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SuperTaster's page
15 posts. No reviews. No lists. No wishlists.
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Why not? It is a feature of the site, and helps clarify where things are.
I have added in more mechanical descriptions of the new Artificer spells. Some of them are irredeemably silly, such as:
Dramatic Lightning EVOC 0 IMM - Self - Inst As an immediate action, causes lightning to flash behind you when being dramatic. A staple for mad scientists.
Hallucinate ENCH 3 1 SA Will Close - 1 R/MP The target begins to hallucinate wildly. Creatures and objects around them, when examined, appear to be something completely different(DM chooses) and likely very humorous. The attacking barbarian is now Godzilla, the cheese on the table is now a Tiny Cheese Elemental, and so forth. This does not actually penalize them mechanically(these sorts of things tend to work out), but if they don't have a keen memory, it's likely they'll end up interacting with the wrong target in the wrong way.
Give more thoughts! Things you like, things you don't like, things that are Clearly Missing, etc.
Just a long time working on things like that. Tables and colors and such to make it more readable than a straight wall of text.
Oops, I derped on the MP, thanks. It should be 110 there.
Exotic proficiency is because it was equally awkward to say "Yeah, you get simple prof, but you're going to be taking the free Exotic you get". It's a middle ground between that and not being allowed exotic toys.
Changed it to bonus MP to make it easier to understand. It's like Psionics bonus MP. 1/2 INT * Level, plus the base MP in the table. So yes, it's exactly how you think it should be!
I needed something to fill in the empty level where Super Tools was. Things can be moved around.
The Core Schema is the basic ability of your Toy, which can't be changed, as mentioned in the Artificer Toy description. So a Doom Cannon will always be a Firearm, but a Firearm doesn't have to be a Doom Cannon(it could be a Variant Morph Weapon instead, for example). The Bomb Kit is special, as it doesn't really have a normal base type. It's just a thing that makes the Bomb weapons for you, and those Bombs are throwing weapons, hence Throwing.
Haha, there's even a running list. Capital. I was looking more at the Magus for how the Quirks would run, as it's also an every 3 level progression. Rouge Talent/Witch Hex I used for every 2 level progression on the Deckmaster and Monster earlier in the thread.

So, I don't venture over here often, but you people are far better at breaking things than my usual crowd. Breaking things is what I'm here for! Also advice. And withering criticism.
I had a DM at RPGX who was running a magic Earth post-apocalypse thing, and he needed an Artificer. Of course, he was just going to use the really boring 3.5 sort of thing where it's a pseudocaster with crafting feats. Boooring. Pathfinder classes have Zazz, and try to be unique from each other. Thus, I set out to conquer one of the great challenges of homebrew: making an Artificer that doesn't suck.
Did I succeed? That's for you to decide. Mainly, I'm curious as to what you really like about it, what fills you with disgust, and things you think should be added. Sadly, the class writeup is full of tables and colors and all sorts of formatting that Just Doesn't Work on these boards, so the full spectacle is over here:
Artificer Writeup
For a short summary: it's a d8HD 6 level 'caster', who crafts spell items with little spells on them. The items take a reasonable amount of time to make, but the Artificer comes with a pool of MP that he can use to reload the items as a Full Round Action(provokes AoO). Thus, he can prepare his stuff at the start of the day Wizard style, or keep some in reserve just in case(or whatever mix thereof). Other people can use his items(at a significant penalty without a class ability to let them do it better), but cannot reload them.
He also gets a Toy, which is a special experiment that serves as his finest creation. It's either a Weapon(exotic ones need you to buy the feat), Armor(Light, though there are abilities to upgrade to Medium and Heavy), or a Shield(again Light, ability to upgrade to Tower). Spell Failure is waived for Light armor and Shields, and it takes a bit of investment to actually get the Toy to a level of heavy armor without failure. That sort of thing is around in the class: he has many options you can take, but generally only one will be prevalent in the final build, because you can't have everything.
Spells-wise, it's mostly a subset of the Sor/Wiz tree, with a list of Artificer Only spells(description only atm, that's a lot of words to type). He's best at utility; while he gets damage spells, he gets them later and weaker than a dedicated 9-level caster. Healing is limited to Mending spells, no undead, summoning is limited to stationary defense bots, and the more mystical spells are dropped in favor of the practical and straightforward ones.
Read it and grow fat! Also suggest things. Suggestions are good.
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118. The Book of Imagination
This book appears to be blank. On a roll of 1d20, a 20 inspires the character with a +2 to all skill checks for 1 day, but on a 1, the reader is filled with crippling doubt as to his self worth, and curls up in a ball muttering "I am special..." for 1 minute.
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110: Recursion, a Practical Guide
This book, when opened, reveals itself inside. It is safe to open when upright, but flipping the book upside down will cause astounding amounts of itself to pour out of itself, giving causality what is referred to by modern Translocaters as "A right good harangue."
Placing a bag of holding inside this book, or vice versa, is much like putting two mirrors side by side, except that these mirrors have physical substance. The local area explodes in a cosmic temper tantrum 1 round later, dealing 20d6 existential damage to any in the blast radius.
Jack Rift: True, I could make abilities called Overhead Strike and whatnot, but those are boring. It grabs the player's attention to see something called Get Dunked, and if they've played LoL, it'll put a little smile on their face from nostalgia. So lighten up a bit, and debate the mechanics. Tell me why the class is bad because of math, not because of how the Manablade chooses to describe his exploits.
tl;dr you're under arrest for NOT HAVING FUN.
Owly: That settles it. The iconic for the class must be Mojo Jojo the Mojodancer.
Drejk: Or perhaps casters run on extreme doses of carbohydrates. Blue food coloring plus unleavened bread equals magic.
Three new techniques added for the Manablade. Also addressed criticisms of action time on the "spend MP to improve an attack action" techniques.
Hammerspace Lvl2 Passive Req:Quick Draw
Select up to two weapons that you can wield; you store them in a magical pocket space when not needed. They take up no weight while you are not wielding them, but fall to the ground if you are knocked unconscious, helpless, or killed.
Lightsaber Lvl4 Active 5MP Req:None
Your wielded melee weapons ignore the first 3 points of object hardness for the next minute. At level 8, you can spend 11 MP to bypass 6 points of hardness or 2 points of physical DR, and at level 14 you can spend 23 MP to bypass 10 points of hardness or 5 points of physical DR.
Last Dance Lvl12 Active ALL Req:CON 17
If you would take damage that would knock you unconscious or kill you, you can choose to spend all your MP as an immediate action to reduce the damage by 1/2 the MP spent.
Well, aside from the criticisms(which are totally cool, and keep them coming), one thing you can do is give suggestions. Given the flavor of a Sustain Artillery Mage and a Sustain Melee Caster, what do you feel is missing or needs to be in the class?
Mortuum suggested adding some minor flavor abilities on the levels without them in the Manablade, arguing that an increase in charge rate, while substantial, isn't the same as getting something new to play with. Any thoughts there, perhaps?

Joy X Baker: One must partake in silly names if one is to make a class. It is half of the fun! But yes, I am mildly silly.
Oceanshieldwolf: The MP expenditures are generally balanced against what the class's MaxMP would be at that point in time. What might be a strong all-in attack when first gotten becomes something that can be used more often later on. And I'm totally not even to the point of playtesting yet, these are pretty fresh.
Drejk: Because I tie HD to the class's role in the party. The manadancer is the squishy artillery mage and the manablade is the speedy melee unit. Hence, they should have comparable HP to similar classes in their niche, regardless of BAB.
The arcane bolt is a spell-like ability, and action-wise it's treated as a weapon the Manadancer can use(prompting iterative attacks at high BAB and so forth).
That is a wording issue with them, yes. The ones that have you spending MP as part of another action(such as a normal attack) should note that they don't actually add any time to that action.

This is a straight copy over from the RPGCrossing forums. It looks much prettier over there, so I'd recommend reading it there if you want prettiness and tables that actually line up. The RPG Crossing version is over here. I have for you two classes, both running on the same sort of mechanic. One long range, one close range, both awesome. The MP mechanic is designed with play-by-post in mind, as it's really easy to get in the habit of "It's my turn to post, add Charge to MP".
Please comment, critique, and generally mock. They need to grow up big and strong.
The Manadancer
System: Pathfinder
Type: Base Class
"Bet you've never seen a magic missile like this..."
Some evocation specialists choose to create massive explosions or channel the fury of the elements in its raw form. The manadancer is a bit more precise. Half wand-waver, half warlock, these masters of the arcane projectile send waves of carefully crafted fury across their foes, serving as the ultimate artillery mage. What they lack in utility magic, they more than make up for in sheer versatility of destruction and focused wrath.
Hit Dice: d6
Skill Points: 2+INT
Class Skills: Acrobatics(DEX), Bluff(CHA), Craft(INT), Escape Artist(DEX), Fly(DEX), Knowledge Arcana(INT), Perception(WIS), Perform(CHA), Profession(WIS), Ride(DEX), Sleight of Hand(DEX), Spellcraft(INT), Use Magic Device(CHA).
Level BAB Fort Ref Will Charge MP Special
1 +0 +0 +2 +0 1 3 Arcane Bolt 1d6, Technique
2 +1 +0 +3 +0 1 5 Technique
3 +2 +1 +3 +1 2 7 Metamagic 1
4 +3 +1 +4 +1 2 9 Technique
5 +3 +1 +4 +1 2 11 Arcane Bolt 1d8
6 +4 +2 +5 +2 2 14 Technique
7 +5 +2 +5 +2 3 17 Metamagic 2
8 +6/+1 +2 +6 +2 3 20 Technique
9 +6/+1 +3 +6 +3 3 23 Arcane Bolt 1d10
10 +7/+2 +3 +7 +3 3 26 Technique
11 +8/+3 +3 +7 +3 4 30 Metamagic 3
12 +9/+4 +4 +8 +4 4 34 Technique
13 +9/+4 +4 +8 +4 4 38 Arcane Bolt 1d12
14 +10/+5 +4 +9 +4 4 42 Technique
15 +11/+6/+1 +5 +9 +5 5 46 Metamagic 4
16 +12/+7/+2 +5 +10 +5 5 51 Technique
17 +12/+7/+2 +5 +10 +5 5 56 Arcane Bolt 2d6
18 +13/+8/+3 +6 +11 +6 5 61 Technique
19 +14/+9/+4 +6 +11 +6 6 66 Metamagic 5
20 +15/+10/+5 +6 +12 +6 6 71 Arcane Font, Technique
Proficiencies: A manadancer has proficiency with Simple Weapons. Most of her active powers require an empty hand, a Manadancer Wand(detailed below), a Rod, or a Staff equipped. For definition purposes, these three weapons will be noted as Manadancer Weapons.
MP: A manadancer has a small pool of magical energy, called MP, which fuels her techniques. She regains some MP at the start of every turn, noted under the Charge column.
Arcane Bolt: A manadancer eschews normal weaponry in exchange for funneling her energy into a powerful bolt of mana. Choose an element at 1st level(FIR, ICE, LIT). By spending 1 MP, the manadancer can make a ranged attack with her Mana Bolt, dealing 1d6 damage of the element chosen, 19X2 crit, 60 ft range increment. This attack can be performed while wielding a Manadancer Weapon, if so, it uses the masterwork/enhancement bonuses of the weapon. Arcane Bolts add DEX to attack and CHA to damage, and provoke attacks of opportunity like any ranged weapon.
Techniques: At 1st level, 2nd level, and every even level thereafter, the Manadancer can learn Techniques, magical abilities that either enhance the Manadancer's power, or give her new ways to attack. Active Techniques function as arcane spells with somatic components(including spell failure from armor), but do not provoke Spell Resistance unless noted. If a Technique calls for a saving throw, it is equal to 10 + 1/2 Manadancer Level + CHA.
Name Level Type MP Prerequisites Description
Force Bolts 1 Passive None You can choose to deal FOR damage with your Arcane Bolts, but they cannot critically hit while you do so.
Twin Bolts 1 Passive None You can dual-wield your Arcane Bolts, with all the normal penalties that apply. Additionally, gain the Two Weapon Fighting feat in regards to Arcane Bolts and Manadancer weapons. You can use this to qualify for later Two Weapon Fighting feats, but they do not apply to other weapons unless you actually take the first feat in the chain.
Bolt Focus 1 Passive None You gain the Weapon Focus feat, applied to your Arcane Bolt.
Element Swap 1 Passive INT 13 Select a new element type for your Arcane Bolt(FIR, ICE, LIT), you can make Arcane Bolt attacks of that element. This can be taken twice, to gain all three elements.
Ricochet 1 Active 3 None Make an Arcane Bolt attack as a standard action. If it hits your target, make a second attack against another target within 15 feet of the first, at -2 to attack.
Charge Shot 1 Active x3 CHA 13 Spend triple the usual MP cost of your Arcane Bolts, they deal +3 damage per bolt. The MP reduction from Infinite Ammo does not apply when using this ability.
Imbue 2 Active 2 None Target an ally within 30 feet. If his next attack within 5 rounds is successful, apply the damage from an Arcane Bolt onto his attack.
Propel 2 Active +3 DEX 13 When using an Arcane Bolt or damaging Technique, spend +3 MP. You move 15 feet in whatever direction you please, so long as nothing is blocking you. This increases to 30 feet at level 9, and 45 at level 16.
Sweep the Ranks 2 Active 5 CHA 13 Make an Arcane Bolt attack in a 25ft line perpendicular to the Manadancer, range 15 feet.
Extreme Blast 2 Active x3 CHA 13 Spend triple the usual MP cost of your Arcane Bolts, they are knocked back 5 feet for every 5 damage dealt, applied at the end of your attack action. The MP reduction from Infinite Ammo does not apply when using this ability.
Armored Dancer 2 Passive STR 13 You ignore Spell Failure from Light Armor.
Evasion 2 Passive DEX 13 You gain Evasion.
Way Over There 2 Passive DEX 13 The range increment of your Arcane Bolts increases to 90ft. Increases to 120ft at level 8.
Bolt Specialization 4 Passive Bolt Focus You gain the Weapon Specialization feat, applied to your Arcane Bolt.
More Power! 4 Passive None When you knock an enemy unconscious or kill them, recover 1/2 your Manadancer level in MP. This bonus can only be gained once per enemy per 24 hours.
Power Floats 4 Active 5 None You begin to float in the air with a standard action. You can move in whichever direction you please, to a height ceiling of 10xCHA feet. Take -4 on CMD versus Bull Rush/Knockback effects, but you cannot be tripped. This lasts for 1 hour, or until ended.
Synthesis 4 Passive None You can apply multiple x3MP abilities to your arcane bolts. Each additional one past the first increases the cost by +2 per bolt(so 3MP for 1, 5MP for 2, 7MP for 3...)
Illumination 4 Passive None Your arcane bolt attacks dispel darkness effects for 1 round when cast into such an area. They additionally cause bright illumination when cast normally. This technique can be turned off at will.
Reserves 4 Passive CHA 15 Add CHA to your MaxMP. Increases to 2xCHA at level 11, and 3xCHA at level 18
Smite Targeting 4 Active x3 None Spend triple the usual MP cost of your Arcane Bolts, ignore miss chances from concealment or anything less than total cover. You must still be targeting the correct square to hit. The MP reduction from Infinite Ammo does not apply when using this ability.
Target Lock 4 Active 5 WIS 13 Make a single Arcane Bolt attack. If it deals damage to the enemy, he takes -2 to AC and -5 to any applicable Resistances versus all your Arcane Bolts and Techniques for 5 rounds.
Link Point 4 Active 5 Ricochet, WIS 13 Make an Arcane Bolt attack as a standard action. If it hits your target, you can choose to resolve Arcane Bolt attacks or techniques as if the Linked target was the casting square for 10 rounds. The Linked target must remain within 400 ft of you to use this ability.
Mortar Fire 6 Active 7 CHA 15 Make an Arcane Bolt attack to all enemies in a 10ft radius, range 90 feet. Improves to 15ft radius at level 10.
Sweeping Cadence 6 Active 7 Sweep the Ranks As Sweep the Ranks, but can be applied in two directions at once. At 12th level, you can apply it in four directions at once for 19 MP. Range increases to 20ft at 6th level, and 25ft at 12th.
Arcane Dakka 6 Active +5 None Spend an extra 5MP when full attacking, you gain an extra Arcane Bolt attack at -2 to all attack rolls this round.
Infinite Ammo 8 Passive INT 13 Your basic Arcane Bolt costs 0 MP to use. Abilities that multiply the cost of your Arcane Bolt ignore this ability.
Bolt Critical 8 Passive Bolt Focus Increase your Arcane Bolt critical range to 18X2.
Tanky Dancer 8 Passive Armored Dancer You ignore spell failure from Medium Armor.
Elemental Charge 8 Active x3 CHA 13 Spend triple the usual MP cost of your Arcane Bolts, an additional effect is applied depending on the element of the attack. Fire: Target must Reflex save or be ignited for 3 rounds or until put out. Ice: Target must Fort save or take a -5 penalty to speed for 3 rounds(max -15). Lightning: Target must Fort save or take -1 to attack for 3 rounds(max -3). Force: You gain +2 to attack when using this technique. The MP reduction from Infinite Ammo does not apply when using this ability.
Still More Power! 8 Passive More Power! Increase your Charge rate by +1. This can be taken multiple times.
Power Soars 8 Active 15 Power Floats Gain a Fly speed equal to 10xCHA feet, Good maneuverability. This lasts for 1 hour, or until ended.
Solid Light 8 Active 11 Smite Targeting Make a single Arcane Bolt attack with Smite Targeting applied. If it hits, the target is entangled for 1d4 rounds.
Bouncing Betty 10 Active 15 Ricochet, DEX 15 As Ricochet, except there is no attack penalty nor limit to the number of bounces your attack can make. A target can only be struck once per cast.
Scorched Earth 10 Passive Sweep the Ranks or Mortar Fire When using Sweep the Ranks, Mortar Fire, Sweeping Cadence, Danmaku, Nexus Beam, or Obliteration Beam, the terrain targeted deals an additional 1d6 damage of the attack's element to an enemy who ends their turn in those squares for the next 3 rounds.
Mini Wands 10 Active 23 INT 15 As a standard action, you summon 2 spectral wands that float around you and fire at any enemy who gets within 25 feet. They attack at your BAB-5, and deal 1d4 damage(X2 crit) of your Arcane Bolt element(if you have access to more than one, choose when casting the spell). They last for 10 rounds. The wands take no damage from normal attacks, but if someone actively attempts to sunder them, they have AC 12;HP 5, and are incorporeal.
Death Laser 12 Active 19 CHA 17 Spend 1 full round charging up. Within the next 5 rounds, you can make a full attack, resolving all your Arcane Bolt attacks as one attack at your highest BAB, with +2 to attack and +4 to damage per bolt.
Never Enough Power! 12 Passive Still More Power! When you score a critical hit, regain 3MP. You can gain this bonus more than once on a single area of effect attack.
Improved Evasion 12 Passive Evasion You gain Improved Evasion.
Death From Above 12 Passive Power Soars When flying, gain +1 to attack and damage versus ground targets.
Danmaku 14 Active 23 Mortar Fire, Smite Targeting As Mortar Fire, except you ignore miss chances from cover or concealment.
Nexus Beam 14 Active 23 Sweep the Ranks, CHA 17 Fire a 15 ft wide beam that deals an Arcane Bolt attack to all enemies in a 30ft line.
Not Even Close, Baby 16 Active 13 DEX 17 Once per round, when a ranged attack misses you, you can fire an Arcane Bolt back at the enemy who attacked you.
Obliteration Beam 18 Active 37 Nexus Beam, CHA 19 As Nexus Beam, but as a 60ft line.
Second Impact 18 Active ALL CHA 19 Spend all your remaining MP, and make an Arcane Bolt attack as a ranged touch. If it hits, you deal 2x the MP spent on this ability. If you crit, deal 3x the MP spent instead.
Metamagic: A manadancer's active Techniques, where applicable, can be boosted by metamagic feats, at a cost of +3MP per spell level. The MP reduction from Infinite Ammo does not apply when using this ability. the feat would increase the spell by. A manadancer is limited in how many spell levels she can boost with feats according to this ability(metamagic effects from items, such as rods, are not limited).
Arcane Font: The manadancer gains one of the following abilities, which cannot be changed later.
- Extreme Reserves: Add +20 to MaxMP.
- Absorption: Whenever someone casts a spell within 30 feet of you, recover 1/3 the spell level in MP. Spells cast by you do not proc this ability.
- Tag: Recover 1 MP whenever an Arcane Bolt hits an enemy. Area of Effect attacks only restore 1MP in this manner.
Feat Type Words
Extra Technique General Technique class feature
Desc You've learned an extra trick with your Manadancer abilities.
Effect Learn a new Technique from the Manadancer Technique list. You must meet the prerequisites for that Technique. This feat can be taken multiple times.
Weapon Size Damage Crit Special
Manadancer Wand Light - - Masterwork only. Can be enchanted like a ranged weapon for the purposes of a Manadancer's Arcane Bolt.
Rod 1-Handed 1d4 BLG X2 Manadancer Weapon
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The Manablade
System: Pathfinder
Type: Base Class
"They told me to pick either the sword or spells. Why not both at the same time?"
Some fighters focus on being unkillable tanks of justice, bastions of martial might. The Manablade eschews extreme precision for the chaotic effect of pumping raw mana into his attacks, propelling him around the battlefield and striking in ways unavailable to puny martial warriors. While he lacks the extreme armor of the heavy fighter, nor the focused damage of the raging barbarian, his ability to spread out his damage and affect large swaths of the fight at once allow him a kind of dominance unlike his peers.
Hit Dice: d8
Skill Points: 2+INT
Class Skills: Acrobatics(DEX), Bluff(CHA), Craft(INT), Climb(STR), Escape Artist(DEX), Knowledge Local(INT), Perception(WIS), Perform(CHA), Profession(WIS), Ride(DEX), Sleight of Hand(DEX), Survival(WIS), Swim(STR).
Level BAB Fort Ref Will Charge MP Special
1 +1 +2 +2 +0 1 3 Bonus Feat, Technique
2 +2 +3 +3 +0 1 5 Technique
3 +3 +3 +3 +1 2 7
4 +4 +4 +4 +1 2 9 Technique
5 +5 +4 +4 +1 2 11 Bonus Feat
6 +6/+1 +5 +5 +2 2 14 Technique
7 +7/+2 +5 +5 +2 3 17
8 +8/+3 +6 +6 +2 3 20 Technique
9 +9/+4 +6 +6 +3 3 23 Bonus Feat
10 +10/+5 +7 +7 +3 3 26 Technique
11 +11/+6/+1 +7 +7 +3 4 30
12 +12/+7/+2 +8 +8 +4 4 34 Technique
13 +13/+8/+3 +8 +8 +4 4 38 Bonus Feat
14 +14/+9/+4 +9 +9 +4 4 42 Technique
15 +15/+10/+5 +9 +9 +5 5 46
16 +16/+11/+6/+1 +10 +10 +5 5 51 Technique
17 +17/+12/+7/+2 +10 +10 +5 5 56 Bonus Feat
18 +18/+13/+8/+3 +11 +11 +6 5 61 Technique
19 +19/+14/+9/+4 +11 +11 +6 6 66
20 +20/+15/+10/+5 +12 +12 +6 6 71 Arcane Font, Technique
Proficiencies: A Manablade is proficient in Simple/Martial Weapons, Light Armor, and Shields. Some Techniques improve his ability to operate in higher levels of armor, but he still must purchase the proficiencies himself.
MP: A Manablade has a small pool of magical energy, called MP, which fuels her techniques. He regains some MP at the start of every turn, noted under the Charge column.
Bonus Feat: At 1st level, and every 4 thereafter, the Manablade gains a bonus Combat Feat. He is considered to be a fighter of his Manablade level -2 for purposes of Fighter only feats.
Techniques: At 1st level, 2nd level, and every even level thereafter, the Manablade can learn Techniques, magical abilities that either enhance the Manablade's power, or give him new ways to attack. Active Techniques function as standard actions unless noted. Some Techniques require a specific weapon type to be wielded, unless noted, all Active Techniques are assumed to require a melee weapon or unarmed strike. If a Technique calls for a saving throw, it is equal to 10 + 1/2 Manablade Level + STR.
Name Level Type MP Prerequisites Description
Empower 1 Active 3 STR 13 Spend 3 MP per attack you make this round, you gain +2 to damage with those attacks(multiplied on a critical hit).
Blast 1 Active 3 STR 13 Spend 3 MP per attack you make this round, each one that deals damage knocks the enemy back 5 feet(resolved at the end of the round).
Slash 1 Active 3 STR 13 You make a single attack versus all enemies in a 15 foot line. At 6th level, you can spend 7MP to strike in a 30ft line, and at 12th you can spend 15MP to strike in a 45ft line.
Armor Is Stupid 1 Passive DEX 13 Gain +1 to AC when unarmored. This increases to +2 at level 6, +3 at level 11, and +4 at level 16.
Boomerang 1 Active 3 DEX 13 Make a single attack with your wielded weapon, but resolve it with a 20ft range limit. This does not affect your threaten range, and provokes Attacks of Opportunity like any ranged attack. If you have two weapons wielded, you can pay the cost a second time to attack with the other weapon in a similar fashion. Range increases to 30ft at level 4, 40ft at level 8, 50ft at level 12, and 60ft at level 16.
Blade Telekinesis 1 Passive CHA 13 You cause your wielded weapon(s) to float near your hands. You gain +4 to CMD versus effects that would harm or disarm your weapons, and if you do lose them, you can return them to your grasp from 15 feet away, provided no one else has wielded the weapon since you last did.
Armored Blade 2 Passive CON 13 Ignore the penalties to movement speed from Medium Armor, and lower all Armor Check penalties by -1.
Evasion 2 Passive DEX 13 You gain Evasion. This does not function in Heavy Armor.
Force of Will 2 Active 3 CHA 13 Spend 3 MP per attack you make this round, you add your CHA to damage rolls(do not multiply on a critical hit).
Running on Swords 2 Active 5 None You gain +10 to your speed for 1 minute/Manablade level. This increases to +15 at level 8, and +20 at level 14.
Telekinetic Reach 4 Passive Blade Telekinesis You can attack from 10 feet away with your melee weapons. Threaten range is not increased. The return range of your weapons increases to 30 feet.
Dash 4 Active 5 Slash, STR 15 You make a single attack versus all enemies in a 15 foot line, and move to the square just past the end of that line(which must be unoccupied). At 10th level, you can spend 11MP to strike in a 30ft line, and at 16th you can spend 23MP to strike in a 45ft line. The area in-between you and the final square must be free to move through(if it is hazardous, you must have a way of ignoring those penalties) ignoring unit collision.
Reserves 4 Passive CON 15 Add CON to your MaxMP. Increases to 2xCON at level 11, and 3xCON at level 18.
Mocking Shout 6 Active Force of Will, CHA 15 Spend a full round action doing nothing but taunting your enemy. You gain CHA MP back for every enemy within 30 feet of you when you do this.
Overtaker 6 Active 7 DEX 15 Spend 7 MP as part of a melee attack action, if your attack deals damage, you can move through the enemy's square as if they were not there, provoking no Attacks of Opportunity from them, until the end of the turn. You must end your turn in an unoccupied square.
Moxie 6 Passive Armor is Stupid, CHA 15 Add your CHA>AC when unarmored, or 1/2 your CHA>AC when in Light Armor. Half of the bonus from Armor is Stupid now applies when in Light Armor.
Rocket Boost 6 Active 7 STR 15 You can make one additional attack on a charge action. You can gain a second extra attack at level 12 for 15MP, and a third at level 18 for 37MP.
Off The Chain 6 Active 7 CON 15 Spend a standard action to reroll your save against any sort of mobility impairing status effect(entangle, slow, immobilize, etc.). If you fail the save the second time, you can't use this ability again on the same effect.
Acrobatic Pirouette 8 Passive Running on Swords When under the effect of the Running on Swords Technique, you ignore hazardous(but not impassible) terrain. You may travel along vertical surfaces as well, provided you end your turn on stable ground.
Armored Tank 8 Passive Armored Blade, CON 15 Ignore the penalties to movement speed from Heavy Armor, and lower all Armor Check penalties by an additional -1.
Slam Blast 8 Passive Blast If you would knock an enemy into another enemy(or a solid surface) with your Blast Technique, they take an additional 1d6 BLG damage per 10 feet the first target moved. You can choose to not use this ability when using Blast.
Boomerang Followup 8 Active 11 Two Weapon Fighting, DEX 15 Requires 2 wielded weapons. Resolve one attack as per Boomerang with -20ft to the range, then close to a square adjacent to the enemy and attack with the other weapon. The area in-between you and the target must be free to move through(if it is hazardous, you must have a way of ignoring those penalties).
Get Dunked 8 Active 11 STR 15 Make a single attack at your highest BAB, if it hits, it deals double damage and procs on-critical effects. Enemies immune to critical hits are immune to this Technique. If your weapon has an X3 or X4 crit, and you actually score a critical hit, apply the critical as normal.
Spin To Win 8 Active 11 DEX 15 Make a single attack against all enemies within 5 ft of you.
Blade Bro 8 Active 11 CON 15 Lower your attack by -4, all allies that remain within 15 feet of you gain +4 Deflection AC. This lasts up to 10 rounds, but can be ended early at the start of your turn.
Telekinetic Master 10 Passive Telekinetic Reach, CHA 15 Your melee attack range increases to 15 feet, and your threaten range increases to 10 feet. The return range of your weapons increases to 45 feet.
Kill Steal 10 Passive STR 15 You gain +2 to damage versus enemies with less than half their health remaining. You gain +4 to damage if they have less than 1/4 their MaxHP. Enemies immune to critical hits are immune to this ability.
Osmotic Strike 10 Active 15 CHA 15 Make a single attack as a standard action. If the target has more HP than your current HP, it must Fort save or take 25% additional damage from physical attacks for the next 3 rounds(cured by Restoration or Remove Curse). If the target has less HP than your current HP, you heal 3d8+CHA HP on-hit.
Improved Evasion 12 Passive Evasion You gain Improved Evasion. This does not function in Medium or Heavy Armor.
Off The Handle 12 Active 7 Acrobatic Pirouette After killing an enemy, you can spend 7MP to move up to 20 feet. Increases to 30 feet at level 16, and 40 feet at level 20.
Apprehend 14 Active 7 Telekinetic Master If you damage an enemy with a melee attack at range(such as through Telekinetic Master), you can spend 7MP to pull them towards you. At 18th level, you can spend 23MP to move them anywhere within your reach.
Boomerang Madness 14 Active 23 Boomerang Followup, DEX 17 As Boomerang Followup, but you can make one additional attack with both your primary and off-hand weapons when you attack.
Will It Blend? 14 Active 23 Spin to Win, DEX 17 As Spin to Win, except it affects all enemies within your attack reach, if it is larger than 5 feet(such as through Telekinetic Reach or Telekinetic Master).
Pogo Stick 16 Active 7 Overtaker, Off the Handle Similar to Overtaker, except your attack only takes up a single attack, rather than your entire action. If your attack connects, you immediately gain 20 feet of movement speed that can be spent before the next attack in the attack action. This can be performed repeatedly in an attack action, but you pay the 7MP cost each time you use it, and it must be against a different target each time.
Space Jam 16 Active 37 Get Dunked, STR 19 As Get Dunked, except you use your two highest attacks, rather than just one.
Unlimited Blade Works 18 Active 50 Get Dunked Spend 50 MP to perform a Get Dunked attack versus all enemies within 30 feet of you.
Chaos Dunk 18 Active ALL Space Jam Spend all your MP, and make a single melee touch attack. If it connects, the target is affected as per Get Dunked or the MP spent in damage, whichever deals more damage, and takes a -1 penalty to AC and Reflex for every 10 MP spent on the ability. The penalty lasts for 5 rounds, but can be cured by Greater Restoration or Break Enchantment. Even if you use the MP>damage, apply on-crit status effects as normal(but not on-crit damage effects). You must spend at least 15MP to use this ability.
Arcane Font: The manablade gains one of the following abilities, which cannot be changed later.
- Extreme Reserves: Add +20 to MaxMP.
- Victory Cry: Whenever you knock an enemy unconscious or kill them, recover 1/2 their CR in MP. If the enemy has a CR higher than your character level, recover their CR in MP instead. This bonus can only be gained once per target per 24 hours.
- Tag: Recover 1 MP whenever a weapon attack hits an enemy. Area of Effect attacks only restore 1MP in this manner.
Feat Type Words
Extra Technique General Technique class feature
Desc You've learned an extra trick with your Manablade abilities.
Effect Learn a new Technique from the Manablade Technique list. You must meet the prerequisites for that Technique. This feat can be taken multiple times.
My thought was to have it be open in that regard. Negates the need to actually play with a deck, as well as expanding the class to other sorts of characters: Tengu that conjure up spectral feathers, accountants that throw invoices at people...

So, I've got a bunch of houserules stuff over at DnDOG, and I figured I'd migrate over. For today, we'll start with the Deckmaster: an incomplete specialist class that needs suggestions as to passive mid-level abilities.
The Deckmaster
"Here, let me give you my card..."
The deckmaster is an oddity, channeling large amounts of energy into flimsy conjured bits of cardstock, then using them as focuses for a strange brand of arcane magic. Known to many as thrown weapons experts, they are far more than that, using their powers over chance and perception to shape the battlefield as they see fit. Or just cheat at poker, that works too.
Hit Die: d8
Skill Points: 4+INT
Class Skills: Appraise(INT), Bluff(CHA), Craft(INT), Diplomacy(CHA), Disguise(CHA), Escape Artist(DEX), Knowledge Arcana/Local(INT), Perception(WIS), Perform(CHA), Profession(WIS), Sense Motive(WIS), Sleight of Hand(DEX), Stealth(DEX), Use Magic Device(CHA).
[TABLE]Level|BAB|Fort|Ref|Will|Special
1|+0|+0|+2|+0|Deck 5, Shuffle, Canny Defense
2|+1|+0|+3|+0|Sleight
3|+2|+1|+3|+1|Deck 9, Card +1
4|+3|+1|+4|+1|Sleight
5|+3|+1|+4|+1|Deck 13, Throw Card 1d8
6|+4|+2|+5|+2|Sleight
7|+5|+2|+5|+2|Card +2
8|+6/+1|+2|+6|+2|Deck 26, Sleight
9|+6/+1|+3|+6|+3|Throw Card 1d10
10|+7/+2|+3|+7|+3|Sleight
11|+8/+3|+3|+7|+3|Card +3
12|+9/+4|+4|+8|+4|Sleight
13|+9/+4|+4|+8|+4|Deck 52, Throw Card 1d12
14|+10/+5|+4|+9|+4|Sleight
15|+11/+6/+1|+5|+9|+5|Card +4
16|+12/+7/+2|+5|+10|+5|Sleight
17|+12/+7/+2|+5|+10|+5|Throw Card 2d6
18|+13/+8/+3|+6|+11|+6|Sleight
19|+14/+9/+4|+6|+11|+6|Card +5
20|+15/+10/+5|+6|+12|+6|Endless Deck, Sleight[/TABLE]
Proficiencies: A deckmaster has proficiency with Simple Weapons and Light Armor(no shields). Note that his Canny Defense ability works partially when lightly armored, and not at all when moderately/heavily armored.
Deck: A deckmaster's powers come from a magically generated Deck of cards. He has a maximum of 5 cards at 1st level, expanding to 9, 13, 26, and 52 cards as he levels up. He can do a number of things with them at 1st level:
- Throw Card: By spending 1 card, he can treat it as a thrown weapon with 1d6 X2 PRC damage, 30 ft range increment, using Dexterity for attack and damage rolls. At higher levels, he can throw multiple cards as per multiple attacks if his BAB allows him to. At 3rd level, and every 4 levels afterwords, the Deckmaster gains a +1 cumulative enhancement bonus to his Throw Card attacks.
- Flash of Fate: By spending 1 card as a Move action, he can gain a +1 Insight bonus to AC and Reflex saves against one target of his choice, within 60 feet. This lasts for 5 rounds, but can only be in effect on one person at any given time. If he uses the ability again, the first effect ends.
- Luck of the Draw: By spending 3 cards as an Immediate action, he can gain +2 to CMD versus a combat maneuver, or +2 on a save before learning the result of his/the attacker's roll. This has a cooldown of 1 minute.
Shuffle: As a Full Round Action that provokes Attacks of Opportunity, the Deckmaster refills his Deck. Alternatively, as a Move Action which also provokes Attacks of Opportunity, the Deckmaster can restock 5 cards.
Canny Defense: A deckmaster adds his INT to AC when unarmored. He gains half this bonus if wearing Light Armor(not shields). This does not stack with similar abilities, such as WIS>AC from being a Monk.
Sleights: At 2nd level, and every even level thereafter, the Deckmaster can learn Sleights: minor abilities that improve his deck powers. Some sleights require him to be a 10th or 16th level Deckmaster before taking them. If a Sleight calls for a saving throw, it is equal to 10 + 1/2 Deckmaster Level + INT.
[TABLE]Name|Level|Type|Prerequisites|Description
Empowered Cards|2|Passive|None|The critical damage of Throw Card increases to X3.
Pick 3|2|Attack|None|Spend 3 cards when using Throw Card instead of 1; you add +1 to your attack roll and damage rolls.
Canny Strike|2|Passive|None|You add INT to your Throw Card attack rolls, instead of DEX, if higher.
Poker Face|2|Passive|CHA 13|As long as you have 5 cards in your deck, you gain +3 to Bluff. At 6th level, your lies can escape magical detection while you have this ability active.
Card Whip|4|Attack|DEX 13|As long as you have 5 cards in your deck, you can make a melee attack with your cards, dealing 1d8+STR SLA 19X2 damage. This attack has the enhancement bonus of your Throw Card attack. If your Card Whip would take damage from a reactive sunder ability, discard 1 card for every 2 damage it takes(maximum 5 discarded).
Explosive Deck|4|Passive|None|Your Throw Card attacks can deal FIR damage instead of PRC. You must declare this before making the attack.
Quick Fate|4|Passive|None|Your Flash of Fate ability now works as a Swift action, rather than a Move action.
Shredding Deck|4|Passive|None|Your Throw Card attacks can deal SLA damage instead of PRC. You must declare this before making the attack.
Card Protector|6|Evoked|INT 13|Spend X cards, where X is some number up to your Deckmaster level; decrease your Maximum deck size by X as well. You gain +1 Shield AC and +X temporary HP. This effect ends if you run out of temporary HP, 5-card shuffle your deck, fully shuffle your deck, or 1 minute passes.
Discard|6|Attack|DEX 13|Spend 5 cards as a standard action; you deal 1 Throw Card attack at your highest BAB to all targets in a 15 foot cone.
Canny Strike, Improved|6|Passive|Canny Strike|You add INT to your Throw Card damage rolls, instead of DEX, if higher.
Con Artist|6|Passive|None|You deal +1d6 precision damage when using Card Throw or Card Whip against an enemy that has any degree of Fear status, is Poisoned, Confused, Entangled, Immobilized, or Disabled. You can only deal this damage once per round, regardless of how many enemies you hit that qualify for this ability. This stacks with other sources of precision damage, such as from Sneak Attack.
Take the Pot|6|Passive|None|If you knock an enemy unconscious or kill an enemy with one of your Deckmaster abilities, restock 5 cards instantly(cannot increase your deck above its maximum).
Arcane Deck|6|Passive|None|When fully shuffling your deck(not restocking 5 cards), you can spend an additional Minute charging your deck with arcane power. This swaps out +1 of your Throw Card enhancement bonus for a single Weapon Trait from the following list: Corrosive, Flaming, Frost, Ghost Touch, Seeking, Shock, Thundering. At level 12, you can instead swap out +2 for one of the following: Corrosive Burst, Flaming Burst, Icy Burst, Shocking Burst. At 18th level, you can swap out +3 for the Speed ability. Regardless of your level, you can only have one Weapon Trait used at any one time.
Flush|6|Attack|INT 13|Spend 5 cards as a standard action; you deal 1 Throw Card attack at your highest BAB to all targets in a 30 foot line.
Heart of the Cards|6|Evoked|CHA 15|Spend 5 cards as a move action; your chosen target within 30 feet must make a Will save to take hostile action against you for the next 3 rounds. You cannot use this ability on any one target more than 1/day.
Quickstep|6|Movement|INT 15|Spend 5 cards as a move action; you teleport up to your base land speed in any direction that you have line of sight to. If the square in question is occupied(say, from an invisible creature), your action is still spent, but you do not move. You provoke Attacks of Opportunity at your ending location.
Trap Card|6|Evoked|Explosive Deck|Spend 1 card as a standard action, and decrease your maximum deck size by this amount. Designate a square that you have line-of-effect to within 30 feet; you throw a card at that square. If a target enters that square, they take 2d6+INT FIR damage, Reflex halves. You may have a number of Trap Cards active up to 1/2 your Deckmaster level. If a target would take damage from more than one Trap Card in a single round, resolve all of them as a single attack, adding +1d6 damage for each card detonated past the first. This effect ends after 1 hour, or when you fully shuffle your deck. Note: Throwing a card at a square with an enemy already in it does not detonate the trap card: it only activates when someone enters a square.
Improved Flash of Fate|8|Passive|None|The bonuses from Flash of Fate increase to +2. They give a bonus to Will saves against your chosen target as well.
Jokers|8|Passive|None|Your maximum deck size permanently increases by +2. When 5-card shuffling, gain an additional 2 cards back.
Over Here|8|Evoked|None|Spend 5 cards; a target within 30 feet must make a Will save. If they fail, you swap locations with them. This provokes Attacks of Opportunity from your starting location, but not at your ending location, and it does not provoke AoO on your enemy at either point.
Improved Card Whip|8|Passive|Card Whip|Increase the base damage of your Card Whip to 1d10.
Your Card|8|Passive|CHA 13|When you score a critical hit on an enemy with one of your Card attacks, you can spend 1 card to gain a +1 morale bonus to attack, AC, and saves against that target until the end of your next round.
Card Trick|8|Passive|DEX 13|Increase the range increment of your Throw Card ability to 60 feet.
Mulligan|10|Evoked|None|As an immediate action, spend 13 cards to reroll a roll you have just made. You must take the result of the second roll, even if worse. You cannot use this ability more than once per hour.
Improved Discard|10|Attack|Discard, DEX 15|As Discard, except you spend 13 cards, and deal the attack to all within a 30 foot cone.
Improved Flush|10|Attack|Flush, INT 15|As Flush, except you spend 13 cards, and deal the attack to all within a 60 foot line.
Guessed It|10|Counter|INT 15|Spend 3 cards per level of the enemy spell, you can attempt to counterspell a target's magic substituting 1d20 + (Deckmaster Level -4) + INT for the Spellcraft check. The target must be within 30 feet of you.
Over There|12|Evoked|Over Here|As Over Here, except the range increases to 60 feet, and you don't provoke AoO for using the ability.
Improved Quickstep|12|Movement|INT 17|As Quickstep, except you spend 13 cards to teleport up to twice your base movement speed, and take penalties/bonuses as per Charging. You don't provoke Attacks of Opportunity like with Quickstep.
Safety|12|Passive|Trap Card|When someone enters a Trap Card square, you can spend 3 cards as an immediate action to prevent the card from detonating(such as if to prevent an ally from being damaged). You must be aware that the card is about to detonate to use this ability.
Improved Trap Card|12|Passive|Trap Card|Your Trap Card ability now deals a base of 4d6+INT FIR damage, and can be used from up to 60 feet away.
Deal|14|Attack|Discard|Spend 3 cards per enemy targeted as a full round action; you deal 1 attack at your highest BAB to all enemies within 15 feet that you have line of sight to.
All-In|16|Evoked|None|Swift action, usable 1/day. You stock 13 cards per round(including this one) for 5 rounds. At the end of your 5th turn, discard your entire deck.
Up Your Sleeve|16|Passive|INT 17|You can use Shuffle to restock 5 cards as a swift action, instead of a move action.
52 Card Pickup|16|Evoked|INT 19|Spend all your cards. You deal xd4+INT damage to a single target within 60 feet, where X is equal to every 4 cards you discard through this ability; Reflex save halves the damage. Enemies within 10 feet of the target take X damage instead; Reflex save negates. Abilities that modify your Throw Card attacks modify this ability, and you add your Enhancement Bonus to Throw Card to the attack.[/TABLE]
Endless Deck: Once per day, you can reshuffle your entire deck as a Swift action without provoking Attacks of Opportunity.
Thoughts? Suggestions? Harsh criticisms? Throw them at my face, that I might eat them and grow fat.
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