Acid and Electric Magi

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For Valor
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Acid and Electric Magi

Post by For Valor »

So, these aren't actually mine (credits go to Aelaris for the Electric Mage, and and Foxwarrior for the Acid Mage. Both came from dungeons.wikia.com), but I'm posting them here because I'd like to clean them up and bring them up to [Tome] level, like the Force Mage and Fire Mage... I kinda want to make a Frost Mage and Sonic Mage after this, too, just to satisfy my burning OCD (er.. CDO).

Anywho...

The Electric Mage
The Electric Mage
Zap.

HD: d6
BAB: 3/4 (Cleric)
Good Saves: Fort and Rfx

1. Lightning Shock, Electrical Resistance, Stronger Shock
2. Non-lethal Lightning, Charged Body 1/day
3. Charge Object 1/day, Conducting Materials
4. Overcharge 1/day
5. Magnetism, Anti-resistance, Charged Body 2/day
6. Redirect Lightning, Leaping Lightning,
7. Thunder, Absorb Electricity, Charge Object 2/day
8. Lightning Rod, Burning Lightning, Charged Body 3/day
9. Lightning Saturation, Deafening Lightning, Overcharge 2/day
10. Blinding Flash, Electromagnetic Sense,
11. Magnetize, Improved Lightning Shock, Charged Body 4/day, Charge Object 3/day
12. Disruptive Energy, Electrical Transmission,
13. Brainfry, Improved Conducting Materials, Overcharge 3/day
14. Stop the Heart, Charged Body 5/day
15. Start a Heart, Charge Object 4/day
16. Improved Electromagnetic Sense
17. Overload, Charged Body 6/day
18. Electrical Magic Disruption, Overcharge 4/day
19. Electrical Enchantment Disruption, Charge Object 5/day
20. Electrical Transmutation, Charged Body 7/day

Notes on this class:
Saving Throws: The saving throws for all of the Electric Mage's abilities are 10 + 1/2 the Mage's class level + his/her ability modifier

Ability Modifier: Electric Magi are unique in that their power source isn't limited to a single stat... well, sorta. When making an Electric Mage, pick 1 mental stat (Charisma, Intelligence, or Wisdom) and use the ability modifier of that stat for all of the Electric Mage's abilities. This cannot change as you advance, but it means that the chance of finding an Electric Mage with the same specialization as you is ~33%, making Electric Magi more unique people overall.

Class Features:
Weapon and Armor Proficicenies: All simple weapons, light armour, and light shields. The Electric Mage is physically competent, though his ability to produce and control electricity tends to overshadow his martial abilities.

Lightning Shock (Su): The Electric Mage is able to both generate and control electricity, and can use it offensively, channeling it out of the mage's hands and towards an opponent. The Electric Mage can use this ability either as a ranged touch attack (medium range), or as melee touch attack.

Upon hitting a target with this ability, the Electric Mage channels electricity into the victim, and can cause lightning to arc from the victim to other nearby foes. On a hit, the Electric Mage can deal a total of 1d6 electricity damage per class level. This can all be dealt to the original target, or the Electric Mage can choose to deal only some of the total damage (in d6's), and make a ranged touch attack (close range from the original target) to hit a second target with the remaining damage. This can be done multiple times, so long as there is at least a 1d6 of electricity damage for the new victim.

Every time she uses this ability, the Electric Mage loses 1d6 of damage (down to 0d6) to her lightning bolt. He can recover all his lost d6's of damage by focusing for a full-round action, or can recover 1d6 of lost damage by meditating for a move-equivalent action.

Electrical Resistance (Ex): The body of the Electric Mage is attuned to channeling a large amount of electricity, providing a resistance to electrical damage proportional to the offensive electrical capacity of the Mage: The Electric Mage has a resistance to electricity equal to twice her level.

Stronger Shock (Su): Every time an Electric Mage inflicts Electric damage on any target, whether with her class abilities or another source of electricity, she inflicts an amount of extra Electricity Damage equal to her class level or her ability modifier, whichever is less.


Non-lethal Lightning (Su):By controlling the electricity to avoid vital organs, the Electric Mage can subdue a foe without causing lethal damage: Whenever the Electric Mage would deal electricity damage, the Mage may instead choose to deal half as much non-lethal damage.

Charged Body (Su): As a Swift Action, an Electric Mage can saturate her body with electricity for a number of rounds equal to her Electric Mage level. Any attack made against the Electric Mage with a metal or natural weapon deals 1d6/2 Electric Mage levels to the attacker (With a Reflex saving throw for half damage). This can be used twice per day, and the Electric Mage gets another use every 3 levels she gains. This counts as a use of Lightning Shock.


Charge Object (Su): By charging an object with a strong electric current, an Electric Mage can store a large amount of Electric energy inside that object. At any time, as a Swift or Immediate Action, an Electric Mage can release the energy in the object, dealing 1d6 Electricity Damage per Mage level. The Electric Mage can augment this with Nonlethal Lightning or Thunder and Lightning when she gets it. This is usable once per day, and increases by one more time per day every 5 levels thereafter. This counts as a use of Lightning Shock.

Conducting Materials (Su): As the Electric Mage comes to better control electricity, the Mage learns to send electricity into a suitable object, have it travel through the object, and then reemerge in the form of his or her choosing. When using an electrical ability, any conducting material counts as neither cover (for protection) nor distance (for range purposes). A Mage can shoot, say, a Lightning Shock into a metal chain lying on the ground, and then have the lightning re-emerge from any part of the chain with the rest of its range intact. Or an enterprising Mage could pour water under a door to start blindly shooting lightning at the people on the other side (or less blindly with {improved} Electromagnetic Sense).


Overcharge (Su): An Electric Mage can Empower her Lightning abilities (Lightning Shock, Charged Body, Charge Object, Lightning Saturation, and Overload), having them deal an extra 50% damage (after the damage is rolled). Activating this ability is a Swift Action, usable once per day. The Electric Mage gets an extra use of this once every 5 levels.

Magnetism (Su): An experienced Electric Mage can control electricity to such an extent as to induce magnetic fields. The Mage can use Telekinesis (as the spell) on any metal object (including metal or metal-armored creatures). The only limitation is your ability modifer (which is used in place of Int or Cha). The Mage's caster level is equal to his or her class level. Using this ability charges the targets slightly, and the Mage requires 1d4 rounds from the end of the effect to reverse the polarity, make a few adjustments, and affect the same targets.

Anti-resistance (Su): From 5th level on, an Electric Mage's Electricity cuts through Electricity Resistance, hardness, and Immunity. No more than ½ of the damage inflicted by her electricity damage can be negated by hardness or immunity or resistance to Fire. In addition, the Electricity Mage ignores the first 5 points of Fire Resistance that a target has.


Redirect Lightning (Su): As an Immediate Action, the Electric Mage negate any Electricity damage done to anyone in a radius of 5ft + 5ft/5 class levels and deal it to someone (or something) else in the same radius--An Electric Mage could very easily take any damage dealt to one of her party members and make the damage affect the ground or something. Any object or person who gets takes damage via this effect makes a saving throw based on the Electric Mage.

Leaping Lightning (Su): As a Electric Mage understands more of the nuances of Electricity, he or she may come to understand how to create a self-sustaining form of electricity, almost alive, in a way. When a Mage uses Leaping Lightning, he creates an electrical creature that leaps to the target of his choice. This is a targeted effect with medium range. The target makes a reflex save - if the target succeeds on his save, he takes half of 1d6 electricity damage per Electric Mage class level. If the target fails his save, he takes 1d6 damage per class level, and the Lightning Mage chooses a new target for the Leaping Lightning, who suffers the same effect, and so forth. A single Leaping Lightning cannot re-target a target which it has already hit.


Lightning Immunity (Su): At level 7, and Electric Mage is immune to Electricity damage (magical or otherwise).

Absorb Electricity (Su): While the Electric Mage normally converts his life-energy into electrical energy, with skill, he can manage the reverse. As an immediate action, the Mage can absorb energy from electricity the next time he would be dealt electrical damage - in addition to the electrical damage, the Mage recharges, returning him to his full potency (effective class level returned to normal).


Lightning Rod (Su): By controlling electricity around her, the Electric Mage can redirect any electricity effect to be re-targeted to hit her and only her. This is a free action that may be taken whenever any part of an electric effect is within close range.

Burning Lightning (Su): By adjusting the properties of the electricity she uses, the Electric Mage can deal both fire and electricity damage whenever she would normally deal just electricity damage. This form of electricity sets combustibles on fire, and cannot be used in conjunction with Nonlethal Lightning.


Lightning Saturation (Su): Instead of controlling electricity to move as a projectile, the Electric Mage can saturate an area with electricity. The Mage can create a line up to medium range, a cone with close range, or a self-centered burst with up to close range. All creatures in the area take 1d6 electricity damage per class level, reflex save to take half damage.

Deafening Lightning (Su): Through adjusting his electricity, the Electricity Mage can cause his electrical effects to be rather loud. This creates a loud thunder-ish sound with each effect, and deafens for one round anyone hit directly with an electrical effect.


Blinding Flash (Su): By using his body as a capacitor, and Electric Mage is capable of creating a very strong, very short arc of electricity between her hands potentially blinded\blind people. The Electric Mage can produce this in a close cone or close burst, depending on whether she keeps her hand in front of her, or above her head. All seeing creatures within the effect can make a Reflex save to negate. On a failed Reflex save, each affected creature can make a fortitude save - a failed fortitude save results in 1d4 rounds of blinding, while a success results in 1d4 rounds of being dazzled. Since the movements to set up the burst are relatively specific, as creatures become increasingly familiar with the action they can prepare for the flash: Each time a creature is exposed to this effect, they gain a cumulative +2 insight bonus to subsequent reflex saves against this ability. This is a full-round action, and provokes attacks of opportunity.

Electromagnetic Sense (Su): As the Electric Mage continues to become increasingly familiar with Electricity, the Mage can learn to sense electrical interactions all around him. As a standard action, the Mage can make a Wisdom check to sense the general location of any magical activity or electrical activity within 5' per class level. As a full-round action, he can sense the general location and size of any living creatures within 5' per class level. This ignores cover and total cover, but generally does not provide identifying information beyond location and size.


Magnetize (Su): Instead of creating magnetic fields with electricity, the Electric Mage can learn to induce magnetism in certain objects, including ferrous metals. As a ranged touch attack, the Electric Mage can magnetize a metal object. This creates 25 pounds of force per class level of attraction between the object and other metal objects within 5 feet, half of that for objects 10 feet away, a quarter of that for objects 15 feets away, and so forth. This effect lasts one round.

Improved Lightning Shock (Su): As the Mage improves his production and control of Electricity, he can learn to send his basic attacks further. The range on his Lightning Shock ability is now long.


Disruptive Energy (Su): The Electric Mage can learn to electrically charge casters in such a way as to cause a backlash the next time they use a supernatural ability. The Electric Mage can make a long range touch attack to set up a charge on a target. The DM rolls a hidden 1d4 to see how long the effect lasts. The next time within the 1d4 rounds the target uses a spell, spell-like, or supernatural ability, he or she takes 1d6 damage per class level, Will save halves. This damage occurs during the process of spell-casting. Alternatively, the target can take a standard action to ground himself: This requires a will save - on a success, the effect ends, on a failure, the target triggers the damage effect as if he or she had cast a spell, or used a spell-like or supernatural ability.

Electrical Transmission (Su): Of of the more impressive abilities of the Electric Mage is the ability of master Mages to briefly turn into an electrical pattern, and transmit themselves as electricity. As a standard action, the Electric Mage can turn into electricity, move in a straight line of medium range, and then reconstitute themselves. This requires line of sight and line of effect. Range can be extended through usage of Conducting Materials, though Line of Sight is still necessary.


Brainfry (Su): Lightning can wreak havoc on the nervous system, and as the abilities of the Electric Mage increase, he can manipulate the nervous system. If the Electric Mage can electrocute a target multiple times within a round, he can cause the nervous system to fluctuate. If a target is affected by the Mage's electricity twice in a round, the target must make a fortitude save or become confused for one round. If a target is affected by the Mage's electricity three times, the target must make a fortitude save or become stunned for one round.

Improved Conducting Materials (Su): As the Electric Mage learns to better control her abilities, she can use Conducting Materials to extend the range of her (Improved) Electromagnetic Sense. As with spells, the conducting materials reduces distance, so if the Mage has a range of 140 feet with his Electromagnetic Sense, and it is 30 feet to the material in question, then the mage has a Sense of 110 feet from any part of the conducting material. With this sensitivity, the Electric Mage can also identify a spot next to a conducting material that they can safely use Electrical Transmission to reconstitute themselves at - this only needs the usage of Electromagnetic Sense on the conducting material, and Line of Sight and Line of Effect to the conducting material in question, not the end position of the transmission.


Stop the Heart (Su): By sending a direct current through the heart of a target, the Electric Mage can cause the heart muscles to seize up, stopping the heart. This requires hands to be placed on either side of the heart, so a direct, uncontrolled current can pass through the completed circuit. The Electric Mage makes two melee touch attacks - if both hit, the target takes 1d6 damage and must make a fortitude save or die. This only works on creatures with a single heart, and provokes an attack of opportunity.


Start Heart (Su): By carefully sending a direct current through the heart of a target, the Electric Mage can cause the heart muscles to activate, restarting the heart, and bringing a dead creature back to life. As a full-round action, the Electric Mage can place his hands on either side of a creature's heart, and make a DC 20 heal check. On a success, the creature takes 1d6 damage, and is no longer dead. On a failure, the Electric Mage simply deals 1d6 damage to the creature. Note that this does not actually heal a creature - creatures with more than 10 negative hit-points will simply die again on their initiative - other forms of healing must be utilized either before or after the creature's heart is restarted. Creatures who die without taking damage (as per death effects, etc.) do not suffer this problem.

If this ability is used less than 2 minutes after death, the creature does not suffer any ill effects. If the ability is used between 2 and 4 minutes after death, the target suffers one negative level, or constitution drain. Magical preservation of the corpse can delay this limitation, as can a DC 20 heal check (from anyone) once per round.

Improved Electromagnetic Sense (Su): As the Electrical Mage continues to refine her abilities, she continues to refine her ability to sense electricity. The Electric Mage's ability to sense electricity, magic, and life now can be used to identify magic (with a spellcraft check); sense features of living things, including physical motions and personal features; and exactly describes any electricity in the area. These improved abilities require the same time and concentration as their predecessors in Electromagnetic Sense, and Electromagnetic Sense itself no longer takes actions. As with the original Electromagnetic Sense, this ignores cover and total cover. Note that while the original Electromagnetic Sense only allowed the Mage to ascertain the location of living things, Improved Electromagnetic Sense allows you to see them with electricity - instead of a 50% miss chance from total concealment from attacking creature with only this sight, you now can see them well enough to attack normally.


Overload (Su): By channeling energy in and around his body, and adding more and more energy until the Electric Mage can no longer control it, the Electric Mage can unleash a devastating burst of electricity. This ability takes a full 1 round to charge up, and can be interrupted by attacks (concentration checks necessary). Upon completion of the charge, the Electric Mage releases the built-up energy, dealing 1d6 damage per level to everything within a long range, plus 1d6 per level to everything within a medium, plus 1d6 per level to everything with a close range. The strain of unleashing that much electricity through the Electric Mage's body also takes its toll, dealing non-lethal damage to the Mage equal to her current hitpoints, leaving her staggered.


Electrical Magic Disruption (Su): As the Electric Mage explores the way his control of electrical energy intersects with magical energy, he can learn to disrupt spells cast upon him: Whenever a spell with an instantaneous duration would effect the Electric Mage, the Mage can use an immediate action to try and use electricity to disrupt the spell. The caster must make a caster level check against 10 + your class level + your chosen ability modifier.


Electrical Enchantment Disruption (Su): Similar to disrupting cast magic with electricity, a skilled Electric Mage can learn to disrupt enchantments with his electricity. As a full round action, the Electrical Mage can use electricity to replicate the targeted dispel effect of Dispel Magic, save that he uses his caster level as his caster level, and that he deals 1d6 electrical damage per class level on the target. A living target, whether it is a living spell or an enchanted creature, can make a reflex save to avoid the dispel effect, and half the damage.


Electrical Transmutation (Su): Eventually, the Electric Mage comes to a full understanding of what he is. At level 20, the Electric Mage can transmute himself into a being composed of pure electrical energy. As a free action, the Electric Mage gains the creature type elemental, gains a fly speed equal to his land speed (perfect maneuverability), and is incorporeal. Unlike most incorporeal creatures, the Mage remains a crackling being of electrical energy when incorporeal, and thus smells like ozone, buzzes and crackles as loud as people talking, and deals 1d6 damage per class level to any object he touches or passes through. Additionally, his Improved Electromagnetic Sense is now a continuous ability. The Electric Mage can end this ability as a free action, and it involuntarily ends on unconsciousness or death.
------------------------------------------------------

I think of this as INSANELY STRONG. For the cost of 1 Con point, a level 12 Electric Mage could take out a little more than half of a Purple Worm's (CR 12) average Hit Points as an RTA (no Reflex saving throw) and a level 17 Electric Mage could take 2 rounds (so she'll need a little tanking help) to deal 51d6 (average: 178) + ability mod damage to anything in close range, and can make the damage nonlethal or half fire if he or she desires. That takes out 1 or 2 of the CR 17 monsters in one shot, and gets the rest in 2 (tough her damage will be 48d6... not that it matters much). Oh, and that 51d6 doesn't factor in Overcharge, which would give her 102d6 (average: 357) + ability mod damage, which I'm pretty sure kills everything except the White Dragon and maybe one other...

Is it just me, or is that a bit much? I was thinking about taking down the power of her abilities and making the cost of Overcharge 2-4 Con points instead of 1.
I'm not actually gonna get to the Acid Mage yet... I want to get the Electric Mage down first.

EDITING PROCESS: I've stopped at "Charge Object" so far...
Last edited by For Valor on Sat Apr 17, 2010 6:23 am, edited 4 times in total.
Mask wrote:And for the love of all that is good and unholy, just get a fucking hippogrif mount and pretend its a flying worg.
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Ice9
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Post by Ice9 »

That is a boatload of abilities! :tongue:

Actually, this looks about right by Tome standards, with the possible exception of the Overcharge ability, mainly because it can be used without limit by the fairly easy acquisition of Con-damage immunity. I would say for "classic Tome", ditch that one ability. For "power-creeping Tome" - aka some of the stronger forum-made classes, keep it.

As for individual abilities, they're mostly pretty good. I especially liked Charge Object, Conducting Materials, Redirect Lightning/Lightning Rod, Electromagnetic Sense, Brainfry, and Overload.

There were a few that had bugs or seemed a bit "off":
Personal Charge: Not sure if this is necessary. At low levels, it makes them a bit weak, at higher levels, it doesn't have that much effect.

Electric Resistance: Fine, but may as well be immunity after a few levels.

Non-lethal Lightning: Don't think this needs to be half. It's not like nonlethal is super-strong.

Overcharge: This will probably be used all the time, combined with a way to block/regen Con damage, of which there are many. Is that a problem? Depends on how strong you want it to be, but it does make Con-damage negation almost mandatory.

Anti-Resistance: Too weak - at low level you're spending two actions before you can really attack, and at high levels even losing one action is too much. I'd just make this a rider effect, not replacing the damage.

Thunder: Too weak. Either put this at lower level or add something like Stunned 1 round (in addition to deafened).

Blinding Flash: Likewise, don't think this needs two saves. Just a Reflex save vs blinded would be enough, without the "+2 next time" thing.

Magnetize: Like the idea, but it needs to be clarified what X lbs of force means in game terms, for people holding/wearing those items; strength check? save? grapple check?

Improved Conducting Materials: Wouldn't Conducting Materials already do this? It even makes reference to using Electric Sense through it.

Start Heart: Nice ability, but technically you can't even use Cure spells on a corpse, so there's no way to do so before hand, and the initiative may give an excessively short window. "Within one round of starting their heart" would work. Also, what happens after four minutes - it doesn't work?

Electrical Enchantment Disruption: "Caster level as his caster level"? Also, this should come in at an earlier level, and I don't think it needs to be a full-round action.

Electrical Transmutation: Hey, it's like the Monk capstone but good instead of sucking! Actually, I have no problem with this one.
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Post by shirak »

I really, really don't like the downward spiral of power. Why reduce the class level? If you're worried about damage then simply reduce the base damage. This seems like additional bookkeeping for no good reason.

I'll do a more detailed analysis of abilities later.
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Post by IGTN »

There were some written up a while back in this thread. Lightning that frankensteined things, acid with poisonous blood, and so on.
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Re: Acid and Electric Magi

Post by shirak »

For Valor wrote:Saving Throws:
Standard stuff though I'd prefer "Character level" to "Class level". As it is this class does not multiclass worth a damn.
For Valor wrote:Ability Modifier:
Uniqueness. Sure, why not?
For Valor wrote:Personal Charge:
As I said, I hate this "ability".
For Valor wrote:Lightning Shock (Su):
I like the Chain Lightning effect you got going there. Cool and useful against multiple weak opponents. Very nice.
For Valor wrote:Electrical Resistance (Ex):
I suggest a Low Resistance->Immunity setup like the Fire Mage.
For Valor wrote:Stronger Shock (Su):
Again, see Fire Mage.
For Valor wrote:Non-lethal Lightning (Su):
Cool.
For Valor wrote:Charged Body (Su):
A bit complicated for what it does. Why the Fatigue anyway? Also, since Lightning Shock can be a melee attack this just multiplies base damage by 1.5
For Valor wrote:Charge Object (Su):
Again, a bit complicated. Why not Explosive Runes x times per day? Also, a free action can only happen during your turn. Maybe you meant Immediate?
For Valor wrote:Conducting Materials (Su):
I like this ability. Very cool.
For Valor wrote:Overcharge (Su):
Yet again, complicated. Sudden Empower exists, why not use it?
For Valor wrote:Magnetism (Su):
Reverse the Polarity. Heh. As a Su ability it ignores SR anyway. Why the range reduction? It's fine with Long Range.
For Valor wrote:Anti-resistance (Su):
This is, say it with me, too complicated. See Fire Mage's Piercing Flames
For Valor wrote:Redirect Lightning (Su):
What is an "electrical effect", exactly? Do you roll a saving throw at any point? What happens to spells that deal Electricity damage and also stun you or whatever? What if it is half Electricity, half Divine damage or whatever?
For Valor wrote:Leaping Lightning (Su):
This is a creature, yes? Doesn't it provoke AoOs for moving through threatened space? What are it's HP, AC, Saves, etc? Please keep your flavor text and rules text separated.
For Valor wrote:Thunder (Su):
As written it is unclear if using this ability provokes an AoO or if the move action Will save does. The 1d4 damage is bullshit and should go away, the rest of this effect is severely underwhelming.
For Valor wrote:Absorb Electricity (Su):
Do away with the reducing level already. A character should NEVER have to lose effective character level.
For Valor wrote:Lightning Rod (Su):
Again, free actions only happen during your turn. Again, what is an electricity effect?
For Valor wrote:Burning Lightning (Su):
Do you get extra fire damage or half Fire, half Electricity or what? Extra is broken, half is cool. Setting fire is meh. Also, most monsters have Fire Resistance. I suggest changing it to Sonic.
For Valor wrote:Lightning Saturation (Su):
Cool.
For Valor wrote:Deafening Lightning (Su):
Meh.
For Valor wrote:Blinding Flash (Su):
1d4 blindness at 10th level as a full round action? Are you fvcking kidding me? And this is the most overcomplicated ability yet.
For Valor wrote:Electromagnetic Sense (Su):
Just give the guy Blindsense already. Mindbenders have been laughing at you for a while now.
For Valor wrote:Magnetize (Su):
No. Just no. Rewrite this overcomplicated piece of crap.
For Valor wrote:Improved Lightning Shock (Su):
Long range is good.
For Valor wrote:Disruptive Energy (Su):
A) Casters cast spells, they don't use Su abilities. B) Overcomplicated and C) Crap. Why would anyone use this instead of simply hammering the enemy with a Full attack?
For Valor wrote:Electrical Transmission (Su):
Wizards have had D Door for a while now and True Demons have had Teleport without Error. This is manifestly worse than either of them and it is gained at level 12. WTF?
For Valor wrote:Brainfry (Su):
So you stun people when you full attack them? Combined with your Chain Lightning attack this means you will keep about half your enemies stunned or confused most of the time. This seems excessive and is a sudden shift of the character from ranged damage dealer to SoD user. I don't like it.
For Valor wrote:Improved Conducting Materials (Su):
Hell no.
For Valor wrote:Stop the Heart (Su):
Crap. This a worse SoD than many. And a ranged damage dealer shouldn't have it anyway.
For Valor wrote:Start Heart (Su):
I think there's a Druid spell that's like Raise Dead only with the flavor you want. Give him that spell x times a day.
For Valor wrote:Improved Electromagnetic Sense (Su):
See my above comment re Mindbenders laughing.
For Valor wrote:Overload (Su):
Cool if you drop the "takes damage" part. Also, it should be usable 1/day
For Valor wrote:Electrical Magic Disruption (Su):
Why not just give the guy SR? Seriously, why?
For Valor wrote:Electrical Enchantment Disruption (Su):
Dispel Magic at 19th level? I... I don't even have the heart to make fun of this.
For Valor wrote:Electrical Transmutation (Su):
Whatever
For Valor wrote:I think of this as INSANELY STRONG.
It isn't. It really isn't.



General Notes
Stop saying the Electric Mage is improving. We know he is, we are reading higher level abilities.
Trying to make a class both melee and ranged was... not so hot. I evaluated him as a ranged damage dealer (eg Fire Mage). This class would be far worse as a melee char. Make a choice and design accordingly.


In short, nice try. I liked a few ideas you've had a lot. Keep those and rewrite the rest. Also, did you read the puppeteer?
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Post by Rejakor »

The idea of a ranged damage dealer having a point blank range SoD or point blank range 'better attack' is actually a good one.

Forces the player to make choices between stepping back and shooting, or trying a last ditch defense.

Those kind of choices are what dnd lacks, and giving the player as many horizontal options in one situation as you can vastly improves the game.

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For Valor
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Post by For Valor »

I would love to comment constructively on what you're saying... but I don't know what SoD means.
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Post by Quantumboost »

"Save or Die". Spells or effects that, if you fail a saving throw against them, cause your character to either cease to exist as a living being or be completely incapacitated for an indefinite period of time.

Examples are finger of death, flesh to stone, and baleful polymorph. Baleful polymorph is more accurately a "save-or-suck", but it's close to as bad as death for most characters.
Last edited by Quantumboost on Sat Apr 17, 2010 5:49 am, edited 1 time in total.
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