Page 1 of 1

[Tome of Tiamat] Interruption Mage

Posted: Sat Dec 11, 2010 3:09 pm
by Kaelik
Interruption Mage
"You activated my Trap Card!"

Interruption Mages specialize in laying traps on the battlefield to confuse and trick opponents, and catch them off guard. Intelligence is their primary stat, the better to lay Xantos Gambits.

Hit Die: d4
Class Skills:
Skills/Level: 4 + Intelligence Bonus
BAB: Poor (as Wizard), Saves: Fort: Bad; Reflex: Good; Will: Good

1 Mages Deck, Trap Cards
2 Spell Cards
3
4 Surprise
5 Distant Traps
6
7
8 Detecting Traps
9
10
11
12
13


Weapon and Armor Proficiency:

Posted: Sat Dec 11, 2010 7:40 pm
by Vebyast
Primary-spellcaster version of the Speedened (AKA the Objection! Fighter)? Or is this going to be built more around "persistent effects with triggers" than around "abilities you can use on your opponents' turns"?

Posted: Sun Dec 12, 2010 4:06 am
by CatharzGodfoot
I'd post something about how this class is an unfinished piece of crap, but I have a feeling that Kaelik would somehow manage to preempt me with an awesome finished version.

Posted: Sun Dec 12, 2010 7:10 am
by JonSetanta
CatharzGodfoot wrote:I'd post something about how this class is an unfinished piece of crap, but I have a feeling that Kaelik would somehow manage to preempt me with an awesome finished version.
I live in the now. As it lays, it's an unfinished piece of crap, without even a mention of future plans or design goals.
Congratulations.

Posted: Sun Dec 12, 2010 2:05 pm
by Kaelik
CatharzGodfoot wrote:I'd post something about how this class is an unfinished piece of crap, but I have a feeling that Kaelik would somehow manage to preempt me with an awesome finished version.
Well I did post the outline yesterday.

And it will be the first class I ever make that has it's own complete spell list to choose from, instead of just being a collection of stuff that every single one gets.

So don't worry, you have weeks where this will still be an unfinished piece of crap.

Posted: Wed Dec 29, 2010 12:41 am
by Bihlbo
I just talked my GM into letting me play this class. One question: am I better off using divine metamagic or master of many forms 3?

Posted: Wed Dec 29, 2010 1:50 am
by For Valor
Bihlbo wrote:I just talked my GM into letting me play this class. One question: am I better off using divine metamagic or master of many forms 3?
... That IS a joke, right?

Posted: Wed Dec 29, 2010 6:28 am
by Kaelik
For Valor wrote:
Bihlbo wrote:I just talked my GM into letting me play this class. One question: am I better off using divine metamagic or master of many forms 3?
... That IS a joke, right?
I assume he missposted in the wrong thread.

Posted: Wed Dec 29, 2010 7:19 am
by Koumei
Yeah, I mean, this class is so unfinished it's practically unstarted.

Posted: Wed Dec 29, 2010 7:52 am
by Avoraciopoctules
One could argue that this thread is, in fact, a trap. Just to underline how far-reaching this class's abilities could hypothetically be.

Posted: Wed Dec 29, 2010 3:50 pm
by Bihlbo
For Valor wrote:
Bihlbo wrote:I just talked my GM into letting me play this class. One question: am I better off using divine metamagic or master of many forms 3?
... That IS a joke, right?
yup, implying that I'm gonna mix total cheese with this overpowered, utterly l33t piece of WIN

Posted: Sun Jan 02, 2011 3:51 pm
by Kaelik
Attention: This class is on indefinite hold until such time as I no longer enjoy playing Starcraft.

Anyone may make the class if they want to do the work.

Here is/was the plan:

Since the class is 70% Yugi Oh joke anyway, the character draws cards. Two types of cards, trap cards, and sorceries. Sorceries are non buff non attack spells. Utility stuff, animate rope, scry, whatever. Traps are all spells which are attack spells. Silent Image ect are trap cards. Most spells with a saving throw are trap cards.

They draw a hand from their deck, which is just a mixture of cards, and they can take a full round action, including their swift action to mulligan.

Sorceries can just be cast, but trap cards must be set down in a square as either a standard or swift action. Then they can be activated as an immediate or standard action. At some point, I was going to give the class an extra swift action/immediate action each round.

Also going to give enchantments, which are just permanently active buff spells. Chosen from a pretty wide list, but one every four levels with the first at level 4 or so.

Wasn't sure yet on how fast decks should be able to change, either on level up, up to total replacement, or possibly small changes allowed, but every day.

Trap cards auto succeed on attack rolls if they have them, and opponent is in square, and at some point class feature to project trap, IE, lay trap, activate trap so that it goes in direction.

Also going to add class feature to make traps tripped by things other than specific activation.

Probably wouldn't be too bad to just use the Wizard list and tell them not to fuck it up, but I was/will eventually make separate list for the class.

Posted: Sun Jan 02, 2011 5:13 pm
by Bihlbo
Kaelik wrote:Here is/was the plan:

Since the class is 70% Yugi Oh (no reason to read further)
I take it back, this class sucks.

Posted: Sun Jan 02, 2011 6:09 pm
by For Valor
Bihlbo wrote:
Kaelik wrote:Here is/was the plan:

Since the class is 70% Yugi Oh (no reason to read further)
I take it back, this class sucks.
Haters gonne hate....

Posted: Sun Jan 02, 2011 6:21 pm
by Kaelik
Maybe you should read the next word, since it's the part where I say that it's a fucking Yugi Oh joke. It's a parody, it exists for the sole purpose of making fun of trap cards.

I mean, do you hate Yugi Oh abridged?

Posted: Sun Jan 02, 2011 6:51 pm
by For Valor
before you leave to do SC things, would you mind giving a rough idea of what "Surprise" and "Detecting Traps" are?

Posted: Sun Jan 02, 2011 8:30 pm
by Kaelik
For Valor wrote:before you leave to do SC things, would you mind giving a rough idea of what "Surprise" and "Detecting Traps" are?
Surprise is extra immediate action.

Detecting Traps is traps that have built in alarm spells, or visual indicators, or pressure sensors, or whatever.

Posted: Wed Jan 12, 2011 4:31 pm
by JigokuBosatsu
There needs to be a high level feat that summons Bailey Jay.

Posted: Wed Jan 12, 2011 8:09 pm
by RobbyPants
JigokuBosatsu wrote:There needs to be a high level feat that summons Bailey Jay.
Oh great. More "trap" discussions again.

Posted: Wed Jan 12, 2011 8:10 pm
by JigokuBosatsu
It's funny, I'm actually reading that thread. Though you'll keenly note that I didn't use the word. ;)