Blaster Base Class


Homebrew and House Rules


4 people marked this as a favorite.

Just for fun of designing own Black Mage-inspired class I rigged the following class:

Blaster

Role: A blaster projects primal energy as bolts, beams and waves, destroying his enemies and everything around.

Alignment: Any.

Base Attack Bonus: Low
Good Saving Throws: Will
Hit Dice: d6.

Class Skills: The blaster’s class skills are Craft (Int), Fly (Dex), Knowledge [arcana] (Int), Knowledge [planes] (Int), Profession (Wis) and Spellcraft (Int)

Skill Ranks Per Level: 2 + Int modifier

Weapon And Armor Proficiency: Blasters are proficient with simple weapons but not shields or armor. Any armor worn interferes with blasters’ spell blast ability.

Level.. Special
1......... Mana pool, spellblast 1
2......... Extra matrix
3......... Mana mantle
4......... spellblast 2
5......... Attunement
6......... Extra matrix
7......... Spellblast 3
8.........
9.........
10....... Extra matrix, spellblast 4
11....... Attunement
12.......
13....... Spellblast 5
14....... Extra matrix
15.......
16....... Spellblast 6
17.......
18....... Extra matrix
19....... Nova blast
20....... Ultimate devastation

Class Features:

Mana Pool: A blaster powers his abilities with raw magical energy. Each blaster has a mana pool containing a number of points equal to his class level times the ability bonus of primary ability score, chosen at 1st level. Spent mana points are regained after eight hours of rest, although those hours do not need to be consecutive.

Each blaster has to select the ability score that governs his magical abilities: Intelligence, Wisdom or Charisma. Selected ability score is used to calculate mana pool, concentration checks and DC of saving throws against his abilities.

Spellblast (Sp): Iconic ability of blasters, spellblast projects raw magic shaped by one of the matrices known by the blaster in a primal approximation of an actual spell. Spellblast is treated as a spell-like ability with spell level equal to number of mana points spent to activate it. Unlike regular spell-like abilities, spellblast requires somatic components and may suffers from spell failure chance of any armor worn.

A blaster may apply metamagic feats to spellblasts as if they were spells, spending one additional mana point per level of spell adjustment. Applying one or more metamagic feats to a spellblast extends the casting time to one full-round action. A total number of mana points spent cannot exceed the regular limit of mana points per spellblast.

At 1st level, a blaster can spend up to one mana point on a single spellblast. At 4th level he can spend two mana points with one additional point at 7th, 10th, 13th and 16th levels.

Spellblasts:
All spellblast have casting time of 1 standard action, use somatic components and are subject to Spell Resistance unless modified with metamagic feats or other abilities. Damage type, saving throw, secondary effects and lingering effects are determined by matrix used to cast the spellblast.

Spellblasts that inflict bludgeoning, piercing or slashing damage are subject to damage reduction. Spellblast damage objects according to their energy type, even if they allow Fortitude saving throw.

0-point
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Saving Throw: None
Basic spellblast inflicts one die of damage to touched creature or object. At 3rd level and every two levels thereafter the damage increase by one die to a maximum of five dice at 9th level.

1-point
Range: Close
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Inflicts one die of damage per caster level (maximum of 10 dice).

2-point
Range: 30 feet or 15 feet
Area: 30-ft. line or 15-ft. cone-shaped burst
Duration: Instantaneous
Saving Throw: Half
Inflicts one die of damage per caster level (maximum of 10 dice).

3-point
Range: Medium
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Half
Fires a small bead of energy that explodes in designated area inflicting one die of damage per caster level (maximum of 15 dice) on creatures and unattended objects and covering the area with lingering effect lasting for 1d4 rounds.

4-point
Range: Medium
Target: One creature or object
Duration: Instantaneous
Saving Throw: Partial
Strikes unerringly single target inflicting one die of damage per caster level (maximum of 15 dice) and triggering secondary effect on the victim. A successful saving throw halves the damage and negates secondary effect.

5-point
Range: Medium
Area: One 10-ft. cube per level (S)
Duration: 1 round
Saving Throw: Half
Mass of raw magic floods the area dealing one die of damage per caster level (maximum 20 dice) and producing the lingering effect that lasts for additional 1d4 rounds.

6-point
Range: Close
Area or Target: Any number of creatures, objects and squares within range
Duration: Instantaneous
Saving Throw: Partial
Causes one die of damage per caster level (maximum 20 dice) and triggers secondary effect on multiple targets. A successful saving throw halves the damage and negates secondary effect. All the squares targeted, occupied or empty are subject to lingering effect lasting for 1d4 rounds.


At 1st level, a blaster has two elemental matrices determining the types of spellblast he can use. At 2nd level and every four levels thereafter he gains one additional matrix.

Elemental Matrices:
Corrosion
Damage: 1d8, acid
Saving Throw: Fortitude
Secondary Effect: Creatures that fail their saving throw are sickened for 1d4 rounds.
Lingering Effect: Area of effect is blanketed with corrosive mist extending to the height of 5 feet dealing 1d6 points of acid damage to each creature that moves into it or starts its turn there.
Attunement: Acid resistance equal to twice the class level.

Earth
Damage: 1d6, piercing
Saving Throw: Fortitude
Secondary Effect: Creatures that fail their saving throw start to bleed for 1d6 points of damage per round until the bleeding is stopped.
Lingering Effect: Area of effect becomes difficult terrain.
Attunement: Gain +1 natural armor bonus per four class levels.

Fire
Damage: 1d8, fire
Saving Throw: Reflex
Secondary Effect: Creatures and objects that fail their saving throw catch on fire burning for additional 1d6 points of damage every round for 1d4 rounds.
Lingering Effect: Area of effect is covered with fire that deals 1d6 points of fire damage to all creatures and unattended objects that enter the area or start their turn within its boundaries.
Attunement: Fire resistance equal to twice the class level.

Force
Damage: 1d4, force
Saving Throw: Will
Secondary Effect: Creatures and objects that fail their saving throw are staggered for 1 round.
Lingering Effect: Force spellblasts produce no lingering effects.
Attunement: Gain +1 shield bonus per four class levels.

Ice
Damage: 1d8, cold
Saving Throw: Fortitude
Secondary Effect: Creatures and objects that fail their saving throw are entangled for 1d4 rounds.
Lingering Effect: Area of effect is covered with ice turning it into icy difficult terrain.
Attunement: Cold resistance equal to twice the class level.

Lightning
Damage: 1d8, electricity
Saving Throw: Reflex
Secondary Effect: Living creatures that fail their saving throw are
Lingering Effect: Area of effect is charged with static charge that outlines everything within the area like faerie fire spell.
Attunement: Electricity resistance equal to twice the class level.

Thunder
Damage: 1d6, sonic
Saving Throw: Fortitude
Secondary Effect: Creatures that fail their saving throw are deafened for 1 minute.
Lingering Effect: Thunder spellblasts produce no lingering effect.
Attunement: Grants immunity to deafness and +4 insight bonus to saving throws against sonic effects.

Water
Damage: 1d6, bludgeoning
Saving Throw: Reflex
Secondary Effect: Creatures and objects that fail their saving throw are pushed five feet back from the attacker or the center of the effect.
Lingering Effect: Area of effect is covered with thick fog acting like fog cloud spell.
Attunement: Grants water breathing.

Wind
Damage: 1d6, slashing
Saving Throw: Reflex
Secondary Effect: Creatures and objects that fail their saving throw are knocked prone.
Lingering Effect: Area of effect is wrecked with winds giving -8 penalty to Fly and hearing-based Perception checks and enforcing concentration checks while performing actions that require concentration (treat as violent motion) and preventing use of normal ranged weapons.
Attunement: Gain +5 bonus to base land speed per five class levels.

Holy, Psychic and Unholy matrices are to be added once I determine appropriate lingering effects.


Mana Mantle (Su): A 3rd level blaster gains a bonus based upon ability score he selected as his power source.

Intelligence: Grants armor bonus to AC equal to lower of Intelligence bonus or class level.
Wisdom: Adds Wisdom bonus to initiative checks.
Charisma: Adds Charisma bonus to all saving throws.

Attunement (Su): After reaching 5th level, a blaster can attune to one of his elemental matrices gaining the attunement benefit. He can change the element he is attuned to after eight hours of rest while he regains his mana points. At 11th and 17th level he can attune to one more element at the same time.

Nova Blast (Sp): At 19th level, a blaster can unleash all the remaining power in a sudden blast. This is an immediate action that uses up all of the blaster’s remaining mana points. Nova blast deals damage equal to mana points expended to all creatures and unattended objects within 60 feet, including the blaster and his allies, or half on a successful saving throw. The blast uses damage type and saving throw of single elemental matrix of the blaster’s choice producing corresponding lingering effect within range and secondary effect on victims that failed their saving throw. This is an equivalent of a seventh level spell.

After using nova blast, a blaster drops unconscious for 1d4 rounds and awakes exhausted.

Ultimate Devastation: At 20th level, a blaster becomes master of destruction. All his spellblasts have their cost reduced by 1 point (to a minimum of 0).

Both nova blast and ultimate devastation might get some redesign, especially the former one. Extra abilities at 9th and 15th level will be added - probably related to Mana Mantle and based upon ability score picked as mana source.

Alternate Favored Class Bonuses:
Aasimar: Add +1 point to damage of holy spellblast. This bonus cannot exceed number of damage dice.

Half-elf: Add +1/2 to effective blaster level when calculating effects of attunement.

Half-orc: Add +1/2 point of damage to spellblasts.

Human: Add +1 mana point.

Ifrit: Add +1 point of damage to fire spellblast. This bonus cannot exceed number of damage dice.

Oread: Add +1 point of damage to earth spellblast. This bonus cannot exceed number of damage dice.

Suli: Add +1 point of damage to any spellblast while elemental assault is active. This bonus cannot exceed number of damage dice.

Sylph: Add +1 point of damage to air spellblast. This bonus cannot exceed number of damage dice.

Tiefling: Add +1 point of damage to unholy spellblast. This bonus cannot exceed number of damage dice.

Undine: Add +1 point of damage to water spellblast. This bonus cannot exceed number of damage dice.


Blaster Feats:
Extra MatrixPrerequisites: Spellblast feature.
Benefits: The character gains one additional matrix. This feat can be taken multiple times, each one granting one additional matrix known.


Have you looked at Words of Power in Ultimate Magic? This reminds me quite a bit of that.

I like the Matrices and the Spellblast. Attunement and Mana Mantle are nice little bonuses, though it might be good to add one or two other small things to fill out some of the dead levels (not very traditional Black Mage, I know, but fitting for PF).

Psychic's lingering effect could create a sort of "mind fog" lowering the saving throws, or other checks, of those within it.

From a purely mechanical viewpoint, I'm worried about Force and Thunder having no lingering effects. I understand the advantages to uncommon damage types, but it still seems to make them less useful options.


I know Words Of Power system since the beta. The similarity is rather superficial - I decided to write down the spellblasts in this way to avoid describing each of the 84 spellblasts separately (Fire 1, Fire 2, Fire 3, and so on for every element) when all spellblasts of the same level share a lot of characteristics.

I am a bit worried about Mana Mantle - are the three options of comparable strength enough for each to be viable selection? They seem so for me, but if anyone felt differently and could point out potential flaws to such design, let me know.


I like it! And I think the mana mantle options look balanced--though I don't quite get why intelligence gives AC, wisdom gives initiative, and charisma gives saving throws.


I thought about reversing Intelligence and Charisma.

Wisdom is the most obvious - high intuition is magically augmenting reaction times.

Intelligence is used to form a magical protection field (I missed to write that it is force effect like mage armor) and in case of Charisma, a blaster uses his strong presence to repels harmful effects.


Ok, two more abilities to fill 8th and 12th levels.

Mana Shield (Su): After reaching 8th level, a blaster can channel some of his magic energy into a protective shield as a full-round action. Using this ability costs one or more mana points. For each mana point spend, the blaster gains 1 temporary hit point that lasts until the character rests and regains mana points.

Spell Resistance (Su): At 12th level, a blaster gains a measure of protection against his own tricks in the form of Spell Resistance equal to class level +11 as long as he is conscious. Unlike other characters, a blaster can suspend and reactivate his Spell Resistance with a swift action.

So, this leaves us with 9th and 15th level for abilities related to the blaster's mana source and 17th level which might remain empty. By the way, I think that I'll rename Mana Mantle to Power Mantle or something like that.


I were probably too hasty with giving him Fly as a class skill. I can't fit any ability that would allow flying. Well, maybe at 17th level?


A few changes to the elemental matrices caused by missing lightning secondary effect:

Force
Damage: 1d4, force
Saving Throw: Will
Secondary Effect: Creatures and objects that fail their saving throw are entangled with bands of force for 1d4 rounds.
Lingering Effect: Force spellblasts produce no lingering effects.
Attunement: Gain +1 shield bonus per four class levels.

Ice
Damage: 1d8, cold
Saving Throw: Fortitude
Secondary Effect: Living creatures that fail their saving throw are fatigued for 1d4 rounds.
Lingering Effect: Area of effect is covered with ice turning it into icy difficult terrain.
Attunement: Cold resistance equal to twice the class level.

Lightning
Damage: 1d8, electricity
Saving Throw: Reflex
Secondary Effect: Living creatures that fail their saving throw are staggered for 1d4 rounds. Might get cut down - 1d4 rounds of stagger is quite a lot...
Lingering Effect: Area of effect is charged with static charge that outlines everything within the area like faerie fire spell.
Attunement: Electricity resistance equal to twice the class level.

This secondary effects fit thematically but looking on power level I consider switching force to 1 or 2 rounds of stagger and lightning to entangle...


Ok, the final three elemental matrices:

Holy
Damage: 1d4, holy
Saving Throw: Will
Secondary Effect: Creatures that fail their saving throw are blinded for 1d4 rounds.
Lingering Effect: Area of effect glows with daylight effect.
Attunement: Grants +2 bonus to attack rolls and caster level checks made to penetrate Spell Resistance against creatures with Evil subtype, aura of evil feature and Undeads.

Psychic
Damage: 1d10, nonlethal mind-affecting
Saving Throw: Will
Secondary Effect: Creatures that fail their saving throw are shaken for 1d4 rounds.
Lingering Effect: Area of effect is filled with distracting phantasms. Everyone within the area suffers from 20% miss chance as if their targets had concealment.
Attunement: Grants immunity to fear effects and +4 insight bonus to saving throws against mind-affecting effects.

Unholy
Damage: 1d4, unholy
Saving Throw: Will
Secondary Effect:Creatures that fail their saving throw are nauseated for 1d4 rounds.
Lingering Effect: Area of effect is filled with gloom acting like deeper darkness.
Attunement: Grants +2 bonus to attack rolls and caster level checks made to penetrate Spell Resistance against creatures with Good subtype or aura of good feature.

Still not exactly content with attunement and lingering effects...


A new class feature:
Dark Magic (Su): At 9th level, a blaster gains ability to draw power from his slain foes. Once per round, when a living foe is dropped below 0 hit points with one of the blaster's spellblasts, the blaster can gain benefit determined by ability score he selected as his power source:

Intelligence: The blaster gains temporary hit points equal to his Intelligence bonus for one round.

Wisdom: The blaster can immediately move five feet per point of Wisdom bonus without provoking attacks of opportunity.
I think about making it a short ranged flight or teleportation...

Charisma: The blaster can add his Charisma bonus to damage roll total of the next spellblast used before the end of the blaster's following turn.

And a new feat:
Killing Blast
Prerequisites: Spellblast feature.
Benefits: A blaster can take a full-round action to perform coup d'grace with zero-level spellblasts.

Sacrifical Blast
Prerequisites: Killing Blast feat.
Benefits: When a blaster kills a living creature with Killing Blast, he gains +1 bonus to his caster level for a number of rounds equal to the victim's HD.


I am tempted to add elemental combination chains that would add special effects after executing a specific sequences of attacks, such as:

Lingering acid, any fire: Corrosive fumes start to burn inflicting 1d4 points of acid damage and 1d4 points of acid damage each turn.

Any water, secondary ice: Affected creature that fail a saving throw against ice secondary effect is exhausted for one round and fatigued for 1d4 rounds thereafter.

Lingering water, any lightning: All the creatures within area of lingering water effect are shocked for 1d8 points of electric damage.

Lingering wind, secondary lightning, any thunder: Victim becomes knocked prone and stunned for 1 round on a failed Fortitude saving throw against thunder spellblast (even if the thunder spellblast would not allow saving throw normally).

Lingering lightning or lingering wind, would-be lingering thunder: Extends the duration of lingering lightning/wind effect by 1d4 rounds.

Earth, fire, wind, water, psychic! "By your powers combined..." Uhm, never mind.


I like. Name could use work. Reminds me of Warlock from 3.5, but better.


Another class feat:

Critical Blast
Prerequisites: Spellblast class feature.
Benefits: After scoring a critical hit with a spellblast, the blaster may apply secondary effect of the matrix used. The victim may make the appropriate saving throw to negate the secondary effect.


I would love to see the combination chains, personally. Earth + Water could create an entangling mud? Wind could extend the duration or increase the damage for 1 round of Lingering Fire, like a bellows?


I thought about a few more chains:

Secondary fire struck with another secondary fire: Resets the burn duration and increases continuous fire damage by 1d6.

Lingering fire struck with another lingering fire: Resets the burning duration and increases continuous fire damage by 1d6.

Secondary fire struck with any wind blast: The flame flares dealing fire damage to adjacent targets in addition to the burning victim.

Lingering fire struck with any acid blast: The flame produces a cloud of thick acrid smoke that blocks sight completely for one round.

Lingering earth and lingering ice: The overlapping areas are covered with sharp spikes that act as caltrops.

More will be added in the future unless someone convinces me that elemental chains are not a good idea...


Elemental chains seem interesting, but might be a bit too complicated


An option for this would be following feat:

Elemental Chain
Prerequisites: Spellblast feature.
Benefit: A blaster learns a number of elemental chains equal to his primary spellcasting ability score bonus. This feat can be taken multiple times, each time adding a number of elemental chains known equal to the ability bonus.

Or just a rule that it is the player's duty to remember his chains and if he forgets about possible chain and does not mention it when it should trigger it does not occur.

Another chain I forgot:

Secondary force and lingering holy or unholy: The entangled victim is subject to dimensional anchor as long as he remains within the area of lingering holy/unholy effect.


I'll probably shift Nova Blast to being the Blaster's 20th level capstone ability, remove Ultimate Devastation and on 19th level I'll add ability to spend up to seven points on a single blast. This will allow using one more level of metamagic feats on any spellblast. I don't know if I add actual 7th level blast as such.


Another pair of 'new' feats:
Matrix Focus
Prerequisites: Spellblast feature.
Benefits: Increases saving throw DC of all spellblast using chosen matrix by 1. This feat can be taken multiple times, each one applying to a different matrix.

Matrix Focus, Gretaer
Prerequisites: Spellblast feature, Matrix Focus for the same matrix
Benefits: Increases saving throw DC of all spellblast using chosen matrix by 2. This replaces effects of Matrix Focus. This feat can be taken multiple times, each one applying to a different matrix.

Grand Lodge

Does seem like warlock. I think 0 level blast should be close range or 15 foot thing. If I have a d6 hit die and can't wear armor, I'm staying in the back :). Could it be like a bard and have SOME speels. Nothing big, just cure and damage.


Strange, I thought I posted more alternate class bonuses...

More alternate class bonuses:
Android: Add +1 point to damage of lightning spellblast. This bonus cannot exceed the number of damage dice.
Might get switched to force and lightning given to another, more suitable race.

Drow: Add +1/4 to dark magic bonus.

Dwarf: Add +1/4 to spell resistance.

Elf: Add +1/4 to power mantle bonus.

Fetchling: Add +1 point to damage of ice spellblast. This bonus cannot exceed the number of damage dice.

Both drow and dwarf have to go a long way investing favored class bonus before reaping actual benefits but I think it should be worth it in the long run...

I still need to invent decent 15th level ability...


My general orientation is good enough when I am awake. When I fall asleep in tram or bus and wake up and try to notice where I am I feel very disturbed because I am not used to not knowing where I am...


What the hell?! The post above was in completely different thread... Could please someone delete it and this post too...


I really want to make the wisdom blaster a monk path. Powering this with chi will mean they need more of a chi pool.
Otherwise, keep the straight up blaster as is.


Feel free to scavenge parts you like for your own designs.

Note that mana pool has completely different dynamics than ki points, however. I had some thoughts about rebuilding mana pool to follow the <ability> modifier + 1 per level (like bombs) or <ability> modifier +1 per two levels (like ki or lay on hands) but it would require rebuilding the spellblasts' costs and probably would require basic ranged spellblast be costless making the class closer to 3.5 Warlock.


i would like some clarification on the intelligence mantle. is it whichever is higher or lower of int modifier and level? also if it's higher i can see immediate "must dip for int casters" issues, and if it's lower i would see it as not powerful enough to lend to survivability at lower levels. just some thoughts.


Use lower value of Intelligence bonus and Blaster class level as an armor bonus. Considering that Blasters don't get armor proficiency and wearing armor hinders their abilities it's not bad ability. It saves them spending gold on bracers of armor.

Note that this ability is gained at 3rd level - Blaster dipping by Wizard or Witch just to get this ability would seriously hinder their spellcasting ability.


I think it's stackability makes it worthwhile.
In building a Goku clone, I'm considering blink like speed. The armor bonus is due to a magical ability to dodge at speeds quicker than the eye.


The blaster base class is going through the overhaul as the mage base class.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Blaster Base Class All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules