http://brilliantgameologists.com
June 19, 2013, 07:27:34 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: These boards are now READ ONLY. We've started over! So don't try posting here. Go here www.minmaxboards.com
 
   Home   Help Search Members Login Register  
Pages: 1
  Print  
Author Topic: Killing mages, UC-style  (Read 500 times)
0 Members and 1 Guest are viewing this topic.
Prime32
Honorary Moderator
Organ Grinder
*
Posts: 7534


Modding since 03/12/10


« on: August 24, 2011, 03:23:59 PM »

Links to start with

Some background here: In the main Gundam continuity, the most dangerous pilots on the battlefield are psychics called Newtypes, who can predict their opponents' moves and control special mecha/weapons. The most famous of these weapons are bits/funnels, swarms of insanely small and fast attack drones controlled by the pilot's thoughts.

And that's where the Unicorn Gundam comes in. When a Newtype comes within range, its NT-D (Newtype Destroyer) system activates, dramatically boosting its power. In addition, most of its body is composed of the transmitters used in Newtype weapons, allowing it to produce signals far stronger than its enemies. In other words, it can take control of any Newtype weapon brought within a certain distance of it automatically.
The NT-D system in action



Here's my attempt at translating this into D&D terms.

Quote
Detect Magic (Su): At 1st level the barbarian is under a continuous detect magic effect with a caster level equal to his character level. Unlike a normal detect magic effect, it takes the form of a sphere of Close radius (25ft +5ft/level) centered on him. At 7th level the range of this ability increases to Medium (100ft +10ft/level) and at 14th level it increases to Long (400ft +40ft/level). As a standard action the barbarian can extend this effect to double its normal range for 1 round. As a full-round action he may extend it to triple its normal range.

Mage Destroyer (Ex): At 1st level, whenever the barbarian's detect magic detects a spell or spellcaster he may choose to enter a state which provides a +2 bonus to all ability scores, +1 per five caster levels of the highest-level spellcaster in range. While this state lasts he is compelled to kill all spellcasters within range using any methods available to him (his ability to concentrate is not hindered). This state lasts for a number of rounds equal to 3 + his Con modifier, but he cannot leave it prematurely unless he succeeds on a Will save (DC = 10+caster level of the highest-level spellcaster in range).

Bonus Feats: At every odd level the barbarian gains one bonus feat from the list avaiable to fighters. He must meet the prerequisites for this bonus feat as normal.

Control Spell (Ex): At 2nd level, while using Mage Destroyer the barbarian is considered to be the original caster of any spell within the range of his detect magic ability, as long as its caster level is below or equal to his barbarian level. Such a spell increases in caster level to his barbarian level if lower, and its owner no longer has any control over it.  At every 4th level, his effective barbarian level increases by +1 for the purposes of this ability. The barbarian gains full knowledge of the functions of any spell he has hijacked in this manner. The barbarian can maintain concentration on such hijacked spells as a free action.When the barbarian leaves Mage Destroyer state, all spells he is controlling end immediately. The barbarian cannot control magic items in this fashion, except for spell trigger and spell completion items (since their effects are spells).

While controlling a spell creatures summoned or controlled by the spell consider him their new master, he may change the target of any spell which allows changing targets (personal spells remain with their owners rather than transferring to him) or dismiss any spell which can be dismissed. He may also choose to invert the effects of a beneficial spell or cause it to provide the worst possible result (eg. mage armor would provide a -4 penalty to AC, false life would reduce hp, and a wizard under the effects of blink would blink while attacking but not while being attacked). When affected by an instantaneous spell or when an instantaneous spell is cast within range, he may choose for it to simply fail. The barbarian cannot take control of nonmagical attacks created by spells (eg. a telekinetically-hurled rock or an orb spell) unless the spell is cast within the radius of his detect magic effect.

Flight (Su): At 6th level, while in Mage Destroyer state the barbarian gains a fly speed equal to his land speed with perfect maneuverability.

Greater Magic Weapon (Su): At 8th level, while in Mage Destroyer state all of the barbarian's weapons are under the effects of a supernatural greater magic weapon effect (caster level equals his class level).

Telekinesis (Su): At 10th level, while in Mage Destroyer state the barbarian can use telekinesis as a supernatural ability at will (caster level equals his barbarian level), except that the range is equal to the range of his detect magic.
« Last Edit: August 24, 2011, 08:22:34 PM by Prime32 » Logged

My work
DeviantArt
Current games
The tier system in a nutshell:
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.
Garryl
Hong Kong
****
Posts: 1240


« Reply #1 on: August 24, 2011, 09:03:03 PM »

So, the Gundams are just your standard super mode where it gets better in all ways with no apparent disadvantages, plus some glorified electronic countermeasures to hack the opponent's standard tech, all while completely ignoring the fantastic aspect of the opposing forces, the fact that they can read your bloody mind! Is that about it?

For D&D equivalencies, the ECM aspect sounds like some dispels, counterspells, and super counterspells that retarget the spell on the original caster or something.

You need to tone down the absolute win in Control Spell. It's like an Anti-magic Field, always on, that also makes your enemies suck more than normal.
Logged

A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
Dralnu
Ring-Tailed Lemur
**
Posts: 36


Email
« Reply #2 on: August 24, 2011, 10:09:14 PM »

Maybe make Control Spell 1/round. And divide the goodies to different levels. As Garryl said, that ability is like the ultimate anti-caster thing... and at 2nd level..

Flying around at perfect speed and using telekenisis (where'd that come from?) doesn't seem very barbarian-like.. Could just make it a different class entirely, really. It's quite magical, even if it's anti-magic.

I'd imagine an anti-magic barbarian would be something like:
- hits magical things SO HARD that they disappear (dispel magic on his attacks)
- flying wussies make him so mad he LEAPS after them (+100/lvl Jump modifier)
- if he can't hit things to break stuff, he gets so mad his voice shatters things with a roar (ranged dispel magic)
- illusions never phase him, and don't even TRY to cast beside him (pierce magicl concealment, mage slayer, any other applicable feats as bonus)
- BY CROM!!!!!!!!! (Iron Heart Surge)
- and lots of grappling and neck-snapping

Logged
SneeR
Bi-Curious George
****
Posts: 432


Sneering


« Reply #3 on: August 25, 2011, 02:39:05 AM »

He seems to freeze up right before transforming. I think it should be a substantial action, either standard or full-round, to transform. Also make it so Control spell takes and action, because the clips make it look like he doesn't just automatically get control of the systems--there is some fighting first! He actually had to fend off the enemy's ability before he took control of it.

What if you altered it so that, while he is transformed, he can reproduce any magical effect he subjected to once each time he is subjected to it. So if someone uses disintegrate or burning hands on him, he gets to use it back if he survives it, but using the same action as the original caster needed to, or a standarad action, whichever is shorter.

A lot of dramatic tension in that battle is derived from the long pauses. Nothing is automatic!

I also don't think he should be able to extend the magic detection as a standard action, only as a full-round action. Personal opinion; you can either has spider senses, or you can concentrate and use magic radar.
Logged

The answer to everything:
SneeR
I don't know if the designers meant you to take Skill Focus for every feat.
Sounds a little OP.

The monk is clearly the best class, no need to optimize here. What you are doing is overkill.

It's like people who have no idea what a turn signal is. They ruin it for everyone else.
When another driver brandishes a holy symbol and begins glowing with divine light, seek cover or get spattered with zombie brains. I do not see what is so complicated about this.
oslecamo
Grape ape
*****
Posts: 1940



« Reply #4 on: August 25, 2011, 06:27:50 AM »

-You can detect magic.
-You can control magic.
-You can produce magic.

Hmm, isn't that kinda the definition of a mage?
Logged

Pages: 1
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2008, Simple Machines LLC Valid XHTML 1.0! Valid CSS!