| Post/Author/DateTime | Post |
|---|---|
| Miscaleous08-10-07, 05:39 PM | Here is an attempt at making a Force Specialist spell caster actually fun to play. I have cool names for the abilities, working on flavor text atm, and there is some informal chattiness in the description that will be cleared out with an edit. The prereqs are kinda boring at this point, I wanna find some random force spell feat to swap out with SpF-Evocation. The Invariant Prereqs: Empower Spell metamagic feat, another metamagic feat, and Spell Focus-Evocation, ability to cast 3rd level arcane spells style, Spellcraft 9 ranks, . Skill points: 2+Int Hit Die: d4 Level BAB Fort Ref Will Special Spells 1 0 0 0 2 Driving Force, Probability +1 arcane 2 1 0 0 3 Coherent Gravity Projection +1 arcane 3 1 1 1 3 Unstable Magnitude, Inertial Blink +1 arcane 4 2 1 1 4 Kinetic Defenses +1 arcane 5 2 1 1 4 Refraction +1 arcane 6 3 2 2 5 Oblique Amplitude +1 arcane 7 3 2 2 5 Frictional Mass Inertia +1 arcane 8 4 2 2 6 Waveform Momentum +1 arcane 9 4 3 3 6 Resonance +1 arcane 10 5 3 3 7 Reflection +1 arcane Driving Force: Low level force spells are bolstered by the Invariant’s mastery of the power of motion and kinetics. Mage Armor, Golden Barding and Shield have their armor and shield bonuses equal to the Invariant’s Int bonus instead of the usual 4. Magic Missile, Force Missles and Blast of Force receive +1 damage for each die rolled. Probability: The Invariant receives many odd abilities that will use charges to perform. These charges come from a pool called Probability; which is generated by adding the Invariant’s Int bonus with their class level. The amount of charges is refreshed to it's maximum daily. Coherent Gravity Projection: Invariants are not well versed in melee combat, so they must be able to either get away (Inertial Blink comes next level) or push others away. At the cost of 2 probability charges, as a swift action, the Invariant causes a bull rush effect on all enemies within 10’ of him/herself as though caused by a creature of large size and with a strength score of 20+class level. The knock back is greater than that of a bull rush; for each point of difference between the strength check of the effect and the strength check of the enemy, the enemy is pushed directly away from the Invariant 5’ and suffers 1 point of force damage. Unstable Magnitude: All force spells are cast at a +1 caster level and are 1 DC higher on their saves if applicable. This bonus increases to +2 at 10th level. Inertial Blink: As a move action, the Invariant can teleport short distances. The range maximum is equal to the Invariant’s class level + their Int bonus in squares. This costs 1 probability charge to use. Kinetic Defenses: The Invariant learns two new ways to keep him/herself safe. • Normalization, as a swift action the Invariant can sacrifice a spell to summon a shield of force that surrounds his person. This shield of force protects against AoE damage only. It is ablative and can absorb a total number of hit points of damage equal to the level of spell sacrificed x10. • Noninertial Frame, As an immediate action, at the cost of 3 probability charges, the Invariant can cast a spell not unlike Resilient Sphere on him/herself only. Refraction: At the cost of 2 probability charges, the Invariant can use an immediate action to bounce a spell or ranged attack targeted solely on him/her away from anyone’s harm. He/she must win a caster level check (with a +4 competence bonus to the roll) for spells. Otherwise for arrows (even magical ones), they are merely swept aside by his/her power; only one arrow can be refracted per use. Oblique Amplitude: The Chain Spell metamagic feat is given for free regardless of it's prereqs. However, this chain effect can only be used on force spells. Frictional Mass Inertia: An option that can be used along with Inertial Blink, but anyone along the line created from the Invariant’s starting point to the ending point of his Inertial Blink takes force damage and knock back. The knock back and damage have the same mechanics as Coherent Gravity Projection. This effect costs an additional charge of probability. Waveform Momentum: At the cost of one probability charge, the Invariant can lace either knock back or daze effects into his/her force spells (not necessarily damage spells, but most others do this kind of effect already). For each probability charge spent on this effect, the Invariant can knock back the spell’s target/s 10’ or daze the targets for 1 round, but not both, and up to a maximum of their class level/2. Resonance: All damage done by the Invariant is doubled when applied to inanimate objects, and constructs. Also able to affect constructs otherwise immune to magic but only with spells with the force descriptor. Reflection: At the cost of 3 probability charges, the Invariant can use an immediate action to send a spell or ranged attack targeted solely on him/her back to the caster/firer. He/she must win a caster level check (with a +4 competence bonus to the roll) for spells. As for arrows (yes, magical arrows too), one arrow is simply redirected back at the firer. |
| TiwazTyrsfist08-10-07, 07:23 PM | My Force Specialist class. (http://forums.gleemax.com/showpost.php?p=13115241&postcount=7) |
| Thurbane08-10-07, 07:32 PM | Class looks good at a glance, maybe a little too good for full spellcasting progression. Maybe one or two levels with no progression? Just a thought. |