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| Twylyght06-10-07, 05:14 AM | A Prc I have been working along, it ties into the Craft(fireworks) (http://boards1.wizards.com/showthread.php?t=863484) I have been working on over in the skills section. Somewhat inspired by the Candle Caster back in Tome and Blood Wick Weaver Requirements Skills: Alchemy 8 ranks, Craft(fireworks) 8 ranks, Spellcraft 4 ranks Feats: Skill Focus:Craft(Fireworks), Weapon Focus(Fireworks) Special: Must be able to cast 2nd level spells Hit Die: d6 Class Skills: The wic weaver’s class skills are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Spellcraft (Int), and Spot (Wis) Skill Points at Each Level: 2 + Int modifier Level BAB Fort Ref Will Special 1st +0 +0 +2 +2 Spark ignition, Master of fireworks 2nd +1 +0 +3 +3 Casting +1, Rocket Combat 3rd +2 +1 +3 +3 Boost rocket, Casting +1 4th +3 +1 +4 +4 Imbue firework I, Casting +1 5th +3 +1 +4 +4 Penetrating Rocket, Casting +1 6th +4 +2 +5 +5 Arcane load, Rocket Combat 7th +5 +2 +5 +5 Imbue firework II, Casting +1 8th +6 +2 +6 +6 True flight, Casting +1 9th +6 +3 +6 +6 Blaze the trail 10th +7 +3 +7 +7 Imbue firework III, Rocket Combat, Casting +1 Weapon and Armor Proficiency: Wick weavers gain no additional proficency with any weapons or armor. Spark Ignition: when crafting fireworks, you have an additional option. by adding +1 to the craft DC you add a treatment to the wick making it self ignitable negating the need for an open flame to activate them. Master of fireworks: Wick weavers are acknowledged as the greatest craftsmen of fireworks in all existence. This is due in no small part to a host of tricks and techniques passed down to each wic weaver. At 1st level the wic weaver gains a +1 alchemical bonus and a +1 circumstance bonus on all Craft (fireworks) skill checks. At each additional odd-numbered level (3rd, 5th, etc.), each of these bonuses increases by +1, to a maximum of +5 for each at 9th level. Rocket Combat: At 2nd level, the weaver may choose any of the following as a bonus feat: Combat Casting, Dodge, Far Shot, Improved Critical (fireworks), Point Blank Shot, Quick Draw, Shot on the Run, Weapon Specialization (fireworks). At 6th and 10th levels, the weaver may choose another feat. The weaver must meet any prerequisites the feat normally requires, with the exception of Weapon Specialization (fireworks) which may be selected without having fighter levels. Casting: At 2nd, 3rd, 4th, 5th, 7th, 8th, 9th and 10th levels, your casting ability increases by 1 level in a casting class you had prior to taking Wick Weaver. Boost Rocket: Begining at 3rd level you may sacrifice a prepared spell or available spell slot to boost a rocket with magical energy. The rockets range increment is increased by 10 feet for each level of the sacrificed spell. This also increases the damage by +1 per level of the spell just as if the range was boosted during creation. Imbue firework: Begining at 4th level you may choose to loose a prepared or available touch or burst spell of 3rd level or lower as you activate a firework. If you do so the spell is imbued into the firework, touch spells effect only a target directly hit with the firework while burst spells go off centered on the firework when it detonates. At 7th level the level limit increases to 5th and under spells, and at 10th increases again to 7th and under. Penetrating Rocket: Begining at 5th level you may sacrifice a spell of 3rd level or higher to empower a rocket type firework with the penetrating ability. In effect the rocket become a line attack. You target the rocket within its range as normal and the line effect targets everything within a 5 foot wide path between you and the rockets target. You make a attack roll as normal on each target in the line effect (including the rocket target) dealing rocket impact damage to each. The firework detonates at its target as normal. Arcane load: Begining at 6th level, when crafting a rocket you gain an additional option. You may enchant it with any spell of 4th level or lower that has a single target or burst spell. The cost of duing so is effectivly 1/50th the cost of creating a wand to use that spell (effectivly being a craft wand variant with a single charge) True Flight: After reaching 8th level, 1/day you may activate a True Strike effect as a swift action, this can only be used to make an attack with a firework. Blaze the Trail: When using the Penetrating Rocket class ability, you may sacrifice an additional prepared spell or available spell slot, and that must be a line spell, or you must have a line spell available for the slot sacrificed. If you do so the rocket functions just as described in Penetrating Rocket, except all target affected by the line effect are struck as if they were also hit by the sacrificed line spell. |
| malykoth06-12-07, 07:00 PM | I like this...very cool idea. Since you posted it, I figured you wouldn't mind a right good peaching...so here's a few ideas and suggestions. I do feel that, as written, this class is a bit too ripe for abuse by power gamers, but that's just a first look observation. I could be wrong. They're just ideas, so I hope I don't offend...I really do like it! I've been accused of making things too weak...so I can always amp it a bit if you think so. Also, I hope you don't mind I straightened it up a bit... The Wic Weaver: Requirements: Skills: Craft (alchemy) 8 ranks, Craft(fireworks) 8 ranks, Spellcraft 4 ranks Feats: Skill Focus:Craft(fireworks) Special: Must be able to cast 2nd level spells Hit Die: 1d6 - I noticed you didn't have any skills noted. I suggest these...thought Spot was appropriate for the whole aiming and visual display thing. Class Skills: The wic weaver’s class skills are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Spellcraft (Int), and Spot (Wis) Skill Points at Each Level: 2 + Int modifier Fort Ref Will Level BAB Save Save Save Special 1st +0 +0 +2 +2 Master of fireworks, spark ignition 2nd +1 +0 +3 +3 Rocket combat, +1 level of existing spellcasting class 3rd +2 +1 +3 +3 Boost rocket, +1 level of existing spellcasting class 4th +3 +1 +4 +4 Imbue firework I, +1 level of existing spellcasting class 5th +3 +1 +4 +4 Penetrating rocket, +1 level of existing spellcasting class 6th +4 +2 +5 +5 Arcane payload 7th +5 +2 +5 +5 Imbue firework II, +1 level of existing spellcasting class 8th +6 +2 +6 +6 True flight, +1 level of existing spellcasting class 9th +6 +3 +6 +6 Blaze the trail, +1 level of existing spellcasting class 10th +7 +3 +7 +7 Imbue firework II, +1 level of existing spellcasting class Class Features: The following are all class features of the wic weaver. - Does it take a weapon proficiency to use a firework as an effective weapon? Seems likely...anyone can try it, but they'd have a non-proficiency penalty. Therefore... Weapon and Armor Proficiency: Wic weavers gain proficiency with fireworks. They gain no additional proficency with any other weapon or armor. - I suggest changing the staggering of lost spell levels to 1st and 6th, as opposed to 1st and 5th. This allows one off/four on...simply for symetry. Spells per Day/Spells Known: At each level except 1st and 6th, a wic weaver gains new spells per day (and spells know, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class level. If he has more than one spellcasting class before becoming a wic weaver, he must decide to which class to add each level for the purpose of determining spells per day/spells known. - Isn't perfection an exalted thingy? Not sure...how about making this ability represent the sum of the knowledge and skills gained through studying the arcane chemistry of fire mingling with earth and air. Master of Fireworks: Wic weavers are acknowledged as the greatest craftsmen of fireworks in all existence. This is due in no small part to a host of tricks and techniques passed down to each wic weaver. At 1st level the wic weaver gains a +1 alchemical bonus and a +1 circumstance bonus on all Craft (fireworks) skill checks. At each additional odd-numbered level (3rd, 5th, etc.), each of these bonuses increases by +1, to a maximum of +5 for each at 9th level. Spark Ignition: A trade secret passed to each novice wic weaver at 1st level, this trick allows one to craft a "self-lighting" firework. Such rockets can be ignited without need of an open flame, as a free action. When crafting fireworks with the Spark Ignition modification, the wic weaver must add a +1 difficulty to the normal DC of the Craft (fireworks) skill check. - Does it normally take a full round action to light and fire a firework? If so, then perhaps that last ability allows the rocket to be launced as a standard action. - "True Flight" gives me the most problems...true strike cheese don't taste good, but perhaps this is just a personal prejudice due to past experiences (true strike continuous items, anyone?). How about this for a variation? It fits in with the "gishy" nature of the PrC, I think. Rocket Combat: At 2nd level, the weaver may choose any of the following as a bonus feat: Combat Casting, Dodge, Far Shot, Improved Critical (fireworks), Point Blank Shot, Quick Draw, Shot on the Run, Weapon Focus (fireworks), Weapon Specialization (fireworks). At 6th and 10th levels, the weaver may choose another feat. The weaver must meet any prerequisites the feat normally requires. - Figured this next ability was probably (Su). Does it have a number of uses per day, or for as long as the weaver has spells? Boost Rocket (Su): Begining at 3rd level, a wic weaver may sacrifice a prepared spell or available spell slot to boost a rocket with magical energy. The rocket's range increment is increased by 10 feet for each level of the sacrificed spell. This also increases the damage by +1 per level of the spell just as if the range was boosted during creation. - This next one...I don't know, it seemed a tad too powerful to me, especially without a limit (beyond running out of spells). Dropping the spell levels gained a bit makes me feel more comfortable. It's still an awesome and potent ability...again, probably a (Su) in nature. Imbue Firework (Su): Begining at 4th level, the wic weaver may choose to lose a prepared or available touch or burst spell of 3rd level or lower as he activates a firework. If you do so the spell is imbued into the firework, touch spells effect only a target directly hit with the firework while burst spells go off centered on the firework when it detonates. At 7th level the level limit increases to 5th and under spells, and at 10th increases again to 7th and under. - This next one also seems a bit too much to me. Though I see what your going for, and it is a neat idea. Perhaps (again) a limit of times per day? Perhaps he needs to use a special rocket, as well...these rockets might be harder to make (increased DC) or cost more for more powerful ingredients. What do you think of this variant...since I limited the uses per day, I dropped the spell sacrifice component. Penetrating Rocket (Su): Begining at 5th level the wic weaver may empower a specially crafted firework, causing the launched pyrotechnic to inflict a great deal of damage along its line of flight. The weaver targets the rocket within its range as normal and the line effect targets everything within a 5 foot wide path between him and the rocket's actual target. The weaver makes an attack roll as normal on each target in the line effect (including the rocket's actual target) dealing rocket impact damage to each. The firework detonates at its target as normal. This ability may be used once per day at 5th level, gaining an additional use per day for each class level gained, to a maximum of 6 times per day at 10th level. The firework used must be specially crafted. Increasing the DC of the Craft (fireworks) skill check by +2, and increasing the base cost of the firework by 50%. If these rockets are fired without benefit of this ability, they act as standard fireworks. Arcane Load (Ex): Begining at 6th level, when crafting a rocket, the wic weaver gains an additional option. He may enchant any rocket with any spell he knows of 4th level or lower that has a single target or burst spell. The cost of crafting such a wand is effectivly 1/50th the cost of creating a wand capable of casting the chosen spell (effectively being a single charge Craft Wand variant). The wic weaver must also expend XP, based on the final cost of imbuing the rocket. - Next is another good but potentially overpowered ability. I'd allow this, but seriously, limit to once per day...maybe add rays as well. It's still very good Blaze the Trail (Su): At 9th level, once per day, when using the Penetrating Rocket class ability, the wic weaver may sacrifice an additional prepared spell or available spell slot. The spell must be a "line" or "ray" spell, or the weaver must have such a spell available for the slot sacrificed. Such a rocket functions just as described in Penetrating Rocket (requiring one of the special fireworks required for that ability), except all target affected by the line effect are struck as if they were also hit by the sacrificed line spell.[/QUOTE] |
| Twylyght06-12-07, 09:18 PM | Alright, thanks for the feed back, lets start digging in. Skills!!!! doh, yeah thats pretty much what I had for them, for some reason my brain just didnt get my hands to type it, ty. - Does it take a weapon proficiency to use a firework as an effective weapon? Seems likely...anyone can try it, but they'd have a non-proficiency penalty. Therefore... Weapon and Armor Proficiency: Wic weavers gain proficiency with fireworks. They gain no additional proficency with any other weapon or armor. Yeah, I forgot the proficiencies too for some reason. Using fireworks to attack uses the Exotic Weapon Proficiency(Fireworks) feat. This should be added to the prequisites for the class now that i think of it. More details on how im working fireworks is onits own post in the skills board Craft(fireworks) (http://boards1.wizards.com/showthread.php?t=863484) - I suggest changing the staggering of lost spell levels to 1st and 6th, as opposed to 1st and 5th. This allows one off/four on...simply for symetry. Spells per Day/Spells Known: At each level except 1st and 6th, a wic weaver gains new spells per day (and spells know, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class level. If he has more than one spellcasting class before becoming a wic weaver, he must decide to which class to add each level for the purpose of determining spells per day/spells known. I really agree with this now that you mention it, ill certainly go with this when I do my next revision - Isn't perfection an exalted thingy? Not sure...how about making this ability represent the sum of the knowledge and skills gained through studying the arcane chemistry of fire mingling with earth and air. Master of Fireworks: Wic weavers are acknowledged as the greatest craftsmen of fireworks in all existence. This is due in no small part to a host of tricks and techniques passed down to each wic weaver. At 1st level the wic weaver gains a +1 alchemical bonus and a +1 circumstance bonus on all Craft (fireworks) skill checks. At each additional odd-numbered level (3rd, 5th, etc.), each of these bonuses increases by +1, to a maximum of +5 for each at 9th level. Im not certain if perfection was just for exalted or not, but you approach gives some value at first level and gets to avoid some of those more than +5 of a single bonus type arguements ive seen. I like it. Spark Ignition: A trade secret passed to each novice wic weaver at 1st level, this trick allows one to craft a "self-lighting" firework. Such rockets can be ignited without need of an open flame, as a free action. When crafting fireworks with the Spark Ignition modification, the wic weaver must add a +1 difficulty to the normal DC of the Craft (fireworks) skill check. - Does it normally take a full round action to light and fire a firework? If so, then perhaps that last ability allows the rocket to be launced as a standard action. Yes, use of a firework is a full round action, I ended up leaving it that way as a balancing factor so that fireworks, which can be quite effective in their own right, dont infringe to much on arcane casters offensive abilities. They also normally would require 2 hands free to opperate, requireing a tinder twig, or torch, ect to light the fuses. The ability was meant to allow a wic weaver to light and use a firework with one hand, and without a open flame. Freeing up the off hand for other things (a buckler, wand, anything else useful) I certainly wouldnt be opposed to a seperate feat to speed firework use though. *makes note for a feats section* - "True Flight" gives me the most problems...true strike cheese don't taste good, but perhaps this is just a personal prejudice due to past experiences (true strike continuous items, anyone?). How about this for a variation? It fits in with the "gishy" nature of the PrC, I think. Rocket Combat: At 2nd level, the weaver may choose any of the following as a bonus feat: Combat Casting, Dodge, Far Shot, Improved Critical (fireworks), Point Blank Shot, Quick Draw, Shot on the Run, Weapon Focus (fireworks), Weapon Specialization (fireworks). At 6th and 10th levels, the weaver may choose another feat. The weaver must meet any prerequisites the feat normally requires. This I may consider, I didnt figure this would get to carried away though. Since rockets (and thus most of the wic weavers abilities) use a full round action, this wouldnt be usable with the other "meta-rocket" abilities of the class. it could be used with the fireworks made with arcane load, though any spell effect that would usually allow a save still does so. Maybe ill add in the Rocket combat bonus feats, and leave true flight at 8th level as a 1/day? - Figured this next ability was probably (Su). Does it have a number of uses per day, or for as long as the weaver has spells? Boost Rocket (Su): Begining at 3rd level, a wic weaver may sacrifice a prepared spell or available spell slot to boost a rocket with magical energy. The rocket's range increment is increased by 10 feet for each level of the sacrificed spell. This also increases the damage by +1 per level of the spell just as if the range was boosted during creation. Yeah it would be supernatural like most of the rocket abilities. Its only limited by the spells the caster has. This ability isnt really to potent anyway. The extra range is the focus really, as the extra damage is just a tiny tack on. Really if a caster has nothing better to do with a 9th level spell than add 9 damage to a rocket attack hs got other problems lol. - This next one...I don't know, it seemed a tad too powerful to me, especially without a limit (beyond running out of spells). Dropping the spell levels gained a bit makes me feel more comfortable. It's still an awesome and potent ability...again, probably a (Su) in nature. Imbue Firework (Su): Begining at 4th level, the wic weaver may choose to lose a prepared or available touch or burst spell of 3rd level or lower as he activates a firework. If you do so the spell is imbued into the firework, touch spells effect only a target directly hit with the firework while burst spells go off centered on the firework when it detonates. At 7th level the level limit increases to 5th and under spells, and at 10th increases again to 7th and under. yeah this might be a real potent one, lowering the levels shouldnt hurt the class much. While not actually limeted to a use/day it is like you said limited by spells available, and the fireworks he has on hand as well. They arnt incredibly expensive to make, but the time still needs to be applied. Fireworks also take up space like anything else. And as I mention in the skill thread, walking around loaded to the gills with explosives creates its own risk!! This next one also seems a bit too much to me. Though I see what your going for, and it is a neat idea. Perhaps (again) a limit of times per day? Perhaps he needs to use a special rocket, as well...these rockets might be harder to make (increased DC) or cost more for more powerful ingredients. What do you think of this variant...since I limited the uses per day, I dropped the spell sacrifice component. Penetrating Rocket (Su): Begining at 5th level the wic weaver may empower a specially crafted firework, causing the launched pyrotechnic to inflict a great deal of damage along its line of flight. The weaver targets the rocket within its range as normal and the line effect targets everything within a 5 foot wide path between him and the rocket's actual target. The weaver makes an attack roll as normal on each target in the line effect (including the rocket's actual target) dealing rocket impact damage to each. The firework detonates at its target as normal. This ability may be used once per day at 5th level, gaining an additional use per day for each class level gained, to a maximum of 6 times per day at 10th level. I figure this one actually looks alot more dangerous than it is. The damage done along the flight effect is only equal to the physical impact damage of the rocket, and requires an attack roll for each target along the way. Impact damge is 1d4+1 for each range upgrade. Lets say a rather advanced rocket designed for nothing but range and impact damage, created at a DC of 30 could reach 1d4+17 damage if it hits, nothing to ignore, but by the time this become available at a min of 10th level, a caster has much better options for line effects, that dont need attack rolls to hit. Also with the introduction of penetrating shot in PHBII, this is slightly better than what is granted to a bow user with just a feat selection, and cost a spell to activate. - Next is another good but potentially overpowered ability. I'd allow this, but seriously, limit to once per day...maybe add rays as well. It's still very good Blaze the Trail (Su): At 9th level, once per day, when using the Penetrating Rocket class ability, the wic weaver may sacrifice an additional prepared spell or available spell slot. The spell must be a "line" or "ray" spell, or the weaver must have such a spell available for the slot sacrificed. Such a rocket functions just as described in Penetrating Rocket (requiring one of the special fireworks required for that ability), except all target affected by the line effect are struck as if they were also hit by the sacrificed line spell This one again is very usefull, but I dont think it need be overly limited. The extra damage created by the rockets impacts is going to be trivial compared to that of the line spell itself. Also part of the trade off is they still need be hit by the penetrating rocket effect to be hit by the spell. This is actually a noticeable drawback as the line spell cast alone would be auto hit. They still save against the spell effects. Also I limited it to only line spells, I left ray spells out of the equation due to that they would require an attack roll anyway so they avoid that drawback, and this would turn any ray into a line spell... now that would be HUGE.. disintigrate as a 1000ft line? I think that alone was enough for me to pass on adding rays. |
| malykoth06-12-07, 09:41 PM | disintigrate as a 1000ft line? I think that alone was enough for me to pass on adding rays. LOL...true enough...I was just thinking off the top of my head. |
| Kevin Andrew Murphy06-14-07, 04:14 PM | I don't like having "wic" without the k. It makes it sound like you're using one of the old English variants of "wise" rather than actual candle wicks, and I read it as "wise weaver" and I expect it to be some magical old granny with a loom. Which is not a bad idea for a PrC, but not what you're wanting here. What I'd use is a term from real world pyrotechnics and demolitions: powdermonkey. That even takes on an extra dimension in Asian flavored campaigns, which is honestly where you should have the magical fireworks start first. I'd also put in a specific "Use Black Powder" special ability along the exact same lines as "Use Poison." It's very important to have Powdermonkeys not accidentally blow themselves up the same as it's important for assassins to not accidentally poison themselves. It would also allow you to have a skill for "Dwarven Demolitions Expert" or "Canoneer" for other PrCs. |
| malykoth06-14-07, 06:05 PM | What I'd use is a term from real world pyrotechnics and demolitions: powdermonkey. That's so funny...I almost brought up "powder monkey" as an alternate name as well! |
| Twylyght06-17-07, 03:37 AM | lol.... how about BOOM mage |
| Twylyght07-01-07, 10:49 PM | First round of significant updates finished, ready for a second pass. Lemme know what you all think. |
| malykoth07-03-07, 08:15 AM | Looks good to me...have you play tested it yet? |
| Twylyght07-03-07, 01:12 PM | sadly, not in actual play. Ran a few skirmishes to check the mechanics, everything seemed ok that way. Though not the same as pulling one through a few levels. thats when the kinks tend to show up. |
| heavens_wrath10-18-07, 07:34 PM | If your DM was so inclined to allow dual- PrCs, this would seemingly fit quite well with the Pyrokinetist in the Psionics handbook. |
| gurullamen11-13-07, 06:20 PM | Ideas for PrC Name: Arcane Rocketeer The Eldritch Fulminator Pyrotechnic Pyrotechnician Explosion Mage Fireworks Mage Fire Missile Mage Rocket Mage Explosion Crafter Explosives Master Rocket Master Rocket Crafter The Exploder Not-a-Magic-Missile-focussed-Missile Mage Burst Mage Initiate of the Sevenfold Boom |
| Tema6911-15-07, 04:20 PM | Abso-fogging-lutely beautiful. I have a new player in the group, and he just told me he wanted to be a gnome fireworks/explosives man... He's gonna be Wiz5/WicWeaver4 and will be trying to become an Effigy Master when he reaches high level enough. I'll post back regarding how it goes with him. He'll probably end up fragging himself and half the party. ;) Edit: We played today, and he seems to like his character. He has only used his standard Rockets for now, no boost, no nothing, but it was fun. They were up against a swarm of zombies, and the rockets cut some decent holes here and there. ;) |
| tomersss11-18-07, 03:39 PM | ive got a name. sparky sparky boom man. |