chains
Spoiler


Primal Chains
Spoiler


Feats

Spoiler


Alternative Class Features

Spoiler


New Kinds Of Elementals
Spoiler


PRC's

Tempramental Architect - Controller based PRC with Chain Casting

Last edited by WaylanderX : 09-24-2012 at 05:38 AM.
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Old 06-16-2012, 07:34 PM   Top  -  End  -  #3
Lohj
Dwarf in the Playground
 
 
Join Date: Jun 2012
Location: 
Vancouver, WA
Gender: Male
Default Re: Gaoler of Frostflame (Combo Based Caster Base Class) WIP

Quote:
Originally Posted by WaylanderX View Post
Yo there people of the playground.
As a friend of a weird guy named Morph Bark, who is always on this forum, I felt that I should give a shot at making a base class, expecially considering that i've been playing d&d for quite a long time now. But anyway, here is my first class. Alot of trouble and brainstorming went into this one, but still...be gently, deer peeps of thy Playos Groundos of Gigantos.

Gaoler of Frostflame


Art by CohenR http://cohenr.deviantart.com/art/Dra...t%20fire&qo=34

Die in righteous fire! Or frost.....The hell, I'll do both!

The Gaoler of Frostflame is a master of both fire and ice. However, to master and balance both elements, he is forced to build up his spells to keep in control. While he takes longer to cast powerfull spells, normal arcane and divine spell pale in power when compared to the total mayhem these spells can create. So if you thread this path.....Chain carefully...

Adventures: Most Gaolers adventure to increase their mastery of the 2 elements they master. Sometimes, a Gaoler can be found adventuring to eliminate or belittle arcane casters who claim to have mastered fire and ice.

Characteristics: The Gaoler of Frostflame is a full caster with a twist, he must combo his spells together. Beginning with a humble Entry Chain, on high levels he can build up towards a awe inspiring Elemental Chain to unleash devestation on his foes, make them incapable of doing anything or reduce them to mere husks of them former selves.

Alignment: A gaoler can be of any alignment, as the forces of fire and ice are not of any particular alignment themselves.

Religion: Any god who suits his alignment if any. Most of the time if they worship a god, they worship gods that are aligned with fire or ice.

Background: All Gaolers of Frostflame are born with the drive to control fire and ice above all else, they are obsessed with controlling the elements. At a young age (Exact age depends on race) they are collected by a agency of Gaolers in charge with teaching the young ones the ropes. It takes 7 years to learn all the tricks and trades to become a level 1 Gaoler.

Races: Every race can become a Gaoler, as every race has a inherent fascination towards fire or/and ice.

Other Classes: They view martial classes quite neutrally, seeing them as valuable allies or despensible meatshields, depending on the alignment. They view other caster with something of a superiority complex. When confronted with a fire or ice using caster other then another Gaoler, this turns into hate and contempt or pity and belittleling depending on his alignment.

Role: A gaoler can be a controller, blaster of debuffer aswell as a limited fire and frost damage soak.

Adaptation: You can change the elements the gaolers use to for example electricity and acid. Also, you can incorperate positive and negative energy damage for a more antihero/villain feel.

GAME RULE INFORMATION
Gaolers of Frostflame have the following game statistics.
Abilities: Intelligence determines your bonusspells and the DC and checks of your Control Chains. Wisdom determines your DC for your other spells and your ability to hit with ranged touch spells. As always, Con and Dex are decent secondary/tertairy stats
Alignment: Any
Hit Die: d8
Starting Age: Earliest Adult Age of Race + 7 years .
Starting Gold: 7d4x10.

Class Skills
The Gaoler of Frostflame's class skills (and the key ability for each skill) are Climb, Concentration, Craft, Gather Information, Knowledge (Arcana), Knowledge (Geography), Knowledge (Nature), Profession, Search, Spellcraft, Spot, Survival

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

CLASS NAME

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+0
+2
Ashen-Frost Burst 2d4, Chains (Entry), Paths
2nd
+1
+3
+0
+3
Two World Trance (+5/+2)
3rd
+1
+3
+1
+3
Ashen-Frost Burst 4d4, Endurance
4th
+2
+4
+1
+4
Fricesouled Inspiration
5th
+2
+4
+1
+4
Ashen-Frost Burst 6d4
6th
+3
+5
+2
+5
New Chain (Mid)
7th
+3
+5
+2
+5
Ashen-Frost Burst 8d4
8th
+4
+6
+2
+6
Heat Seeker, Two World Trance (+10/+4)
9th
+4
+6
+3
+6
Ashen-Frost Burst 10d4
10th
+5
+7
+3
+7
Steam Rush (1/day)
11th
+5
+7
+3
+7
Ashen-Frost Burst 12d4, New Chain (End)
12th
+6
+8
+4
+8
Steam Rush (2/day)
13th
+6
+8
+4
+8
Two World Trance (+15/+6)
14th
+7
+9
+4
+9
Ashen-Frost Burst 14d4
15th
+7
+9
+5
+9
Steam Rush (3/day)
16th
+8
+10
+5
+10
New Chain (Elemental)
17th
+8
+10
+5
+10
Ashen-Frost Burst 16d4
18th
+9
+11
+6
+11
Of Two Worlds (Immune/+8)
19th
+9
+11
+6
+11
Steam Rush (4/day)
20th
+10
+12
+6
+12
Ashen-Frost Burst 18d4, Child of the Arctic Volcano

Chains (Ex): At level 1 you gain a form of spellcasting known as Chaining. Chains count as Spelllike Abilities. This magic relies on comboing lower spells with higher level spells to achieve greater effect then normal types of magic. The basic spell the Rime-Fire Mage uses is the Ashen-Frost Burst, which he can use every 3 rounds at will. The other chains are not at will, but are castable a number of times per day, as seen in the Table. The order in which the mage must use his spells is: Ashen-Frost Burst --> Entry Chain --> Mid Chain --> End Chain --> Elemental Chain. Using Steam Rush gives some advantages and bypasses some of the restrictions. He gains access to Entry Chains on level 1, Mid Chains on level 6, End Chain on level 11, Elemental Chains on level 16. Entry Chains have a DC of 12+Wisdom Mod, Mid Chains a DC of 14+Wisdom Mod, End Chains a DC of 17+Wisdom Mod and Elemental Chains a DC of 19+Wisdom Mod.
I like the way you set this up! The mage is limited in what they can do because of their chains, but the power behind them is apparent. Only thing I have to ask; you mention the Stream Rush in this entry, but do not go into detail. Is that necessary here? Would it be better to only list stream rush later in the feature list?

Spoiler


You can recall used Chain Slots by making a Int Check DC 15 for Entry Chains, DC 17 for Mid Chains, DC 19 for End Chains and DC 21 for Elemental Chains. Each time you try to recall any slot, the DC for regaining another one becomes 2 higher. You can recall spells a total of times of class level divided by 2 plus your Int Modifier per day regardless of succeeding or failing the check.

Paths (Ex): On level 1, you pick one of the 3 paths as your primary path: Destruction of the Material, Controlling the Material and Weakening the Material. This determines your main school of Chains. Destruction of the Material is damage related, Controlling the Material is Crowd Control related and Weakening the Material is debuff related. Your primary path adds a certain bonus to your Chains in that category. Some spells also have different effects if you focus in that School.

Destruction of the Material: You gain a +1 bonus on every damage die for all Chains. This damage increase excludes your Ashen-Frost Burst.

Controlling the Material: You gain +2 bonus on any Opposed Check made by a Entry Chain, +4 on a Mid Chain, +6 on a End Chain and +8 on a Elemental Chain.

Weakening the Materials: You gain a + 2 bonus on the DC of Chains of this path.

After picking your primary path, you choose your secondary path. This path grants no additional bonus, but you can cast Chains out of that school. You cannot cast any Chains from the third path you didn’t choose.
Hmm... So you pick one path, then another, but you cannot use chains from the third? Is that what you mean?

Ashen-Frost Burst (Sp): The basic ability of the Rime-Fire Mage is the Ashen-Frost Burst. The mage unleashes a blast of cold and fire magic to destroy his enemies and is also used as a important focus for the other abilities of the mage. This ability works exactly like a Eldritch blast from the warlock, except it deals 1d4 frost and 1d4 fire damage. Also, you can only fire the burst once every 3 rounds, so you’ll be forced to chain your abilities together.
Sounds strong, but then only every 3 rounds, so evened out. Good job!

Two World Trance (Ex): At level 2, a Fire-Bite Mage can go into a trance that gains him beter better senses and resistance against the elements he is the master off. When he goes into trance, he gains cold and fire resistance 5, this increases to +10 on level 8, to +15 on level 13, and to total immunity on level 18.
He also gains +2 wisdom during this trance, this increases by +2 on every increment the resistance also increases, up to a maximum of +8 Wisdom. This Trance lasts a total number of rounds equal to your unmodified Wisdom Modifier. You can use this trance an equal Class level divided by 3, rounded down, minimum once. When used, you are Dazed for 1 round afterwards.

Endurance (Ex): At level 3, you gain Endurance as a bonus feat.

Fricesouled Inspiration (Sp): At level 4, you gain enough elemental stamina to use your magic to perform minor magic tricks to utilize out of combat. You gain the following first level spells as spelllike abilities usable a number of times per day equal to your Int modifier x3 times per day: Tenser’s Floating Disk (Ice version), Hot Air Lifting (Buoyant Lifting), Second Wind, Ebon Ice Lens (Ebon Eyes), Greater Mage Hand, Raging Flame, Slide, Slow Burn.
Nice utility there!

Heat Seeker (Su): At level 8, you gain a bonus on ranged touch attacks equal to your Wisdom Modifier.

Steam Rush: At level 10, once a day, you can use your Ashen-Frost Burst as a swift action. This allows you to fire a Entry Chain in the same round, to root a enemy knight for example. You can also use it to skip a Entry Chain to fire a Mid Chain after a Ashenfrost burst. Doing this also uses up one charge. It is possible to fire a Ashenfrost burst as a swift action and firing a Mid Chain as a standard action in the same round, but this uses up 2 charges.

Child of the Arctic Volcano: Whenever the mage would take fire or frost damage from any source, he heals a amount equal to the damage he would take up to his resistance for that energy type. For example, if you get hit by a 60 damage fireball and you have fire resistance 35, you heal 35 hp and take 25 fire damage. If you have immunities for one or the other, you heal the damage otherwise dealt.
Hey, WaylanderX! I came across this class, and, after reading it, I fell instantly in love! Any comments will be in bold, and changes that I made (due purely to grammer or misnomers) will be in strikeout and bold.
Thank you for your work, and I'm sorry if I sound aggressive or manipulative.
__________________
I am an Oxymoron. Calm, cheery, deadly, furious.

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Old 06-17-2012, 05:57 AM   Top  -  End  -  #4
WaylanderX
Dwarf in the Playground
 
 
Join Date: May 2011
Location: 
Place of Utter Chaos
Default Re: Gaoler of Frostflame (Combo Based Caster Base Class) WIP

Quote:
Originally Posted by Lohj View Post
Hey, WaylanderX! I came across this class, and, after reading it, I fell instantly in love! Any comments will be in bold, and changes that I made (due purely to grammer or misnomers) will be in strikeout and bold.
Thank you for your work, and I'm sorry if I sound aggressive or manipulative.
Hello Lohj,

thank you for the praise, I shall implement the grammer changes you suggested. I hadn't got enough time to read it over before posting, so I really appreciate the effort.

Way

P.S. you didn't sound aggressive and such

Last edited by WaylanderX : 06-17-2012 at 06:22 AM.
WaylanderX is offline   Reply With Quote
Old 06-19-2012, 07:05 AM   Top  -  End  -  #5
WaylanderX
Dwarf in the Playground
 
 
Join Date: May 2011
Location: 
Place of Utter Chaos
Default Re: Gaoler of Frostflame (Combo Based Caster Base Class) WIP, PEACH

Updates: 19-6-'12:
Added Anchor Feats and finished End Chains.
Changed Elemental Chains to Primal Chains.
Began with creating Primal Chains.
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Old 06-21-2012, 06:11 AM   Top  -  End  -  #6
WaylanderX
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Default Re: Capturing Flame and Freeze for own use, A combo casting baseclass, PEACH apprecia

Updates: 21-6-'12:
Finished Primal Chains
Changed Topic name to attract more people that might be bothered to PEACH this class
Added an ACF section.
Corrected some balance issues with the way Chains work.

P.S. If you have PEACHed this class and you want anything PEACHed yourself, but leave a message and I'll PEACH your homebrew also.
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Old 06-21-2012, 03:01 PM   Top  -  End  -  #7
Veklim
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Default Re: Capturing Flame and Freeze for own use, A combo casting baseclass, PEACH apprecia

Nice...really, really rather nice. A blaster/BFC with flavour, utility and apparent balance. I am impressed.

OK, let's get cracking!

By the time you gain Child of the Arctic Volcano, you have already gained fire/cold immunity from Of Two Worlds, so the 'max equal to your resistance' caveat is completely superfluous. I do find much amusement in the way Child of the Arctic Wind completely negates Flamestrike though!

Also, this line in Two World Trance needs to read differently:
Quote:
You can use this trance an equal Class level divided by 3, rounded down, minimum once per day. When used, you are Dazed for 1 round afterwards.
May I suggest this instead:
Quote:
You may enter a trance 1/day for every 3 class levels you possess (minimum of 1). At the end of this trance you are dazed for 1 round.
You haven't added weapon or armour proficiencies yet, thought I'd remind you

Also may I suggest you add Knowledge (The Planes) to their class list, since they seem to do rather a massive amount of channelling from other planes!

Will look again later, think there were a few issues I saw on the chains themselves, but certainly nothing major.
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Old 06-21-2012, 11:35 PM   Top  -  End  -  #8
Eldest
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Default Re: Capturing Flame and Freeze for own use, A combo casting baseclass, PEACH apprecia

OK, this class? Awesome. But I think there might be a few issues, all at low level. You get to cast your Ashen-Frost Burst once every three rounds. Now, say you're level one, and you're in a trivial encounter that you don't want to waste one of your three Chains on. So you use the burst. And sit around for two rounds. Similarly, if you cast the Burst, and then on turn two use your chain, you've got nothing for round three. Which is why I'm suggesting you give them something similar to the anchors, but A) as a class feature, and B) they remove the cooldown on Ashen-Frost Burst when used. Make it a minor boost, dependant on what path you chose. Maybe the Destruction of the Material people get a little bonus on damage (say, +1 per die of both fire and ice), the Controlling the Material get to make a square nobody is in difficult terrain until the end of his next turn, and the Weakening the Materials people give a -1 per 2 dice of damage to the target's AC.

Next, blanket immunities. Say this guy is facing somebody immune to both fire and ice damage, like a Xorn. Just looked in the SRD, found him randomly. Second monster I checked. What's this guy gonna do?

Also, the ACF that switches out the Fire and Ice damage for Sonic and Force is far, far more powerful. Force is very hard to resist, I suggest either removing that or making it a feat you can take at 1st level that gives some sort of disadvantage. Force and Sonic damage is that good.

Again, this class looks awesome and unique, nice job.
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Old 06-22-2012, 02:09 AM   Top  -  End  -  #9
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Quote:
By the time you gain Child of the Arctic Volcano, you have already gained fire/cold immunity from Of Two Worlds, so the 'max equal to your resistance' caveat is completely superfluous. I do find much amusement in the way Child of the Arctic Wind completely negates Flamestrike though!
The ice and fire immunity are only during the trance. Outside of it, chances are that you only have resistances, that is where that line comes in. Glad you like the way it works though ;P

Quote:
Also, this line in Two World Trance needs to read differently:
Fixed, thanks for pointing it out.

Quote:
You haven't added weapon or armour proficiencies yet, thought I'd remind you.
That's......a good one, can't believe I forgot that, thanks for the reminder.

Quote:
Also may I suggest you add Knowledge (The Planes) to their class list, since they seem to do rather a massive amount of channelling from other planes!
Seems legit, I'll add it.

Spoiler


Ah look, this is certainly a major issue. At first I wanted to resolve this by using things similar to eldritch blast shapes and augments, but as time passed, it kinda slipped my mind. I'll add your suggestions to it, although I must figure out the balance first. I'm kind off worried if I removed the cooldown, that it would be more effective to only spam Ashenfrost-bursts instead of doing chains.

Quote:
Next, blanket immunities. Say this guy is facing somebody immune to both fire and ice damage, like a Xorn. Just looked in the SRD, found him randomly. Second monster I checked. What's this guy gonna do?
That is where the secondary path comes in. If you picked Destruction of the Material as a primary and Weakening secondary, you can always switch to debuffing, because the Xorn is not immune to debuffs and let the others deal the damage. On the other hand, it would be nice to have some Chains that deal untyped damage. I still have many Chains to create, so one untyped Destruction Chain per Chain level would be nice.
"Edit": If you pick the Destruction path, half of the damage you deal with your Ashenfrost burst is untyped damage and has no cooldown if you don't chain anything behind it. This should slightly solve the problem.

Quote:
Also, the ACF that switches out the Fire and Ice damage for Sonic and Force is far, far more powerful. Force is very hard to resist, I suggest either removing that or making it a feat you can take at 1st level that gives some sort of disadvantage. Force and Sonic damage is that good.
You got a valid point there, I'll give it a downside.

Thx guys, I really needed this kind off peaching ^^. Thank you for helping me out. If you need any peaching yourself, let me know, I'll be happy to help.
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Old 06-22-2012, 05:24 AM   Top  -  End  -  #10
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Default Re: Capturing Flame and Freeze for own use, A combo casting baseclass, PEACH apprecia

Quote:
Originally Posted by Eldest View Post
Which is why I'm suggesting you give them something similar to the anchors, but A) as a class feature
Hey look, it's my suggestion!


With the Ashen-Frost Burst modification by the Destruction Path, you say it now deals half untyped damage? Which half? Is the fire damage or the cold damage replaced? Perhaps it might be easier to make the extra damage you get from the Destruction Path untyped damage instead?

Also, adding feats that are kind of like Searing Spell or Piercing Cold (iirc) might be good ideas. Perhaps allowing you to use a move action to apply them to your next Chain (or Burst) once per encounter or once per two combos?
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Old 06-22-2012, 06:48 AM   Top  -  End  -  #11
WaylanderX
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Default Re: Capturing Flame and Freeze for own use, A combo casting baseclass, PEACH apprecia

Yo Durka :P Thx for your contribution.

Quote:
With the Ashen-Frost Burst modification by the Destruction Path, you say it now deals half untyped damage? Which half? Is the fire damage or the cold damage replaced? Perhaps it might be easier to make the extra damage you get from the Destruction Path untyped damage instead?
Made the bonus damage untyped, it was a little unclear indeed.

Quote:
Also, adding feats that are kind of like Searing Spell or Piercing Cold (iirc) might be good ideas. Perhaps allowing you to use a move action to apply them to your next Chain (or Burst) once per encounter or once per two combos?
Made them into a anchor feat. That seemed more appropiate, seeming that both feats are metamagic feats and most Anchor feats are resembling Metamagic feats in effect.
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Old 06-22-2012, 06:52 AM   Top  -  End  -  #12
Steward
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Default Re: Capturing Flame and Freeze for own use, A combo casting baseclass, PEACH apprecia

This looks like a really awesome class concept. I really dig the names too!

What's a "Rime-Fire Mage"?
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Old 06-22-2012, 07:40 AM   Top  -  End  -  #13
WaylanderX
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Quote:
What's a "Rime-Fire Mage"?
Hehe, that was the old name for the class. Just a placeholder though.
Seems that I forgot to change it completely. Thx for the reminder ^^.
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Old 06-22-2012, 09:38 AM   Top  -  End  -  #14
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Default Re: Capturing Flame and Freeze for own use, A combo casting baseclass, PEACH apprecia

The paths look a little better now, certainly fixes the problem with cooldowns (which I missed, sorry about that)! However, the Weakening and Controlling paths new improvements could do with some sort of duration, since as written they're currently permanent. Also, with the Weakening ability, you shoudl clarify what happens with repeated uses on a single target. Just saying they don't stack doesn't say whether a greater number on a successive hit supersedes the initial value or not, although I'd assume that's the case.

Good point with the resistances, I kinda assumed I'd be in a trance since round one of most relevant combats anyhow! The trance has no activation time, was this deliberate?

Beyond that, I think it's looking more and more solid as things progress. Editting issues here:
Quote:
You can recall used Chain Slots by making a Int Check DC 15 for Entry Chains, DC 17 for Mid Chains, DC 19 for End Chains and DC 21 for Primal Chains. Each time you try to recall any slot, the DC for regaining another one becomes 2 higher. You can recall spells a total of times of class level divided by 2 plus your Int Modifier per day regardless of succeeding or failing the check.
They're not spells! Honest!

Quote:
In addition, in exchange of for ending your combo with your Ashen-Frost Burst
Just grammatical, but thought I'd mention it since it appears 3 times!

I'm really interested to see how this would perform as a working character. If I were to play one, I'd probably want to try a Controller/Weakener build, ignoring Destruction altogether. The Destruction is a blaster-extraordinaire, but I can already tell how that will pan out!

Oh yeah, one last question...
The two bladed scythe, can you still make trip attacks with it?
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Old 06-22-2012, 10:06 AM   Top  -  End  -  #15
WaylanderX
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Thank you for your PEACHing once again. I'll be sure to return the favor ^^.

Quote:
However, the Weakening and Controlling paths new improvements could do with some sort of duration, since as written they're currently permanent. Also, with the Weakening ability, you shoudl clarify what happens with repeated uses on a single target. Just saying they don't stack doesn't say whether a greater number on a successive hit supersedes the initial value or not, although I'd assume that's the case.
Clarified and fixed, didn't notice, thx for that.

Quote:
Good point with the resistances, I kinda assumed I'd be in a trance since round one of most relevant combats anyhow!
Surprise round Fireball!.....o crap :P

Quote:
The trance has no activation time, was this deliberate?
Fixed to a free action.

Quote:
They're not spells! Honest!
Just grammatical, but thought I'd mention it since it appears 3 times!
Ok ok, I stand corrected on that one :P

Quote:
The two bladed scythe, can you still make trip attacks with it?
Check the Spoiler for that one ;)

Quote:
I'm really interested to see how this would perform as a working character. If I were to play one, I'd probably want to try a Controller/Weakener build, ignoring Destruction altogether. The Destruction is a blaster-extraordinaire, but I can already tell how that will pan out!
Supersweet! If you have any playtime with it, tell me how it works out. I'm really curious about that.
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Old 06-22-2012, 10:10 AM   Top  -  End  -  #16
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I really like the idea. Its sort of like combos in a fighting game (which somebody should make now).
I question though if Ashen-Frost burst needs limitations to use. If you are worried about someone spamming it instead of building chains then make it less desirable (drop the damage a bit). Better yet, have it decrease in damage every time it is used temporarily. Otherwise, because it is required to be first in any chain of chains, there could be a lot of standing around.
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Old 06-22-2012, 10:43 AM   Top  -  End  -  #17
WaylanderX
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Quote:
I really like the idea. Its sort of like combos in a fighting game (which somebody should make now).
I question though if Ashen-Frost burst needs limitations to use. If you are worried about someone spamming it instead of building chains then make it less desirable (drop the damage a bit). Better yet, have it decrease in damage every time it is used temporarily. Otherwise, because it is required to be first in any chain of chains, there could be a lot of standing around.
That is why the benefits were added for the Ashenfrost Burst, so you have something that is viable at low level when you don't have the amount of Chains to waste on small fry. If you nerf the damage, then it is even weaker then a unmodifier eldritch blast, which I want to avoid. Thanks for your input though and glad you like the class ^^
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Old 06-22-2012, 11:02 AM   Top  -  End  -  #18
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Default Re: Capturing Flame and Freeze for own use, A combo casting baseclass, PEACH apprecia

Quote:
Originally Posted by eftexar View Post
I really like the idea. Its sort of like combos in a fighting game (which somebody should make now).
!

[/Metal Gear Solid]
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Old 06-22-2012, 01:24 PM   Top  -  End  -  #19
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Default Re: Capturing Flame and Freeze for own use, A combo casting baseclass, PEACH apprecia

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Originally Posted by Morph Bark View Post
!

[/Metal Gear Solid]
Oh gods...the epic idea. Everyone duck and cover!
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Old 06-23-2012, 01:14 PM   Top  -  End  -  #20
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Quote:
Originally Posted by Morph Bark View Post
!

[/Metal Gear Solid]
I look forward to finding out if you make a class out of this, and how awesome this class is.

Anyway, I like how you added the option to end the chain early. Now, you might want to add in a few small things at levels that are otherwise just numerical boosters, like the Dead Levels articles suggest. Minor boosts or small things that could be significant in some random situations, like a Dashing Swordsman being immune to damage from flying glass.
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Old 07-09-2012, 08:50 AM   Top  -  End  -  #21
WaylanderX
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Default Re: Capturing Flame and Freeze for own use, A combo casting baseclass, PEACH apprecia

Hello people,

due to a study trip to the Pyrenees, I wasn't able to work on this class.
Now I'm back, fresh with new ideas and spirit! OOOWWW yeah....(Also SPAAAACEEE). I have some new ideas for Prc's and other class features I wanna work on, so check in every now and then to rate it, if you would ^^.

Quote:
Now, you might want to add in a few small things at levels that are otherwise just numerical boosters, like the Dead Levels articles suggest. Minor boosts or small things that could be significant in some random situations, like a Dashing Swordsman being immune to damage from flying glass.
Very good point, I'm thinking up new class features now. Although I'm thinking of giving it some big things to, because this class was rated tier 4 by Morphs Tier Compendium, thought my aim was tier 3. Thx for the feedback though ^^

Updates: 09-7-'12:
Added Elemental Extraction class feature with stats for Ice elementals.
Added Elemental Empathy (Party face versus Elementals yey!)
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Old 07-14-2012, 06:18 PM   Top  -  End  -  #22
WaylanderX
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Default Re: Capturing Flame and Frost for own use, now with combo's! [Baseclass, 3.5, PEACH]

Updates: 09-7-'12:
Changed Child of the Artic Volcano to level 19.
Added Frostfire Ascencion, a new capstone ability!

New paths in the making, including a summon path and a movement path.
Also, I'm making a few Prc's for this class and another baseclass with another magic system and I have plans for a campain setting, but that is still in its very very early stages

Anyway, if you would, please rate these changes and if you have any idea's for a cool mechanic I could use in any of my Prc's/base classes, let me know!
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Old 08-26-2012, 05:17 AM   Top  -  End  -  #23
WaylanderX
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Default Re: Capturing Flame and Frost for own use, now with combo's! [Baseclass, 3.5, PEACH]

Updates: 26-8-'12:
Added Summoning The Immaterial Path!
Added Entry Chains for the new Path.
Added Stats for Living Bomb.
Added more Entry and Mid chains for the rest of paths.

Give me a PEACH on the entry Chains of this path guys, I really need it. I shall upload the stats for other 2 elementals as soon as possible.
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Old 08-28-2012, 06:00 AM   Top  -  End  -  #24
WaylanderX
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Default Re: Capturing Flame and Frost for own use, now with combo's! [Baseclass, 3.5, PEACH]

Updates: 28-8-'12:
Added the other elementals for the Entry Chains.
Thinking of rebalancing the Elemental Entry Chains, seem to weak.
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Old 09-19-2012, 02:45 PM   Top  -  End  -  #25
WaylanderX
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Default Re: Capturing Flame and Frost for own use, now with combo's! [Baseclass, 3.5, PEACH]

Updates: 19-9-'12:
Added Primal Chains for Summoning the Immaterial.
Transfered stats elementals to thread: Waylander's Elemental Compendium
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Old 12-07-2012, 05:19 PM   Top  -  End  -  #26
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Default Re: Capturing Flame and Frost for own use, now with combo's! [Baseclass, 3.5, PEACH]

Quote:
Originally Posted by WaylanderX View Post
Updates: 19-9-'12:
Added Primal Chains for Summoning the Immaterial.
Transfered stats elementals to thread: Waylander's Elemental Compendium
Not to necro this or anything, but ... frostflame? ....Snowflame?
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