[Tome] Force Mage (Rough Draft)

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God_of_Awesome
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[Tome] Force Mage (Rough Draft)

Post by God_of_Awesome »

Force Mage
"KAAAAA- MEEEE- HAAAA- MEEEEEEE- HAAAA- MEEEEEE- HAAAAAAAAAAAA~"

Force is a powerful and solid energy type, therefore the Force Mage is often concerned with both offense and defense, although he knows little in the ways of status affects since Force is also not a very subtle energy type.

Force Mages starts at the same age as Monk, start with the same gold as Wizards, have no alignment restriction and have a higher tendency to appear in stockier but civilized race like humans or dwarves or aberattions like illithids or beholders.

HD: d8
Skills: To be filled
Skills Points: As Wizard

BAB: As Wizard Saves: As Wizard

1: Hadoken, Mind Over Matter, Force User, Feel Through The Force
2: Force Field, Abuse Of Power, PK Shield
3: LAZERS, Ya Know That Thing Darth Treya Did In KotoR II?
4: TK Flight, Glowing Force
5: Mega Magic Missile
6: Dome of Sanctuary
7: Bigby's Blessings I, Interposing Force
8: Improved PK Shield, Improved Force Field
9: Bigby's Blessing II
10: Block Anything, PK Force
11: Bigby's Blessing III, Ignore Force
12: Trap Anything, Greater Force Field
13: Bigby's Blessing IV, Greater PK Shield
14: Now We're Pulling Some Green Lantern Bullshit
15: Kamehameha, Beam Spam, Bigby's Blessing V
16: Missile Barrage

1st level

Hadoken: As a standard action, the Force Mage may cast Orb of Force.

Mind Over Matter: Everytime the Force Mage inflicts Force Damage, wether with this class or not, he inflicts an amount of extra Force damage equal to his Intelligence bonus.

Force User: A Force Mage is considered to have every spell with the Force Descriptor on his spell list for the purpose of activating magic items.

Feel Through The Force: As an immediate action, the Force Mage may cast Grope.

2nd

Force Field: The Force Mage may cast Shield. Unlike regular Shield, he may cast it over himself or someone else within Close range (25 ft. + 5 ft./2 levels).

Abuse Of Power: As an imediate action, the Force Mage may cast Floating Disc.

PK Shield: The Force Mage's skin emits a telekinetic barrier of pure force, giving him Damage and Energy Resistance except against Force damage equal to twice his level + twice his Intelligence bonus.

3rd

LAZERS: A Force Mage's Force attack cuts through everything like friggin' laser beams. No more than ½ of the damage inflicted by his force damage can be negated by hardness or immunity or resistance to Force. In addition, the Force Mage ignores the first 5 points of Fire Resistance that a target has.

Ya Know That Thing Darth Treya Did In KotoR II?: You may choose a number of melee weapons equal to your Intelligence bonus and imbue them with the Dancing quality at any one time. They act like a Mage's Sword in all respects except its damage, threat range, crit, hardness and enchantment bonus. They use the weapon's own stats except for enchantments, deals damage as Force damage and have an enchantment bonus equal to 1/3 the Force Mage's levels.

4th

PK Flight: The Force Mage's telekinetic shield is now capable of lifting him up and he has achieved flight as a result. It is precise and is the same speed as his normal speed.

Glowing Force: The Force Mage may create a ball of glowing force as an immediate action. This ball may act as a source of light.

5th

Mega Magic Missile: The Force Mage may elect for the Orb of Force to be modified to act as a Magic Missile, striking unneringly even if the target is in melee combat or has less than total cover or total concealment.

6th

Dome Of Sanctuary: The Force Mage may cast Mage's Private Sanctum as a full round action.

7th

Bigby's Blessing I: At this point, the immortal soul of the great mage Bigby has taken notice of your Force Mage and he has granted him one of his spells: Bigby's Interposing Hand. He may cast it as a standard action. The number of times he may cast spells granted from Bigby's Blessings per day is equal ½ Level + Inteligence Modifier.

8th

PK Shield, Improved: The PK Shield has now begun to work inside the Force Mage's body, protecting vital faculties. He is now immune to poison and extra damage from critical hits.

Force Field, Improved: The Force Mage may cast Resilient Sphere as a standard action.

9th

Bigby's Blessing II: The soul of the great mage has granted the Force Mage another spell. The Force Mage may cast Bigby's Forceful Hand as a standard action.

10th

Block Anything: The Force Mage may cast Wall of Force as a standard action.

PK Force: The Force Mage may cast Telekinesis as a standard action.

11th

Bigby's Blessing III: The Force Mage may cast Bigby's Grasping Hand as a standard action.

Ignore Force: The Force Mage is now immune to Force Damage, even for the purpose of Damage Reduction, and he may walk through Force affects, such as Wall of Force and Forcecage, as if they weren't there.

12th

Trap Anything: The Force Mage may cast Force Cage as a standard action.

Force Field, Greater: The Force Mage may cast Telekinetic Shield as a standard action.

13th

Bigby's Blessing IV: The Force Mage may cast Bigby's Clenched Fist as a standard action.

PK Shield, Greater: Now his personal shield has evolved to final point it can go, protecting mind, body and spirt. The Force Mage is immune to Energy Drain and acts as if under the affects of Mind Blank at all times.

14th

Now We're Pulling Some Green Lantern Bullshit: As a full round action, for a number of turns/minutes equal to his levels, the Force Mage may make a construct of statisticly similiar to any creature made of Force equal or below his CR.

15th

Kamehameha: The Force Mage may elect for the Orb of Force to be altered to detonate as a full round actiom. When it does, it explodes in 20 foot burst, dealing 1d6 of Force damage per level. All creatures within the area are entitled to a Reflex save to halve damage (DC 10 + ½ Level + Inteligence Modifier). This may be combined with Mega Magic Missile but not Beam Spam.

Beam Spam: The Force Mage may elect for the Orb of Force spell may come out as as a number of orbs equal to ½ Level + Inteligence Modifier instead of one as full round action, each doing the same damage as one. This may combined with Mega Magic Missile but not Kamehameha.

Bigby's Blessings V: The Force Mage may cast Bigby's Crushing Hand as a standard action.

16th

Missile Barrage: Kamehameha and Beam Spam may be used together, creating five detonating Orbs of Force that probaply are homing too as a full round action.
Last edited by God_of_Awesome on Sun Apr 25, 2010 5:15 pm, edited 7 times in total.
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
Koumei
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Post by Koumei »

Okay, let's take a look...

1st level: that's seven abilities. You may want to trim it down a little.

Hadoken: this is fine as a back-up pew-pew, although it's spelled Hadouken[/nazi]

Beam Spam: I'm not sure why you want Hadouken when you have this: (1d4+1) per level automatic is basically 1d6/level automatic, and IIRC, Force Orb is 1d6/level on a successful RTA. I don't think the autohit or damage is a big deal, I just think Hadouken is rendered pointless.

PK Shield: Damage Reduction doesn't apply against Energy types anyway, so the "except Force" is redundant - even DR 9001/- is overcome by Force effects, Fire and Acid. No actual complaints.

Mind Over Matter: I'm not sure this is necessary. It doesn't hurt, but it's not needed.

Force User: good idea

Feel Through The Force: yes

Abuse Of Power: sure, no problems here

Second level: only one ability. You could perhaps shunt Abuse of Power here. If you did that, shoved MoM over to 5th and scrapped Hadouken, you'd have 1: 4, 2: 2, 3: 2, 4: 2, 5: 2

Force Field: no problems here, though you should specify (Su) or (Sp) or whatever and how many uses (presumably at will).

3rd...

LAZERS: No more than ½ of the damage inflicted by his fire damage can be negated by hardness or immunity or resistance to Fire. In addition, the Fire Mage ignores the first 5 points of Fire Resistance that a target has.

That needs fixing up. Sure, there are like four creatures that have immunity or resistance to [Force] effects, but why not throw it in there?

Ya Know That Thing Darth Treya Did In KotoR II?: sounds good, but is that "you can imbue this many total, in your life ever" or "at any one time" or what?

4th

PK Flight: sounds fine

Glowing Force: sure, why not?

5th

Kamehameha: sounds good. Granted, this requires rewording if you scrap Hadouken, or keep Hadouken and whatever.

6th

Dome Of Sanctuary: no problems here

All Bigby spells: good and good. Just needs the how often and (Sp)/(Su)/(Ex). In fact, assume I say this at all points from now on.

8

PK Shield, Improved: this is good

Force Field, Improved: this is also good

10

Block Anything: good

PK Force: good

11

Ignore Force: I like this, but the Damage Reduction line is unnecessary.

12th

Trap Anything: is good

Force Field, Greater: is good

13th

PK Shield, Greater: a bit random, but sure, why not? Force does seem to block anything in D&D.

4th

Now We're Pulling Some Green Lantern Bullshit: is that equal or lesser CR than himself? Also, I can't remember where the Force Golem is from, but the Dragon fucking hatches at something like CR 20.

15th

Missile Barrage: would this mean you could launch 15 missiles at one dude, and you end up with a 150' radius splash that deals 15d4+15+Int, automatic-no-save to everyone in the area? That's a little bit exciting, but I would hesitate to call it broken given it's damage, and level 15.

Note: also, many typos. I am deducting five points for spelling.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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God_of_Awesome
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Post by God_of_Awesome »

I got rid of Beam Spam and kept Hadoken, moved Kamehameha to 15th level, made a new Beam Spam also at 15th level, made a new Missile Barrage and put it in a new 16th level. I replace Kamehameha at 5th level with Mega Magic Missile, moved Abuse of Power to 2nd level, specified on Ya Know That Thing Darth Treya Did In KotoR II? and Bigby's Blessing, fixed the errors on LAZERS and yet to fix the spelling and labeling errors.
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
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God_of_Awesome
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Posts: 686
Joined: Sat Aug 22, 2009 7:19 am

Post by God_of_Awesome »

I also changed PK Shield so it's more powerful and does resist energy but also moved it too level 2 to make it harder to level dip for.
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
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