[Tome of Weeaboo Fightan] Bullet Mage

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Pixels
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Post by Pixels »

Actually, you're in the wrong mindset when thinking about elements here uber. No elemental resistance or immunity applies to vanilla Danmaku Shots or Bombs in the first place. Therefore the only advantage Force has over vanilla shots for a Bullet Mage is that it hits incorporeal targets without the 50% miss chance - and that's fine by me. After all, Fire shots do 50% extra damage to Cold subtyped creatures, Acid bypasses the regeneration of that pesky troll, and so on. Electricity on the other hand doesn't normally have any sort of redeeming feature, so it gets better riders.

I will agree, negative energy is kind of boss if you hang with the undead. The image of a floating Bullet Mage spraying enemies and an army of her zombie minions with rains of dark energy is almost too cool to pass up, though. I'll ponder whether it needs to be fixed.

EDIT: Took out Force as an element and made it the default state of Shots and Bombs. Sonic got some of Force's riders instead. Negative energy is still there, but won't heal your undead legions. It won't hurt them either, which means you can still lay some smack on the living without having to worry about minions.
Last edited by Pixels on Wed Aug 04, 2010 11:30 pm, edited 2 times in total.
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Post by ubernoob »

Pixels wrote:Actually, you're in the wrong mindset when thinking about elements here uber. No elemental resistance or immunity applies to vanilla Danmaku Shots or Bombs in the first place. Therefore the only advantage Force has over vanilla shots for a Bullet Mage is that it hits incorporeal targets without the 50% miss chance - and that's fine by me. After all, Fire shots do 50% extra damage to Cold subtyped creatures, Acid bypasses the regeneration of that pesky troll, and so on. Electricity on the other hand doesn't normally have any sort of redeeming feature, so it gets better riders.

I will agree, negative energy is kind of boss if you hang with the undead. The image of a floating Bullet Mage spraying enemies and an army of her zombie minions with rains of dark energy is almost too cool to pass up, though. I'll ponder whether it needs to be fixed.
Giving untyped damage is silly. Letting people pick from the five default energy types is not. Force is better than untyped because untyped says 'nothing ever resists this' while force, there are at least things that interact with it.
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Post by Pixels »

Oh, you and your posting while I'm editing stuff.
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Post by ubernoob »

I see a whole lot of reflex vs status effect. Change more of those to fort since reflex is pretty universally the weakest save. Reflex saves need to do less than fort saves since everyone fails them. Particularly things like daze for 1 round. Action denial is huge.
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Post by Pixels »

I was looking at that, actually. I think I've settled on this setup. All of the action denial extras are Fort or Will saves (unless you count Prone as action denial). Now to type it up into board format...
Last edited by Pixels on Thu Aug 05, 2010 12:12 am, edited 1 time in total.
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Post by ubernoob »

Pixels wrote:I was looking at that, actually. I think I've settled on this setup. All of the action denial extras are Fort or Will saves (unless you count Prone as action denial). Now to type it up into board format...
I see one problem. You're handing out daze before stun. Switch those two around since daze immunity is a lot more rare than stun immunity. Other than that, I like it.
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Post by Pixels »

I have no objection to switching the order on that around. The Elemental Power ability should now hopefully agree with your tastes.
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Post by Pixels »

I lowered the damage on Stickies and Orbs by a bit. They're still the best shots at high levels, but not by such a big margin as before.

I also realized that Sentry kinda sucked as a bomb, so I gave it some polishing. Wave and Burst also pale next to Multishot and Orbital Strike, so maybe they need an extra from the starting line.
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Post by Pixels »

Re-re-write. Reduced damage across the board, gave Wave and Burst reasons to exist, bumped up the durations on the non-action denial elemental powers, increased HD, added Dodging Defense, and improved Graze the Bullet by a bit. Overall this makes the Bullet Mage less of a glass cannon. No more rocket launcher tag!

Added Focus with eight options.

Bullet Mage

MASTAH SPAAAAAAKU~

Bullet Mages are masters of suppression fire and aerial bombardments; raining colorful and hard to dodge death upon armies and heroes alike. They also enjoy frilly hats.

Hit Dice d8
Class Skills: Balance, Bluff, Concentration, Climb, Craft, Diplomacy, Disguise, Disable Device, Escape Artist, Intimidate, Listen, Knowledge (any one), Move Silently, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Swim, Tumble, Use Magic Device

Skills/Level 4+Int
BAB Rogue
Saves Good Ref

Weapon Proficiencies: All Simple weapons
Armor Proficiencies: Light only, no shields
Alignment: Any
Level:Abilities
1 Danmaku Shot, Basic Elemental Power, Dodging Defense
2 Graze the Bullet, Bomb
3 Focus, Magic-Attuned
4 Hover Mode, Spellcard
5 Dodge the Bullet, Exceptional Aim
6 Advanced Elemental Power
7 Flight Mode, Nice Hat
8 Advanced Spellcard
9 Shoot the Bullet
10 Deathbombing
11 Final Elemental Power
12 Final Spellcard

Danmaku Shot (Su): At level 1, a Bullet Mage gains the ability to channel raw energy into a specific type of attack magic. Choose one of the following options: the choice cannot be changed. Unless otherwise specified, Danmaku Shot produces Force energy. If any effect could apply to a spell-like ability, the Bullet Mage may apply it to Danmaku Shot as well. Using Danmaku Shot is a Standard Action.
Standard: Two solid bullets of energy per level stream from the Bullet Mage's hands and streak towards targets within Long range. Each bullet requires a ranged touch attack to hit and deals 1d4 damage.

Spread: A wide area is showered with tiny, ridiculously sharp flakes of energy. All targets in a 10' + 5'/level cone take 1d6/level damage, with a Reflex save for half.

Laser: A piercing ray of magical energy cuts through enemies, dealing damage to all creatures in a line. All targets in a 10' + 10'/level line take 1d6/level damage, with a Reflex save for half.

Orb: The Bullet Mage creates one small globule of energy per level that continually orbits within 5'/3 levels (round up). If a creature is present within any square in the orbit when this Danmaku Shot is activated, the Bullet Mage may attack that creature with one or more orbs. Any creature who enter the orbit radius may immediately be attacked with one or more orbs by spending an attack of opportunity. Each orb requires a ranged touch attack to hit and deals 1d12 damage. Each orb is destroyed upon hitting, and otherwise lasts for 1 round/level or until this Danmaku Shot is used again.

Sticky: Bits of magical power are overcharged and primed to explode, creating one sticky per level. A sticky can be attached to a target within Short range with a ranged touch attack or attached to any adjacent solid surface or unattended object. The Bullet Mage may throw or attach any or all stickies immediately upon creating them. One or more stickies may be set off with an immediate action. When a sticky explodes, it deals 1d8 damage to everything in a 5' radius. Any creature or object that is not attached to the sticky is entitled to a Reflex save for half damage. If not set off, a sticky dissipates after 1 round/level. A Bullet Mage may have a number of stickies in existence equal to the twice the number they can create with a single use of this Danmaku Shot, but if they are not immediately thrown or attached, then throwing or attaching them takes a Standard action for each sticky.

If a Bullet Mage wishes to attack the same creature multiple times with a single use of Danmaku Shot, she may instead choose to make one attack roll against the target and use the result to resolve all of the attacks. Effects that increase attack rolls are applied to the single roll if they would apply to each attack separately.
Elemental Power (Su): At level 1, the Bullet Mage can thread elemental power into her Danmaku Shots and Bombs.
Whenever the Bullet Mage uses a Danmaku Shot or Bomb, she may choose one element she has access to. The Danmaku Shot or Bomb counts as the selected element, and is affected by resistance, immunity, and weakness normally. If a Basic, Advanced, or Final power is applied to the attack, any creature who takes damage makes the indicated saving throw once, regardless of how many times they were hit. All saving throws DCs are 10+1/2 character level+Cha.

At level 1, the Bullet Mage is granted access to one element from the list below. In addition, the Bullet Mage may add the Basic power of an applied element to a Danmaku Shot or Bomb. She also gains resist 5 to the selected element.

At level 6 the Bullet Mage is granted access to a second element. In addition, the Bullet Mage may add the Advanced power of an applied element to a Danmaku Shot or Bomb in place of the Basic power. She also gains resist 10 to both selected elements.

At level 11 the Bullet Mage is granted access to a third element. In addition, the Bullet Mage may add the Final power of an applied element to a Danmaku Shot or Bomb in place of the Basic or Advanced power. She also gains resist 20 to all three selected elements.
TypeBasicAdvancedFinal
Acid With a failed Fortitude save, the acidic fumes cause the target to become sickened for 1 minute With a failed Reflex save, the acid splashes into the target's eyes, blinding them for 5 rounds With a failed Will save, the acidic fumes causes the target to completely choke, nauseating them for 1 round
Cold With a failed Reflex save, icy flakes coat the target's skin, causing them to become fatigued for 1 minute With a failed Will save, frost encrusts the target's limbs, causing them to become slowed for 5 rounds With a failed Fortitude save, the sheer weight and chill of ice causes the target to be paralyzed for 1 round
Electricity With a failed Reflex save, electricity skitters along the target's nerves, dealing 2d4 Dexterity damage With a failed Will save, the shock causes the target to briefly spasm, stunning them for 1 round With a failed Fortitude save, the electrical discharge completely overloads the target's nervous system, dazing them for 1 round
Fire With a failed Fortitude save, the target is engulfed in choking smoke, becoming sickened for 1 minute With a failed Reflex save, the target catches on fire, taking 1d6 fire damage until the flames are extinguished With a failed Will save, the swirling flames cause the target to become confused for 1 round
Negative Energy* With a failed Will save, the target's courage is sucked from their body, causing them to become shaken for 1 minute With a failed Fortitude save, dark tendrils of energy latch on to the subject and suck out their life, dealing 2d4 Constitution damage With a failed Will save, the target's courage is utterly drained, causing them to cower for 1 round
Sonic With a failed Will save, the sound waves deafen the target for 1 minute With a failed Reflex save, the target is bowled over with the blast of sound and knocked prone. With a failed Reflex save, crashing sonic waves blow the target away, allowing you to move them 10' in any direction and knocking them prone. This movement does not provoke attacks of opportunity.

* The negative energy from a Bullet Mage's Elemental Power is incapable of healing. Targets that would be healed are considered to be immune to the damage instead.

Dodging Defense (Ex): A Bullet Mage is an expert at ducking and weaving under fire. This functions identically to the Tome Monk's Armored in Life ability.

Graze the Bullet (Ex): At level 2, the Bullet Mage gains Tome Lightning Reflexes as a bonus feat.

Bomb (Su): At Level 2, the Bullet Mage learns a desperation technique, an ability to expel large amounts of magical power at once. Choose one from the given list; the Bullet Mage may use the chosen ability as a Standard action once a minute. Unless otherwise specified, Bombs produce Force energy. If any effect could apply to a spell-like ability, the Bullet Mage may apply it to Bombs as well.
All bombs deal 1d10/level damage.

Wave: A shockwave of magical force radiates from the Bullet Mage. All creatures within Short range of the Bullet Mage take damage, with a Reflex save for half. Any target that takes damage is pushed to the edge of the burst radius and takes 1d4 additional points of damage for each 5' moved. At level 10, you may instead make the attack against all targets within 50' + 5'/level.

Burst: A giant column of force erupts directly in front of the Bullet Mage. All creatures in a 15' thick line that extends to Short range take damage, with a Reflex save for half. In addition, all creatures in the area are subject to a targeted Dispel Magic with a caster level equal to the Bullet Mage's class level. At level 10, you may instead target all creatures in a 15' thick line that extends to 50' + 5'/level.

Multishot: Directional lasers fly forth from the Bullet Mage, locking on to targets. Make a ranged touch attack against a number of targets within Short range up to character level + 2. At level 10, you may target creatures within Medium range.

Storm: The Bullet Mage creates humming storms of energy. The Bullet Mage creates a maelstrom of raw magic in a cube 5'/level on a side (or any equal contiguous area) within Medium range. Any creature entering the area or present in the area at the start of the Bullet Mage's turn take damage, with a Reflex save for half. At level 10 the Bullet Mage may cause all ranged attacks that pass through the Storm to fail automatically as bursts of magical force crush arrows, disrupt rays, and veer thrown weapons off course. The Storm dissipates after 1 minute or when dismissed.

Orbital Strike: The Bullet Mage calls down destruction on a single area. All creatures in a 20' burst within Medium range take damage, with a Reflex save for half. At level 10, all creatures in a 60' burst within Long range are affected.
Focus (Su): At 3rd level, the Bullet Mage learns how to focus and draw on inner power.
Becoming focused takes a move action. When this power is gained, select an additional shot type from the Danmaku Shot ability. This shot type may be used while the Bullet Mage is focused in addition to the shot type the Bullet Mage gained at 1st level. In addition, the Bullet Mage only moves at half speed while focused, and gains the benefit of all Focus Aspects she has can access. Focus may be dismissed as a free action, or spent voluntarily through a Focus Aspect to perform an impressive feat.

When the Bullet Mage gains this ability, she chooses one of the Focus Aspects from the table below. She has access to that Focus Aspect, gaining the indicated benefits while focused and an additional option for speding focus. At 7th level and again at 11th level, she may choose one additional Focus Aspect.

Focus Aspects

Boundary: The Bullet Mage realizes all space is warped, and far off places can be closer than they seem.
While focused, increase the ranges of all abilities the Bullet Mage uses by 50%.
The Bullet Mage may spend her focus as a standard action to cast Dimension Door as a spell-like ability.

Filch: Tendrils of force extend from the Bullet Mage and continually pluck at nearby items.
While focused, the Bullet Mage may make a DC 20 Sleight of Hand check once a round as a free action to steal a small object from a creature within Short range.
The Bullet Mage may spend her focus as a standard action to snatch an item from anywhere in Short range. If the item is attended, the creature is entitled to a Reflex save to hang on the item.

Mirror: The Bullet Mage is a crowd unto herself. If you see her once, you'll see her twice.
While focused, the Bullet Mage can create a single Mirror Image as a move action. She may have up to level/4 Mirror Images in existance at any one time, and if she losses Focus they immediately dissapate.
The Bullet Mage may spend her focus as a standard action to cast Project Image as a spell-like ability

Void: The Bullet Mage soaks up magic like a sponge soaks up water.
While focused, the Bullet Mage can attempt to counter a spell she can see as an immediate action, as if asting Dispel Magic with a caster level equal to her class level
The Bullet Mage may spend her focus as a standard action to create a Symbol of Spell Loss (SpC).

Chance: The Bullet Mage gains some control over the winds of fate, and can twist the threads of creation to bring luck to her allies and misfortune to her enemies.
While focused, the Bullet Mage continually radiates a Prayer effect.
The Bullet Mage may spend her focus as an immediate action to force any creature within line of sight to reroll one roll they just made.

Gardener: The Bullet Mage has an affinity for plants, making friends with flowers and blowing the wind with oaks.
While focused, the Bullet Mage can animate nearby plants to restrain her enemies. As a move action, the Bullet Mage makes a grapple check against a creature in Short range, using her caster level and Charisma in place of her Strength and size bonuses. The plants simply attempt to hold the creature and take no further actions.
The Bullet Mage may spend her focus as a standard action to cast Wall of Thorns as a spell-like ability.

Mentalist: Mind over matter. The Bullet Mage can use her thoughts to reach out to others.
While focused, the Bullet Mage gains Telepathy 100'
The Bullet Mage may spend her focus as a standard action to cast Sending as a spell-like ability.

Prophecy: The Bullet Mage can glimpse things happening far away, and can even get inklings about what is to come.
While focused, the Bullet Mage can cast Augury as a spell-like ability.
The Bullet Mage may spend her focus as a standard action to create an Arcane Eye.
Magic-Attuned (Sp): At level 3, a Bullet Mage becomes in tune with the flow of magical power, and may cast Detect Magic at will.

Spellcard (Sp): At level 4, the Bullet Mage gains Basic Access to a Sphere. This is seen as a specialization of more mundane magical aptitude.

Hover Mode (Su): At level 4, the Bullet Mage gains a flight speed of 10' (perfect).

Dodge the Bullet (Ex): At level 5, the Bullet Mage gains Improved Evasion. The Bullet Mage also gains a 20% miss chance against rays, orbs, lines, cones, bursts, Danmaku Shots, and Bombs.

Exceptional Aim (Ex): At level 5, a Bullet Mage gains some control over her insane barrages of energy. She can choose to exclude one creature from the effects of a Danmaku Shot or Bomb for every five character levels.

Flight Mode (Su): At level 7, the Bullet Mage's flight speed improved to 60' (perfect).

Nice Hat (Ex): At level 7, the Bullet Mage's amazing frilly hat becomes even more frilly and amazing. This functions identically to the Tome of Yer Mum Swashbuckler's Stylish Hat ability.

Shoot the Bullet (Ex): At level 8, the Bullet Mage's dodge-fu and aim are so good, she can do all sorts of crazy evasive maneuvers. If the Bullet Mage are to have a ranged effect miss through Dodge the Bullet, the Bullet Mage may, as an Immediate action, return the effect back to its creator, with its attack roll or save DC replaced with 10+1/2 character level+Cha.

Advanced Spellcard (Sp): At level 8, the Bullet Mage gains Advanced access in their first Sphere, and Basic access to another Sphere of their choosing.

Deathbombing (Su): At level 11, Bullet Mages learn how to go out in a blaze of glory. As an immediate action upon dying, the Bullet Mage uses her Bomb. She may revive the next day with no level penalties.

Final Spellcard (Sp): At level 12, the Bullet Mage completes their magical trainings, advancing their Advanced Sphere access to Expert and her Basic Sphere access to Advanced. She also gains Basic access in one more Sphere.
Last edited by Pixels on Thu Aug 19, 2010 7:25 pm, edited 1 time in total.
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Post by ubernoob »

I've decided that this class doesn't actually have a point at all. It's fucking diablo 2 shit where you specialize in a specific action and do that over and over again. You're still fiddling with numbers when the class still doesn't fucking do anything besides damage. So, yeah, I no longer care until you can give me a concept that this is supposed to fit without speaking in metagame terms (such as 'blast all the time').

Just play a fucking spherelock or fire mage. They both do more interesting and useful things than this class without any of the balance issues you're creating trying to make spam one action against everything ever work on 3E. Or play fourth edition. Whatever. Just stop designing classes like they're for diablo 2.
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Post by Mask_De_H »

Uber, my heart! :cry:

Alright, what I was trying to do originally was make a Force equivalent to the Fire Mage/Snowscaper. Then I started thinking about Touhoues, and it sort of went to hell apparently

I have an idea though: why not add more shot/bomb options that work like Sentry type and Orb type, then allow the BM to choose more than one set? Or add Options: Unseen Servants that can be used to manipulate shit.

Spherelocks get: Spheres, DR, Energy Resist, Fiendish Similarities, Cohort, Apotheosis, three types of shots.

Fire Mages get: Shots, Setting things on Fire, Setting self on fire, Fire Shaping, Teleport, Fire bonds, Fire Sending, Setting everything on fire forever.

BMs get: Spheres, Flight, Evasion, psuedo-Entropic Shield, short list of shots, shoot everything forever, faceman bonus.

...yeah, fuck. One of these things is not like the other.

Any suggestions, uber?
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Post by Prak »

Force mages should get walls, armour, shields, missiles, blocks, and pretty much be comic book forcefield superheroes, but with the ability to use "I can create a tangible piece of absurdium energy" offensively.
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Post by ubernoob »

Prak_Anima wrote:Force mages should get walls, armour, shields, missiles, blocks, and pretty much be comic book forcefield superheroes, but with the ability to use "I can create a tangible piece of absurdium energy" offensively.
This.
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Post by Pixels »

The concept for the Bullet Mage (at least from my point of view) was to play a Touhou character. Building a Force Mage would be very different.

Touhou is a series that literally has only four actions the player ever takes. Moving (dodging rains of colorful bullets and placing yourself to hit enemies), shooting (something that you do pretty much continuously), focusing (makes you move more slowly for precision maneuvers and allows you to see your hitbox - a lot of players do this pretty much all the time), and bombing (limited use desperation move, partially clears the screen and makes you invulnerable for a bit). There are nuances to all of this, but that is what it boils down to.

Hmm. I see one thing on that list that didn't make it into the class. I think we can throw in a big bowl of interesting extra things for BMs to do based on focusing. Really it wouldn't do much if we kept it strictly to what it does in the game - but if we mix it up with psionic focus and a bunch of abilities characters in the series have it could work. Control over flowers and fate and reading minds and such.
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Post by Prak »

yeah, that doesn't work too well in D&D. If you want to play a touhou character, it's better to go with the Touhou humour style and aesthetic, and then apply that to D&D relevant classes.
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Post by ubernoob »

Pixels wrote:The concept for the Bullet Mage (at least from my point of view) was to play a Touhou character. Building a Force Mage would be very different.

Touhou is a series that literally has only four actions the player ever takes. Moving (dodging rains of colorful bullets and placing yourself to hit enemies), shooting (something that you do pretty much continuously), focusing (makes you move more slowly for precision maneuvers and allows you to see your hitbox - a lot of players do this pretty much all the time), and bombing (limited use desperation move, partially clears the screen and makes you invulnerable for a bit). There are nuances to all of this, but that is what it boils down to.

Hmm. I see one thing on that list that didn't make it into the class. I think we can throw in a big bowl of interesting extra things for BMs to do based on focusing. Really it wouldn't do much if we kept it strictly to what it does in the game - but if we mix it up with psionic focus and a bunch of abilities characters in the series have it could work. Control over flowers and fate and reading minds and such.
In D&D, this translates into 'fucking boring.' So yeah, my point about this having no conceptual ground stands.
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Post by For Valor »

I was thinking Star Mage + lazors.
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Post by Prak »

Friend of mine did this up, based on Fire Mage. He doesn't really understand Tome sensibilities, so I make no guarantee as to it's feasibility.

Force Mage
Game Info
BAB 3/4
Good Saves: Ref, Will
HD d6

Level--Special
1--Force Affinity, Ablative Force, Mage Missile, Mage Hand
2--Unbind Force, Impressive Force, Force Armour
3--Force Penetration, Force Focus, Applied Force
4--Forceful Blast, Levitation, Bigby's Fist
5--Reflexive Force, Flight
6--Lightbending, Force Containment
7--Force Demolition, Bowling for Mooks
8--Enduring Force, Forcefield
9--Force Blast, Chains of Force
10--Innate Force, Unbound Force
11--Isaac's Masterpiece
12--Force Needle, Force Manipulation
13--Overwhelming Force
14--Mobile Containment, Reach Out and Touch Someone

Force Affinity: The Force Mage is considered a caster of lvl equal to her class lvl for the purposes of force spells and class features of this class. He class lvls stack with other classes for determining caster lvl for spells with the Force descriptor. The saves for her abilities are calculated using her charisma Modifier. She can also trigger any activation-use magic item as though she had all force spells on a spell list.

Ablative Force: The Force Mage reduces the damage from all force effects by 1 pt per Class Level. This counts against the total damage of one spell or ability, so multiple missiles from a magic missile spell are added together before taking this ability into account.

Magic Missile: The Force Mage gains Magic Missile as a spell-like ability, usable at will.

Mage Hand: The Force Mage gains Mage Hand as a spell-like ability, usable at will. Additionally, the weight of the object he can target, or force he can apply, increases by 5 lbs every 2 lvls. The Mage Hand effect can also be used to throw anything it can pick up, like the Launch Item spell or the Violent Thrust use of the Telekinesis spell.

Unbind Force: The Force Mage can dispel a single force spell or effect within 60 ft as a standard action. Requires a Level check DC 11+Opposing Caster lvl. This immediately dispels the effect and deals 1d6 pts of force damage per spell lvl to all creatures and objects within 5ft+5ft/5 Class Lvls of the spell.

Impressive Force: Every time the Force Mage inflicts Force damage on a target, he inflicts extra damage equal to his class lvl or his CHA modifier, whichever is less. This counts only once per target per effect, so a single target hit by 5 magic missiles would only take the extra damage once, but if 5 targets were each hit by one missile, they would each take this damage.

Force Armor: The Force Mage gains Mage Armor as a spell like ability, usable at will. Additionally, the Force Armor is more potent than normal, gaining a +1 bonus every 3 Class Lvls.

Force Penetration: The Force Mage's effects are harder to resist. All effects and spells he casts with the Force descriptor ignore hardness less than his Class Level, and even creatures immune to force take up to his Class Level in damage from his spells and effects. The force mage also gets a bonus to caster level checks to overcome spell resistance equal to 1/3 his class lvl. Additionally, his 'Missile' Spells and effects are now immune to the Shield spell of a caster equal to or less than his Class Level.

Force Focus: The Force Mage gains a bonus equal to 1/3th his Class Level on attacks made with Force effects. Additionally, all of his Force effects that require reflex saves have the DC increased by this same amount.

Applied Force: The Force Mage can use Greater Slide as a spell-like ability, usable at will, allowing the mage to push a target at medium range up to 20 ft in any direction.

Forceful Blast: Blast of Force as a standard action.

Levitation: Tenser's Floating Disk as a standard action.

Bigby's Fist: The Force Mage stikes out at an opponent, up to Medium range, and launches a telekinetic attack as a standard action. The fist has an attack bonus equal to Caster Level+CHA Mod+1/2 Caster level for the fist's strength. The fist deals 1d6 points of subdual damage per caster level plus the fist's strength modifier. The fist also Bull Rushes the target if at greater than melee range with a +(4+1/2 Caster Level) Strength check. With Concentration, the fist can also be used to grapple an opponent, with a grapple bonus +4 over its attack rating. This form of the fist can be maintained round after round, grappling or interposing itself like the 5th level Wizard spell.

Reflexive Force: Once per day per class level, the Force Mage can cast a spell with the Force descriptor or activate a Force effect special ability that takes a standard action or less as a swift action.

Flight: Fly as a standard action

Lightbending: Invisibility Sphere as a standard action.

Force Containment: Ottiluke's Resilient Sphere as a standard action.

Force Demolition: Explosive Runes, at will.

Bowling for Mooks: Defenstrating Sphere

Enduring Force: The duration of the Force Mages effects and Force spells are doubled, and the DC to dispel his Force effects are increased by 4.

Forcefield: Wall of Force, at will.

Force Blast: Orb of Force, at will.

Chains of Force: Wingbind, at will.

Innate Force: The Force Mage's class features are considered Supernatural, rather than Spell-like, abilities.

Unbound Force: The Force Mage's class features who's effects are capped by level can now remove those limitations.

Isaac's Masterpiece: The force mage can activate a form of Isaac's Missile storm, as follows:
Effective Spell Level: 1/2 Class lvl; Component: V/S; Range: Medium; Target: 30 ft area; Duration: Instantaneous; Saving Throw: None; Spell Resistance: Yes;
A number of energy missiles (1 per caster lvl) appear and randomly target and hit any creature in the area of effect. The missiles are distributed evenly among all targets, and each missile does 1d6 damage per 5 Caster Lvls.

Force Needle: The Force Mage can, as an attack action, through needles of pure force. This requires a ranged attack roll, and inflicts 1d6 damage/2 lvls with each hit. As a full attack action, the mage gets a number of attacks based on his BAB as normal.

Force Manipulation: The Force mage can alter the descriptor on any of his Force class abilities, changing it to either the fire, acid, cold, electricity, or sonic descriptor, dealing additional damage against vulnerable creatures and less against resistant creatures, as appropriate. Any class abilities that affect abilities with the Force descriptor are not applicable after the alteration.

Overwhelming Force: As the Overwhelm spell, but affects all targets within reach, at will.

Mobile Containment: Ottiluke's Telekinetic Sphere, at will.

Reach Out and Touch Somebody: Lash of Force, at will.
Last edited by Prak on Sat Aug 21, 2010 8:45 am, edited 2 times in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
Mask_De_H
Duke
Posts: 1995
Joined: Thu Jun 18, 2009 7:17 pm

Post by Mask_De_H »

ubernoob wrote:
Prak_Anima wrote:Force mages should get walls, armour, shields, missiles, blocks, and pretty much be comic book forcefield superheroes, but with the ability to use "I can create a tangible piece of absurdium energy" offensively.
This.
Yeah, I agree with this. I also think that this can be done while still being all Touhoues about it: you just have to jack things from other shmups to do so. The tangible absurdium can be helper spirits or barrier power or whateverthefuck, walls, shields, blocks can be options, they can have that Ikaruga color-change ability that gives them absorption to one element/vulnerability to another, bullet reflection, and keep the Spheres for random magic shit the characters have that isn't translated into shooting things in the face.

Prak: your buddy's FM has a similar problem to the current BM, only he gets some solid defenses.
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
Whipstitch wrote:You're on a mad quest, dude. I'd sooner bet on Zeus getting bored and letting Sisyphus put down the fucking rock.
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