My First Real Homebrew Class: Disintegration Mage

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For Valor
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My First Real Homebrew Class: Disintegration Mage

Post by For Valor »

I can only hope that this is deserving of [Tome] inclusion. Seeing as it's my first base class, I really doubt it.

d6 HD
BAB: 3/4
Good Saves: Will and Reflex

1. 1 Sphere, Armored Caster
2. Sphere Ability
3. 1 Domain
4. Domain Ability, Bonus Feat
5. 2 Spheres
6. Sphere Ability, Extra Spell
7. 2 Domains
8. Domain Ability
9. 3 Spheres
10. Sphere Ability, Bonus Feat
11. 3 Domains
12. Domain Ability, Extra Spell

Image

W means "at will"

Skills: 4 + IntMod
Acrobatics (Dex), Athletics (Str), Bluff (Cha/Int), Concentration (Con/Wil), Craft (Int), Knowledge (Arcana) (Int), Listen (Wis/Per), Profession (Wis/Wil), Spellcraft (Int), Spot (Wis/Per),

Weapons and Armor Proficiencies: Simple Weapons + 1 martial weapon. Light Armor and Shields (not Great Shields)

Spellcasting: A battlecaster casts arcane spells drawn from a special spell list, chosen by the Spheres and Domains that a Battlecaster assumes over time. He casts it without preparing ahead of time, the way a Sorcerer would.

To learn and cast a spell, a battlecaster must have a Mental Stat (choose one and stick with it) equal to 10 + the spell's level. Saving throws for a battlecaster's spells are 10 + (the first level that the battlecaster gained access to the spell + 1)/2 + Mental Stat Mod.

Like other spellcasters, a battlecaster can cast only a certain number of spells of each spell level per day, as given by the table above (for reference, the upper row is the level at which the battlecaster first gains access to his the spell, and the left-most column is the level of the battlecaster at any given point). The battlecaster, however, can recharge his spells by making a successful attack.

If a battlecaster casts no spells during his turn, and makes a successful attack that deals at least 1 damage to a target, he can opt to spend a swift action to end all of his spells with durations to recharge 3 of his spell slots. These spell slots are usable immediately after the battlecaster's turn ends.

Spheres: At levels 1, 5, and 9, the battlecaster takes all the spells from a sphere list and adds them to his spell list.

Armored Caster: A battlecaster suffers no arcane spell failure from light armor.

Sphere Abilities: At levels 2, 6, and 10, the battlecaster gains the special ability of the sphere that he just took his spells from.

Domains: At levels 3, 7, and 11, the battlecaster takes all the spells froms a domain list and adds them to his spell list.

Domain Abilities: At levels 4, 8, and 10, the battlecaster gains the special ability of the domain that he just took his spells from.

Bonus Feat: At levels 4 and 10, the battlecaster gains a [Combat] or [Metamagic] bonus feat.

Extra Spell: At levels 6 and 12, the battlecaster can add 1 spell of up to the highest level he can cast to his spell list. It's minimum casting level (the number in the upper row) is it's (spell level x 2) - 1.



Alright, that's it... let the massacre begin.
Scrapped. Working on a new class

NOTE: If a target dies or is destroyed (undead, constructs) by a class ability, it disintegrates, leaving a little dust and some distinctive smell. For the purposes of you needing loot, disintegration will only happen to the target chosen.

1. Disintegrating Touch (Ex): Touch Attack for 1d6 + 1d6/2 levels untyped damage.
Skilled disintegration (Ex): +level to some skill check (intimidate? hide?)
Weapon of Dissassembly (Su): You can enchant a weapon so that it's next strike deals +1d6 damage (for the purposes of disintegrating stuff, that damage comes after regular damage from the weapon). This lasts 1 minute/level or until the weapon makes a successful attack. Every round that someone holds a weapon enchanted this way, they take 1 damage.

2. Integration (Ex): You can do it backwards and forwards. Gain fast healing = (HD/2)^3/2. I'll write up values later. (If you have weapon of disassembly used on yourself, it negates Integration but you don't take the damage. Moderately useful for levels 2-3). Fast Healing 1 right now.

3. Disintegration ray is now an RTA. Fast Healing 2.

I really need suggestions for class abilities (read: shitty imagination). Halp!
Last edited by For Valor on Mon Aug 02, 2010 6:52 am, edited 6 times in total.
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Post by Blicero »

Couple things:

1) You're not going to break anything by making all DCs 10+1/2 total level+stat modifier+bullshit. It shrinks the range of the RNG and makes lower level abilities a better option, decreasing the chance of novaing and then resting. I suspect that most people on these boards do that.

2) The method for recovering spells seems almost unnecessarily complicated. The battlecaster is already getting about the same number of spells as any other full caster (more, really), so does he really need to be able to recover spells?

3) I personally don't like "any bonus feat, evar." You could say something like, "At levels 4 and 10, the battlecaster gains his choice of either a [Combat] or [Metamagic] feat." Or you say that one has to be a [Combat] and one has to be a [Metamagic], if you really want to emphasize the Battlecaster's diversity.

4) Why does the table for abilities only go up till level 12, but the table for spells per day go up till level 20?

5) Very few players are going to be excited about getting just a sphere or domain's special ability. A lot of those are sorta fun, but not necessarily powerful or even useful. You might wanna just give both sphere and ability the same level, then for the dead levels, add new abilities.
Suggestions for those off the top of my head include:
-"advanced" sphere or domain special abilities.
-abilities that combine sword and sorcery, assuming this is in fact supposed to be a gish-esque character.
-and so on
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Post by For Valor »

1) Well, while I think it would be good for some classes, I don't want the philosophy implemented here. My reasoning extends from response 2, so you'll see the idea.

2) The complicatedness is kind of what I'm going for. I want the characters to prioritize their strong spells (they're not going to have many of those--their spell list caps out at 6 of every level) and plan their fights around being able to hit certain targets. "I need some way to recharge my spells! Either leave some whelps alive, or get ready for me to shoot you in the ass with an arrow!"

It also encourages MAD. Instead of dumping Dex or Str, you'll want it to increase your chances of stabbing someone in the face so you can recharge your spells. (probably Dex) This ALSO encourages upgrading battlecaster's weapons, so that they can overcome DR and be useful and whatnot.

And I don't see the battlecaster having more spells than your average caster. Aside from the at-wills (which are given at a ridiculously low level. They're for wading through mooks), he has less than your average wizard... and the wizard has VERY few. The idea is that level-appropriate powers need to be charged every round, and slightly weaker powers need to be recharged every 2 rounds. So you use each of the three powers, then attack, then use each of the three powers again.

3) Alright, either [Combat] or [Metamagic].

4) In case you take a "+1 spellcasting" PrC. Which is a definite possibility.

5) Yes, I agree. My only problem is that I can't think of anything worthwhile--this class needs to be about casting spells from a small list, and doing it well. How do I improve on that? I mean, I don't want to give to-hit bonuses, since it would encourage players to drop their relevant physical stats more...

but I really don't know what other flavorful things there are. My originality is kind of fail.
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Post by ubernoob »

I honestly don't see what this class does that a spherelock doesn't do better and simpler. Is your goal just to make the class needlessly complicated? I mean, if that's your goal, then you're doing good (although I'd add in some needless calculations involving calculus somewhere to really spice it up). But if you want an actual caster that casts combat spells, koumei's warmage or the PHB wizard are good things to look at. Frank's Totemist is also a good approach. This class is... not.
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Post by For Valor »

the spherelock is (at low levels):

1/day or 3/day SLAs. and RTA for weak fire damage.

same thing for the warmage or wizard or whatever, except they've got more variety.
-------
the battlecaster is (at low levels):

very few spells cast over and over.
-----

the battlecaster has more flexibility at creation. And I know it's complicated, but I didn't feel like it was TOO bad. Is it really that awful?

EDIT: Waitaminute Totemist?
Last edited by For Valor on Sun Aug 01, 2010 4:46 am, edited 1 time in total.
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Post by ubernoob »

For Valor wrote:Is it really that awful?
Yeah, it's pretty awful. If you want at will SLAs/ or SU abilities, just hand those out. If you want it to be a vancian caster, do that. But whatever you do, make sure there's a reason for it.
EDIT: Waitaminute Totemist?
Think glitterdust style SU abilities. 1 minute cooldown or something on most of them, but they are mostly save or lose and you only get a handful.

Edit: I'm not trying to be mean. I just want you to think of what you want the class to do instead of just writing down random shit. If you want a 'gish' class that doesn't involve self buffing, that's pretty much the spherelock too.
Last edited by ubernoob on Sun Aug 01, 2010 4:50 am, edited 1 time in total.
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Post by For Valor »

well, what I'm trying to do is get a class that I can change up a lot (like the Soulborn or this... Totemist that you have shown me. Seriously, how long has that been here?) at creation. Sphere classes are good for that.

I'd also like a small list of spells used. Sphere classes do that shit too.

But I also want something that's based around casting spells/SLAs/whatever a lot. Sphere classes don't do that, especially at low levels where you get one or two SLAs 1/day.

I'm trying to write a class that has 4 or so spell-ish options at any given time, usable very frequently. Like 2-4 spheres usable at-will... basically. But I don't know how to balance such a thing.
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Post by ubernoob »

For Valor wrote:well, what I'm trying to do is get a class that I can change up a lot (like the Soulborn or this... Totemist that you have shown me. Seriously, how long has that been here?) at creation. Sphere classes are good for that.

I'd also like a small list of spells used. Sphere classes do that shit too.

But I also want something that's based around casting spells/SLAs/whatever a lot. Sphere classes don't do that, especially at low levels where you get one or two SLAs 1/day.

I'm trying to write a class that has 4 or so spell-ish options at any given time, usable very frequently. Like 2-4 spheres usable at-will... basically. But I don't know how to balance such a thing.
Look at Fire Mage. Just hand out SLAs and SUs like candy and ignore sphere/spell mechanics.
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Post by For Valor »

Like... one or two every level?

I guess that'd work. It's just that every other class I look at seems to be a lot more conservative... I'll see what I can write up.
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Post by ubernoob »

For Valor wrote:Like... one or two every level?

I guess that'd work. It's just that every other class I look at seems to be a lot more conservative... I'll see what I can write up.
No, like candy. It's totally ok to hand out 4 class features at first level and 3 every level after that if it lets you do what you want with the class and the class features are short enough to keep it from being an eye sore.

Alternatively, you could just do a 'make it yourself' thing where you pick a handful off of a list every combat. Scroll down for an example of how such lists can be made in my shifter class http://www.tgdmb.com/viewtopic.php?p=131601

Basically, you totally can hand out tons of abilities if you write them in a concise manner and limit the number that needs to be read at any given level. Another good place to look at this is Koumei's shadowcaster.

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Post by Mask_De_H »

If you want a very narrow focus with a broad set of abilities, just fucking write them in. Free your mind from the "5 levels of abilities in a 10+ level class" mentality of vanilla D&D.
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Post by For Valor »

but it's soooooo hard.... my brain hurts.
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Post by Echoes »

For Valor wrote:but it's soooooo hard.... my brain hurts.
Core casters do this already, they just hide it behind "spellcasting". Think about it. Wizards get to pick 2 options from a pretty big list every level, and Clerics and Druids just straight up get 10+ (up to dozens if you count splatbooks) class features every other level. That's not counting that the Druid gets real, tangible class features on top of his spells.

Making a class that gets 3 class features at each level, esp. if some of them are advancements on existing features, is not even remotely out of line with core casters.
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Post by Kaelik »

For Valor wrote:But I also want something that's based around casting spells/SLAs/whatever a lot. Sphere classes don't do that, especially at low levels where you get one or two SLAs 1/day.

I'm trying to write a class that has 4 or so spell-ish options at any given time, usable very frequently. Like 2-4 spheres usable at-will... basically. But I don't know how to balance such a thing.
Not sure how helpful, but in addition to Fire Mage, other thematic at will SLA/Su users:

Snowcaster, Storm Lord

You can actually just give out at will abilities that follow a theme but do different things, and are fucking awesome.

Then, when you are level 10, you have a choice between different abilities that are all somewhat valid depending on the situation.
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Post by Kaelik »

Your Welcome, Make any changes you want.

Disintegration Mage
"What exactly is this 'Door' you speak of?"

Disintegration Mages make thing disappear. They are really good at ending things. Not so much at everything else.

Playing a Disintegration Mage is about making smart choices about what to disintegrate. Intelligence is their primary stat, and they are mostly single target destroyers, with the advantage of proviging the utility of carving up stuff in your way.

Starting Age: As Sorcerer
Starting Equipment: 5d4x10gp
Alignment: Disintegration is any mans game, but evil or chaotic people are slightly more likely to make it a habit.

Hit Die: d6
Base Attack Bonus: 3/4ths
Good Saving Throws: Fortitude and Ref
Skill Points: 4+Int
Class Skills: Appraise, Balance, Concentration, Craft, Disable Device, Knowledge (Arcana, Architecture and Engineering, Dungeoneering), Open Lock, Search

Disintegration Mage:
1: Disintegration Ray, Projectile Disintegration
2: Mass Sense, Reintegration
3: Ray Countering
4: Nerve Disruption
5:
6: Disruption Burst
7: Perceptive
8: Ash Tasting
9:
10: Hard Nerve Disruption
11: Disintegration Field
12: Transporter
13:
14: Disintegrate Gravity
15: Infinite Disintegration
16:
17:
18:
19:
20: Disintegrating Vision.



Class Feature

Weapon and Armor Proficiency: Disruption Mages are not Proficient with weapons at all. They are proficient with light armor and shields.

Disintegrating Ray (Sp): A Disintegration Mage can shoot a blast of green energy from his hands as a standard action out to Close Range. If he hits on a Ranged Touch Attack, the ray does 2d6 damage per Disintegration Mage level, with a Fort Save to negate of DC 10+1/2 Disintegration Mage level+ Int Modifier. If a target is destroyed by this effect, they are rendered unto dust, like the disintegrate spell, and their items fall to the ground in the pile of ash.

Alternatively, the ray can be used on a non creature, and can destroy 5 cubic feet of contigous material composed of one or more unattended objects per Disintegration Mage level, in any shape the Mage chooses. If used to disintegrate ground under the feet of a creature, it provides a Reflex save of the normal DC for the Ray, which if passed, allows them to take flight or leap to any location within the range of a jump check they make after the effect of the disintegration is resolved.

This Ray also has all the properties of a Disintegration spell, when it comes to negating specific Force effects.

At level 5, the Fort save reduces the damage by half, but no longer negates the effect.

At level 9, a failed save results in death, and a successful save results in half damage. The range extends to Medium.

At level 13, the save is either a Fort or Reflex save, whichever is lower for the target, and a successful save results in full damage.

At level 17, there is no longer an attack roll, the target suffers the effects as long as they are within line of sight and line of effect to the Mage.

Projectile Disintegration (Sp): As an Immediate Action, the Disintegration Mage may disintegrate any projectile aimed at him including thrown weapons, and instantaneous creation spells that summon a form of attack, that is then launched.

At level 3 he may use this action to disintegrate any Ray effect, or any other spell effect that requires a ranged attack roll.

At level 15, this becomes a free action, usable not on his turn, as many times per round as he wishes.

Mass Sense (Ex): A Disintegration Mage becomes intuitively aware of the size of objects. He knows the depth from any given point he can see, in any given direction, until the next area of air, or until 100ft, whichever is shorter.

Reintegration (Su): A Disintegration Mage can slowly reform his own flesh, giving him fast healing 1. He may also grow back any limbs or parts as the regeneration spell.

At level 12, this becomes Fast Healing 10.

Nerve Disruption (Sp): As a swift action, a Disintegration Mage can interfere with the receptors of an opponent, Making them suffer as if Fatigued for 5 rounds. This effect does not stack to Exauhstion with any other effect, as it is not true Fatigue, likewise it bypasses Immunity to fatigue.

Disruption Burst (Sp): As a Standard Action, the Disintegration Mage can render all targets within a 20ft Spread subject to his Nerve Disruption effect.

Perceptive (Ex): After extensive practice, the Disruption Mage has become practiced at quick reactions. He gains an Extra Swift or Immediate Action each round.

Ash Tasting (Ex): A Disruption Mage can taste in the air the scent of disintegrated objects, no two of which are the same. If any target of his disintegrate effect is within 60ft, he can pinpoint their location as Blindsense, regardless of time that has occured between when they were subject, or if they had passed the save.

Hard Nerve Disruption (Su): The effects of Nerve Disruption and Disruption Burst are enhanced, now the target becomes subject to an effect like Exhaustion for five rounds. This is still a pseduo effect that bypasses any immunity, and cannot be healed by the normal means.

Disintegration Field (Sp): As a standard action, a Disintegration Mage can summon up a Wall of Green Energy that blocks line of effect, and employs a disintegrate effect on any who move through it as if used by a Disintegration Mage 5 levels lower. The wall has an area of 10ft square per Disintegration Mage level, and if summoned in a occupied square, provides a Reflex save DC 10+1/2 Dsintegration Mage level+ Int Modifier, which if passed, allows the creature to avoid the wall, and end on either side it wishes.

There can only be one such Wall in existence at a time, for each Disintegration Mage.

Transporter (Su): Disintegration is only one half the process. Now a Disintegration Mage can Reintegrate any material he has disintegrated in identical form as a full round action. If a creature fails the save and dies, he can bring it back, exactly as it was when killed (minus any spells acting on the creature) at any time for up to a year (His time frame).

Disintegration Vison (Su): As a free action once per round, a Disintegration Mage must designate a target to be disintegrated. If this is a creature, it does not recieve a saving throw, and dies instantly, if it is an object, it must be up to the Disintegration Mages maximum allowed disintegration size. If no creature or object meeting the criteria is in line of sight, the largest object in line of sight is chosen.
Last edited by Kaelik on Fri Aug 26, 2011 7:21 pm, edited 1 time in total.
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Post by Koumei »

Disintegration Vision is hilarious.

Oh, also the class seems pretty good. "I want to blast things and have the damage be relevant." "Okay, here, play this and go for it."
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