Author Topic: [3.5] UNLIMITED POWER!  (Read 2150 times)

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Prime32

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[3.5] UNLIMITED POWER!
« on: September 10, 2011, 01:08:13 PM »
A random idea I had.



Mage

HD: d4
BAB: Poor
Saves: All poor

Class Skills (2+Int): Knowledge (arcana), Spellcraft, etc.

Lv
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Special
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Overload, Spell force, Spells (lv0)
Spells (lv1)
Bonus feat, Spell shield +1
Spells (lv2)
Supreme metamagic 1
Spells (lv3), Spell shield +2
Bonus feat
Spells (lv4)
Supreme metamagic 2, Spell shield +3
Spells (lv5)
Twincast
Spells (lv6), Spell shield +4
Supreme metamagic 3
Spells (lv7)
Bonus feat, Spell shield +5
Spells (lv8)
Supreme metamagic 4
Spells (lv9), Spell shield +6
Bonus feat
Spellstorm
Spells known
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2 (2)
2 (1/1)
3 (0/3)
4 (0/2/2)
5 (0/1/4)
6 (0/0/4/2)
7 (0/0/3/4)
8 (0/0/2/4/2)
9 (0/0/1/4/4)
10 (0/0/0/4/4/2)
11 (0/0/0/3/4/4)
12 (0/0/0/2/4/4/2)
13 (0/0/0/1/4/4/4)
14 (0/0/0/0/4/4/4/2)
15 (0/0/0/0/3/4/4/4)
16 (0/0/0/0/2/4/4/4/2)
17 (0/0/0/0/1/4/4/4/4)
18 (0/0/0/0/0/4/4/4/4/2)
19 (0/0/0/0/0/3/4/4/4/4)
20 (0/0/0/0/0/2/4/4/4/6)
Spells/day
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Spells: A mage can learn spells from the wizard/sorcerer and cleric lists, but only those from the evocation school or which deal hit point damage as their primary effect. If he learns a spell which can duplicate the effects of other spells (like wish) he may only use it duplicate spells he could learn. He casts these spells as a sorcerer. Unlike most casters, a mage's spells known are not divided by level. At every character level, a mage can switch one his spells known for another suitable spell - the bracketed numbers in the table above show the number of spells at each level a mage could know if he made optimum trades at each level.

Overload (Su): A mage's overflowing power pushes his spells beyond their limits. Whenever a mage learns a spell he may apply metamagic feats to it as long as the final adjusted level is no greater than half his class level. The cost of these feats cannot be reduced. He does not need to know the metamagic feats in question, and the casting time of such a spell is not increased (unless one of the feats does so explicitly). The mage cannot cast versions of the spell which are not affected by these metamagic feats, though he can learn the spell multiple times and apply different metamagic each time.

Spell Force (Su): A mage adds his Charisma modifier to damage with all spells he casts (but not ability damage). Rather than being based on spell level, the DCs for all of a mage's spells are (10 + half his caster level + his Cha modifier). In addition, if a mage damages a creature with his spells multiple times in a single round, add together all damage of the same type before applying energy resistance (eg. if he dealt 7 fire damage twice to a creature with fire resistance 10, he would deal 14-10 = 4 damage). A mage cannot choose to cast a spell at a CL lower than his maximum, even as part of the process of crafting items. This does not apply to spells gained from other classes.

Bonus Feats: At 3rd, 7th, 15th and 19th levels, a mage gains a bonus metamagic or fighter feat.

Spell Shield (Su): At every 3rd level a mage gains a +1 insight bonus on saving throws and AC, but only against spells and spell-like or supernatural abilities. He loses this bonus while flat-footed, immobilised or helpless.

Supreme Metamagic (Su): At 5th level, when a mage takes a full-round action to apply metamagic feats to a spell he casts he may reduce the total level adjustment by 1, and an additional -1 for every 4 levels thereafter (minimum 0). This does not stack with any other effect which reduces the cost of metamagic feats, and does not affect the level at which he may learn spells affected by his Overload ability.

Twincast (Su): At 11th level, as a full-round action a mage can cast two spells with casting times of 1 standard action or less as a full-round action. The mage takes a -4 penalty on Concentration checks until the start of his next turn. The spells provoke attacks of opportunity as if they were a single spell, and can be disrupted as one. This ability cannot be combined with Supreme Metamagic.

Spellstorm (Su): At 20th level a mage can cast three spells while using twincast, but takes a -8 penalty on Concentration checks.
« Last Edit: October 04, 2011, 11:12:21 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Sohala

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Re: [3.5] UNLIMITED POWER!
« Reply #1 on: September 11, 2011, 05:09:02 PM »
Will the increased cast time from the MM feats hinder Twincast and Spellstorm?

Did you intend to skip "This ability cannot be combined with Supreme Metamagic." for Spellstorm?

For Supreme Metamagic, each time you gain it you pick a different spell, or is the scaling text missing?

Overall I think the idea would help blasting to keep up.
« Last Edit: September 11, 2011, 05:14:58 PM by Sohala »
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[3.5] Mana Mage

Bozwevial

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Re: [3.5] UNLIMITED POWER!
« Reply #2 on: September 11, 2011, 06:06:58 PM »
I think giving it all poor saves might be a bit harsh. It's already limited to blasting and gets spells a level later than a wizard would.

Prime32

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Re: [3.5] UNLIMITED POWER!
« Reply #3 on: September 11, 2011, 09:01:19 PM »
Will the increased cast time from the MM feats hinder Twincast and Spellstorm?

Quote
Did you intend to skip "This ability cannot be combined with Supreme Metamagic." for Spellstorm?
It modifies Twincast, which already has that.

Quote
For Supreme Metamagic, each time you gain it you pick a different spell, or is the scaling text missing?
It's a scaling ability.

I think giving it all poor saves might be a bit harsh. It's already limited to blasting and gets spells a level later than a wizard would.
(Edited) Does Spell Shield make up for it?
« Last Edit: September 11, 2011, 09:07:45 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Bozwevial

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Re: [3.5] UNLIMITED POWER!
« Reply #4 on: September 11, 2011, 09:29:32 PM »
I think giving it all poor saves might be a bit harsh. It's already limited to blasting and gets spells a level later than a wizard would.
(Edited) Does Spell Shield make up for it?
It certainly helps a bit. He's still a glass cannon, but now at least you won't be picking him off with a Phantasmal Killer/Finger of Death/what have you before he can get around to the cannon bit.

ThisGuy01

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Re: [3.5] UNLIMITED POWER!
« Reply #5 on: September 13, 2011, 03:17:12 AM »
What about being able to sac a spell slot and gain a bonus equal to the spell level as a bonus to your next save.  it could start as a free action, then go to swift, then immediate.  it could last rounds equal to the spell level or until used?


DavidWL

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Re: [3.5] UNLIMITED POWER!
« Reply #7 on: September 26, 2011, 09:07:54 AM »
Reminder:  Miracle is an evocation spell.  And, in general, I suspect there are some gems in evocation ...

Best,
David
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Non-PC activities like out of combat healing should be left to wands and NPCs. It's not fun to play a walking wand of CLW. Likewise, being a combat wall is not a viable PC role. A Wall of Force could do that.

-Sort of, but you left out the important note that a Wall of Force does it better.

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