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| rivaltuna09-01-07, 02:39 AM | Hit Die: D8 BAB: Average Good Saves: Reflex and Will Weapon and Armor Proficiencies: All simple and Martial Weapons, Light and Medium armor, no shields. Class Skills: Balance, Bluff, Climb, Concentration, Escape Artist, Hide, Move Silently, Spot, Listen, Swim. Class Features: 1st Level: Superhuman Vex, Mana Pool, Mana Strike. 2nd Level: Double Strike, Wild Empathy. 3rd Level: Mana Disk. 4th Level: Acrobatic 5th Level: Darkvision 40. 6th Level: Mana Flash. 7th Level: Mana Strike. 8th Level: Improved Super Human Vex. 9th Level: +4 bonus to Escape Artist Checks. 10th Level: Mana Shield. 11th Level: + 4 bonus to Climb Checks. 12th Level: +4 bonus to Hide Checks. 13th Level: Mana Speed. 14th Level: Greater Superhuman Vex. 15th Level: Walk on Water. 16th Level: Mana Trap. 17th Level: Mana Heal. 18th Level: Mana Bluff. 19th Level: Timless Body. 20th Level: Perfected Superhuman Vex. Mana Pool: You gain a number of points of Mana in your Mana Pool equal to your Class Level plus your Cha Modifier. Superhuman Vex: As a free action, before you make a check that’s ability relies upon a physical stat (Str, Dex, Con.) you may spend 1 Mana Point to double your Ability Modifier for that particular check. Mana Strike: You may spend 1 Mana Point as a free action, before your attack to give a +2 bonus to your attack, and increase the damage done by 1d6. You may spend multiple points on a single attack, the damage stacks, but the +2 bonus to the attack does not. Double Strike: You may spend 2 Mana Points to add a second attack at your highest base attack bonus. Wild Empathy: As the Ranger class feature. Mana Disk: You may spend 1 Mana Point as a standard action to make a ranged touch attack against any target you can see within 100 feet. You launch a disk of pure Mana from your hand, and it deals 1d6+Cha mod if the attack is sucessful. Acrobatic: You gain Acrobatic as a bonus feat. DarkVision 40: Need I say more? Mana Flash: You may spend 3 Mana Points to create a blinding flash of light. The radius is 10 feet, anywhere you choose that you can see. Anyone in the area affected must make a Reflex Save equal to your Class Level, + your Cha Mod or be blinded for 1d4 rounds. Mana Strike: You may spend 3 Mana points as a standard action before you attack, if your attack is sucessful than you deal X2 damage. This damage stacks if done on a critical hit. Improved Superhuman Vex: Your ability score is increased by 3. Greater Superhuman Vex: Your ability score is increased by 4. Perfected Superhuman Ves: Your ability score is increased by 5. Mana Shield: You may spend 1 Mana Point as a free action to give yourself a +4 Deflection to Armor Class for 1 round. Mana Speed: You may spend 1 Mana Point as a standard action to give yourself the effects of a Haste spell for 1d4+ Cha Mod rounds. Walk on Water: You may spend 1 Mana Point to gain the ability to walk on liquid for 1d4+ Cha Mod rounds. Mana Trap: You may spend 2 Mana Points as a full round action to set down a ball of pure mana that requires a Spot DC of 14 to see. If anyone, including the creater, comes within 5 feet of the ball, more than 1 round after it was set, it detonates, dealing 10d6 points of fire and sonic damage. (Half is fire, half is sonic.) The ball lasts 10 minutes before harmlessly dissapating. Mana Bluff: You may spend 2 Mana Points as a free action to target a humanoid with an effect equivilent to a Dominate Person spell. The effect lasts 1d4+ Cha Mod rounds. Timeless Body: As the Monk class feature. What do you guys think? personally I like it a lot. it took me the better part of an hour to come up with it. PEACH as you wish! I'm accepting all criticisms and outright hatemail. |
| Dark Stryke09-01-07, 11:51 AM | This class has the problem of being really, really powerful at low levels, but it sort of balances out at higher levels. For example, say I got lucky and rolled an 18 for charisma as a first level character of this class. I have 5 mana points to play with. So, having a high ability score increased my mana pool by 5 times. But say I get to 20th level, and I have a +5 modifier for charisma now. I have 25 mana points, which increases my mana pool by 1.25 times. Big difference in what a high ability score does for you, yes? Secondly, at low levels I could channel all my mana into Mana Strike and deal an additional 5d6 damage to a target, which will insta-gib most low level creatures, even BBEGs. Keep in mind that a first level wizard has something like 2 magic missiles per day, dealing 1d4+1 each. At high levels it seems kind of weak, because channeling 25 points into Mana Strike gives me 25d6 extra damage, once per day. That's nothing to write home about, especially since you become useless afterwards. Also, that's a huge laundry list of abilities you have going right there. Most of them can be activated as free actions, too, which means the game could be slowed to a crawl on your turn. Eg: "Let's see, this turn I'll use double strike to get an extra attack, and uh, Mana Shield for some defense, and I'll cast mana Speed to get haste for *rolls* 6 rounds... Do the extra attacks from Double Strike and Haste stack? Oh, they don't? Okay, I won't use double strike then... Okay, I'll also mana bluff that guy. Oh it failed? Well it's a free action, I do it again! And Again! Okay, he's under my control now, so I'll get him to attack that other guy on his turn. Oh, and I spend three points on Mana Strike, not the double damage one but the other one, to get +2 to my attack and +3d6 damage." Two rounds later and I'm outta points, and I'm now just a crappier version of the warrior from the DMG. I really don't mean to sound harsh, but I think this one needs a major overhaul. The abilities are either too good or really bad, and the class has no staying power. You could burn through all your points in one or two combats. Furthermore, you probably should have posted this on the character forums. |
| rivaltuna09-01-07, 03:50 PM | This class has the problem of being really, really powerful at low levels, but it sort of balances out at higher levels. For example, say I got lucky and rolled an 18 for charisma as a first level character of this class. I have 5 mana points to play with. So, having a high ability score increased my mana pool by 5 times. But say I get to 20th level, and I have a +5 modifier for charisma now. I have 25 mana points, which increases my mana pool by 1.25 times. Big difference in what a high ability score does for you, yes? Secondly, at low levels I could channel all my mana into Mana Strike and deal an additional 5d6 damage to a target, which will insta-gib most low level creatures, even BBEGs. Keep in mind that a first level wizard has something like 2 magic missiles per day, dealing 1d4+1 each. At high levels it seems kind of weak, because channeling 25 points into Mana Strike gives me 25d6 extra damage, once per day. That's nothing to write home about, especially since you become useless afterwards. Also, that's a huge laundry list of abilities you have going right there. Most of them can be activated as free actions, too, which means the game could be slowed to a crawl on your turn. Eg: "Let's see, this turn I'll use double strike to get an extra attack, and uh, Mana Shield for some defense, and I'll cast mana Speed to get haste for *rolls* 6 rounds... Do the extra attacks from Double Strike and Haste stack? Oh, they don't? Okay, I won't use double strike then... Okay, I'll also mana bluff that guy. Oh it failed? Well it's a free action, I do it again! And Again! Okay, he's under my control now, so I'll get him to attack that other guy on his turn. Oh, and I spend three points on Mana Strike, not the double damage one but the other one, to get +2 to my attack and +3d6 damage." Two rounds later and I'm outta points, and I'm now just a crappier version of the warrior from the DMG. I really don't mean to sound harsh, but I think this one needs a major overhaul. The abilities are either too good or really bad, and the class has no staying power. You could burn through all your points in one or two combats. Furthermore, you probably should have posted this on the character forums. Fair enough, I suppose making most of the free actions into standard actions would help balance it? And I think that after using all their Mana Points in 1 turn to kill a single enemy and being basically useless afterwards, they would learn their lesson and not do it again unless 150% neccesary. Even so, I apreciate the criticism. I personally disagree when you say its powerful at lower levels, because of the serious lack of Mana Points. When you get to the higher levels it becomes more powerful merely because of all the power you have to dump on a daily basis. It's like a wizard, it starts out slow and useless, and gains a lot as you level up. |
| Einvaldurinn_mikli09-01-07, 03:57 PM | The abilities should be swift actions. |
| rivaltuna09-03-07, 04:42 PM | The abilities should be swift actions. Or standard? |
| EpicEvokerElf09-03-07, 05:02 PM | No. Swift. They're self-buffs, so you want swift. And you ARE pretty kickass at lower levels because your 5-point pool means insta-kill the BBEG. |
| Lord_Psathus09-03-07, 05:14 PM | Hm, while some are saying that this could be fairly overpowered at lower levels, think of it in a larger per day context, with about 4-5 encounters that day, that leaves those with 5 mana points 1 point per combat, or the ability to be subpar the entire day and unleash a huge, cataclysmic strike once, and it's not even a guranteed hit, a natural 1 can cause many mishaps. All in all, the class seems to be a bit underpowered. However, I don't know how mana regenerates, is it hourly or daily? If it's hourly, forget everything I said up there, the class is a bit over-the-top at earlier levels. However, if it's every 24 hours, this class actually needs a little bit more mana at higher levels, lest it be bogged down by other, more powerful classes. |
| Captain Casualty09-03-07, 05:26 PM | The Uber power up at low levels could be dealt with if you took a page out of psionics and stipulated that a mind and body warrior could only spend a number of mana points equal to his mind and body warrior levels? Might also deal with the slowdown for swift & immediate actions as it limits what he can spend. |
| LordPendragon09-03-07, 05:58 PM | Class Skills: Balance, Bluff, Climb, Concentration, Escape Artist, Hide, Move Silently, Spot, Listen, Swim. First off, this list contains almost all the most important skills, making it an extremely good list. Secondly, it's missing all the crap skills that everyone gets, like Craft and Profession. Thirdly, you neglected to mention how many skill points the class gets per level. Superhuman Vex: As a free action, before you make a check that’s ability relies upon a physical stat (Str, Dex, Con.) you may spend 1 Mana Point to double your Ability Modifier for that particular check. This is very good for a 1st level ability. A dip for this can make certain builds very powerful. I'd suggest moving it back past 4th level, at least. Mana Strike As pointed out before, this ability gets useless at higher levels, and is very powerful at low levels. I'd suggest making it scale with class level to some degree. Double Strike Is it a free action to activate?? Does it only apply to a full attack, or can it add an extra attack to a standard action?? Once again, this is very powerful at low levels, especially for dipping. Wild Empathy Okay... but why?? Mana Disk This isn't a bad ability, but kind of weak. It should probably be gained at 2nd level, instead of one of the other more powerful abilities. Mana Flash Specify a range for it. Also, use a standardized DC formula, such as 10 + half class level + Cha mod. And finally, blindness usually allows a Fort save, but that's just aesthetics. Mana Strike Does it stack linearly (2 doublings = 1 tripling) or geometrically (2x2 = 4)?? Improved Superhuman Vex Which ability score?? For how long?? What sort of action does it take to use?? Are these just improvements on superhuman vex?? If so, then why do they suck so much when compared to it?? I think you may have meant that the modifier is instead multiplied by x3 (or x4, or x5), but the way you've written means something completely different. Mana Shield Since the class doesn't have many mana points, this should probably have a longer duration than 1 round. Also, this is the sort of ability that should be gained at an early level and then scale at higher levels. Mana Trap That Spot DC is really easy, but other than that this ability's pretty cool. Mana Bluff Vastly overpowered. Change it to a swift action at least, or make it so that 1 successful save makes the target immune for 24 hours. Overall, it's not very well implemented, but it has potential. Also, you need to be more specific with your abilities... unless you write down exactly what you mean, people are going to make assumptions. If you don't know how to use BBCode to format a post, try quoting and copying/pasting from one of my custom classes. It'll help you learn the forum commands. |
| Rustmonster09-03-07, 06:33 PM | I personally don't think this class was very well thought out. It seems to just be a patchwork of a million abilities. Wild Empathy? Why? This is probably your first class. Talking from experience from when I was working on a class, it is very easy to slip into the problem of trying to give them every ability imaginable. Try to think of one theme, and stick to it. One thing you may concider is to simply give this class psionics. |
| rivaltuna09-01-07, 02:39 AM | Hit Die: D8 BAB: Average Good Saves: Reflex and Will Weapon and Armor Proficiencies: All simple and Martial Weapons, Light and Medium armor, no shields. Class Skills: Balance, Bluff, Climb, Concentration, Escape Artist, Hide, Move Silently, Spot, Listen, Swim. Class Features: 1st Level: Superhuman Vex, Mana Pool, Mana Strike. 2nd Level: Double Strike, Wild Empathy. 3rd Level: Mana Disk. 4th Level: Acrobatic 5th Level: Darkvision 40. 6th Level: Mana Flash. 7th Level: Mana Strike. 8th Level: Improved Super Human Vex. 9th Level: +4 bonus to Escape Artist Checks. 10th Level: Mana Shield. 11th Level: + 4 bonus to Climb Checks. 12th Level: +4 bonus to Hide Checks. 13th Level: Mana Speed. 14th Level: Greater Superhuman Vex. 15th Level: Walk on Water. 16th Level: Mana Trap. 17th Level: Mana Heal. 18th Level: Mana Bluff. 19th Level: Timless Body. 20th Level: Perfected Superhuman Vex. Mana Pool: You gain a number of points of Mana in your Mana Pool equal to your Class Level plus your Cha Modifier. Superhuman Vex: As a free action, before you make a check that’s ability relies upon a physical stat (Str, Dex, Con.) you may spend 1 Mana Point to double your Ability Modifier for that particular check. Mana Strike: You may spend 1 Mana Point as a free action, before your attack to give a +2 bonus to your attack, and increase the damage done by 1d6. You may spend multiple points on a single attack, the damage stacks, but the +2 bonus to the attack does not. Double Strike: You may spend 2 Mana Points to add a second attack at your highest base attack bonus. Wild Empathy: As the Ranger class feature. Mana Disk: You may spend 1 Mana Point as a standard action to make a ranged touch attack against any target you can see within 100 feet. You launch a disk of pure Mana from your hand, and it deals 1d6+Cha mod if the attack is sucessful. Acrobatic: You gain Acrobatic as a bonus feat. DarkVision 40: Need I say more? Mana Flash: You may spend 3 Mana Points to create a blinding flash of light. The radius is 10 feet, anywhere you choose that you can see. Anyone in the area affected must make a Reflex Save equal to your Class Level, + your Cha Mod or be blinded for 1d4 rounds. Mana Strike: You may spend 3 Mana points as a standard action before you attack, if your attack is sucessful than you deal X2 damage. This damage stacks if done on a critical hit. Improved Superhuman Vex: Your ability score is increased by 3. Greater Superhuman Vex: Your ability score is increased by 4. Perfected Superhuman Ves: Your ability score is increased by 5. Mana Shield: You may spend 1 Mana Point as a free action to give yourself a +4 Deflection to Armor Class for 1 round. Mana Speed: You may spend 1 Mana Point as a standard action to give yourself the effects of a Haste spell for 1d4+ Cha Mod rounds. Walk on Water: You may spend 1 Mana Point to gain the ability to walk on liquid for 1d4+ Cha Mod rounds. Mana Trap: You may spend 2 Mana Points as a full round action to set down a ball of pure mana that requires a Spot DC of 14 to see. If anyone, including the creater, comes within 5 feet of the ball, more than 1 round after it was set, it detonates, dealing 10d6 points of fire and sonic damage. (Half is fire, half is sonic.) The ball lasts 10 minutes before harmlessly dissapating. Mana Bluff: You may spend 2 Mana Points as a free action to target a humanoid with an effect equivilent to a Dominate Person spell. The effect lasts 1d4+ Cha Mod rounds. Timeless Body: As the Monk class feature. What do you guys think? personally I like it a lot. it took me the better part of an hour to come up with it. PEACH as you wish! I'm accepting all criticisms and outright hatemail. |
| Dark Stryke09-01-07, 11:51 AM | This class has the problem of being really, really powerful at low levels, but it sort of balances out at higher levels. For example, say I got lucky and rolled an 18 for charisma as a first level character of this class. I have 5 mana points to play with. So, having a high ability score increased my mana pool by 5 times. But say I get to 20th level, and I have a +5 modifier for charisma now. I have 25 mana points, which increases my mana pool by 1.25 times. Big difference in what a high ability score does for you, yes? Secondly, at low levels I could channel all my mana into Mana Strike and deal an additional 5d6 damage to a target, which will insta-gib most low level creatures, even BBEGs. Keep in mind that a first level wizard has something like 2 magic missiles per day, dealing 1d4+1 each. At high levels it seems kind of weak, because channeling 25 points into Mana Strike gives me 25d6 extra damage, once per day. That's nothing to write home about, especially since you become useless afterwards. Also, that's a huge laundry list of abilities you have going right there. Most of them can be activated as free actions, too, which means the game could be slowed to a crawl on your turn. Eg: "Let's see, this turn I'll use double strike to get an extra attack, and uh, Mana Shield for some defense, and I'll cast mana Speed to get haste for *rolls* 6 rounds... Do the extra attacks from Double Strike and Haste stack? Oh, they don't? Okay, I won't use double strike then... Okay, I'll also mana bluff that guy. Oh it failed? Well it's a free action, I do it again! And Again! Okay, he's under my control now, so I'll get him to attack that other guy on his turn. Oh, and I spend three points on Mana Strike, not the double damage one but the other one, to get +2 to my attack and +3d6 damage." Two rounds later and I'm outta points, and I'm now just a crappier version of the warrior from the DMG. I really don't mean to sound harsh, but I think this one needs a major overhaul. The abilities are either too good or really bad, and the class has no staying power. You could burn through all your points in one or two combats. Furthermore, you probably should have posted this on the character forums. |
| rivaltuna09-01-07, 03:50 PM | This class has the problem of being really, really powerful at low levels, but it sort of balances out at higher levels. For example, say I got lucky and rolled an 18 for charisma as a first level character of this class. I have 5 mana points to play with. So, having a high ability score increased my mana pool by 5 times. But say I get to 20th level, and I have a +5 modifier for charisma now. I have 25 mana points, which increases my mana pool by 1.25 times. Big difference in what a high ability score does for you, yes? Secondly, at low levels I could channel all my mana into Mana Strike and deal an additional 5d6 damage to a target, which will insta-gib most low level creatures, even BBEGs. Keep in mind that a first level wizard has something like 2 magic missiles per day, dealing 1d4+1 each. At high levels it seems kind of weak, because channeling 25 points into Mana Strike gives me 25d6 extra damage, once per day. That's nothing to write home about, especially since you become useless afterwards. Also, that's a huge laundry list of abilities you have going right there. Most of them can be activated as free actions, too, which means the game could be slowed to a crawl on your turn. Eg: "Let's see, this turn I'll use double strike to get an extra attack, and uh, Mana Shield for some defense, and I'll cast mana Speed to get haste for *rolls* 6 rounds... Do the extra attacks from Double Strike and Haste stack? Oh, they don't? Okay, I won't use double strike then... Okay, I'll also mana bluff that guy. Oh it failed? Well it's a free action, I do it again! And Again! Okay, he's under my control now, so I'll get him to attack that other guy on his turn. Oh, and I spend three points on Mana Strike, not the double damage one but the other one, to get +2 to my attack and +3d6 damage." Two rounds later and I'm outta points, and I'm now just a crappier version of the warrior from the DMG. I really don't mean to sound harsh, but I think this one needs a major overhaul. The abilities are either too good or really bad, and the class has no staying power. You could burn through all your points in one or two combats. Furthermore, you probably should have posted this on the character forums. Fair enough, I suppose making most of the free actions into standard actions would help balance it? And I think that after using all their Mana Points in 1 turn to kill a single enemy and being basically useless afterwards, they would learn their lesson and not do it again unless 150% neccesary. Even so, I apreciate the criticism. I personally disagree when you say its powerful at lower levels, because of the serious lack of Mana Points. When you get to the higher levels it becomes more powerful merely because of all the power you have to dump on a daily basis. It's like a wizard, it starts out slow and useless, and gains a lot as you level up. |
| Einvaldurinn_mikli09-01-07, 03:57 PM | The abilities should be swift actions. |
| rivaltuna09-03-07, 04:42 PM | The abilities should be swift actions. Or standard? |
| EpicEvokerElf09-03-07, 05:02 PM | No. Swift. They're self-buffs, so you want swift. And you ARE pretty kickass at lower levels because your 5-point pool means insta-kill the BBEG. |
| Lord_Psathus09-03-07, 05:14 PM | Hm, while some are saying that this could be fairly overpowered at lower levels, think of it in a larger per day context, with about 4-5 encounters that day, that leaves those with 5 mana points 1 point per combat, or the ability to be subpar the entire day and unleash a huge, cataclysmic strike once, and it's not even a guranteed hit, a natural 1 can cause many mishaps. All in all, the class seems to be a bit underpowered. However, I don't know how mana regenerates, is it hourly or daily? If it's hourly, forget everything I said up there, the class is a bit over-the-top at earlier levels. However, if it's every 24 hours, this class actually needs a little bit more mana at higher levels, lest it be bogged down by other, more powerful classes. |
| Captain Casualty09-03-07, 05:26 PM | The Uber power up at low levels could be dealt with if you took a page out of psionics and stipulated that a mind and body warrior could only spend a number of mana points equal to his mind and body warrior levels? Might also deal with the slowdown for swift & immediate actions as it limits what he can spend. |
| LordPendragon09-03-07, 05:58 PM | Class Skills: Balance, Bluff, Climb, Concentration, Escape Artist, Hide, Move Silently, Spot, Listen, Swim. First off, this list contains almost all the most important skills, making it an extremely good list. Secondly, it's missing all the crap skills that everyone gets, like Craft and Profession. Thirdly, you neglected to mention how many skill points the class gets per level. Superhuman Vex: As a free action, before you make a check that’s ability relies upon a physical stat (Str, Dex, Con.) you may spend 1 Mana Point to double your Ability Modifier for that particular check. This is very good for a 1st level ability. A dip for this can make certain builds very powerful. I'd suggest moving it back past 4th level, at least. Mana Strike As pointed out before, this ability gets useless at higher levels, and is very powerful at low levels. I'd suggest making it scale with class level to some degree. Double Strike Is it a free action to activate?? Does it only apply to a full attack, or can it add an extra attack to a standard action?? Once again, this is very powerful at low levels, especially for dipping. Wild Empathy Okay... but why?? Mana Disk This isn't a bad ability, but kind of weak. It should probably be gained at 2nd level, instead of one of the other more powerful abilities. Mana Flash Specify a range for it. Also, use a standardized DC formula, such as 10 + half class level + Cha mod. And finally, blindness usually allows a Fort save, but that's just aesthetics. Mana Strike Does it stack linearly (2 doublings = 1 tripling) or geometrically (2x2 = 4)?? Improved Superhuman Vex Which ability score?? For how long?? What sort of action does it take to use?? Are these just improvements on superhuman vex?? If so, then why do they suck so much when compared to it?? I think you may have meant that the modifier is instead multiplied by x3 (or x4, or x5), but the way you've written means something completely different. Mana Shield Since the class doesn't have many mana points, this should probably have a longer duration than 1 round. Also, this is the sort of ability that should be gained at an early level and then scale at higher levels. Mana Trap That Spot DC is really easy, but other than that this ability's pretty cool. Mana Bluff Vastly overpowered. Change it to a swift action at least, or make it so that 1 successful save makes the target immune for 24 hours. Overall, it's not very well implemented, but it has potential. Also, you need to be more specific with your abilities... unless you write down exactly what you mean, people are going to make assumptions. If you don't know how to use BBCode to format a post, try quoting and copying/pasting from one of my custom classes. It'll help you learn the forum commands. |
| Rustmonster09-03-07, 06:33 PM | I personally don't think this class was very well thought out. It seems to just be a patchwork of a million abilities. Wild Empathy? Why? This is probably your first class. Talking from experience from when I was working on a class, it is very easy to slip into the problem of trying to give them every ability imaginable. Try to think of one theme, and stick to it. One thing you may concider is to simply give this class psionics. |