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Author Topic: OOC Chat  (Read 18790 times)
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veekie
Organ Grinder
*****
Posts: 9034


WARNING: Homing Miko


« Reply #580 on: September 14, 2010, 02:35:24 PM »

Well, I got the idea off Psion Uncarnate which did make allowances for equipment.
Logged

The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."
RobbyPants
Moderator
Organ Grinder
*
Posts: 7139



« Reply #581 on: September 14, 2010, 07:59:42 PM »

Here's the link to the current version.  Hopefully this will be easier to communicate.
Logged

My balancing 3.5 compendium
Elemental mage test game

Quotes
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
veekie
Organ Grinder
*****
Posts: 9034


WARNING: Homing Miko


« Reply #582 on: September 15, 2010, 07:28:35 AM »

Air being essentially omnipresent, I think Detect Air might be more than a little useless. I suggest the following effects instead.

1st Round
Presence, magnitude and direction of air currents in the area, as well as the presence of gaseous creatures.

2nd Round
Differentiate between different types of gases in the air. This includes differences in smells, humidity, etc. (This is probably functionally equivalent to your pockets of air, not sure how to phrase this better).

3rd Round
Detailed nature of each pocket of air.

Main change is to the basic function.

Geomancer's Adaptive Mineral covers regeneration and stuff as well?

Detect Earth could use a clause to function through unworked stone, detecting mineral deposits in stone and all.

Is Detect Water intended to detect other types of liquid and if it's focused on water alone, what about ice and vapors?

Water Jet...maybe widen the line? 10x30ft?

Pyromancer may want a clause that they do not penetrate their own immunity to fire(they have an 'other creatures' clause for resistance, but not immunity)

Detect Fire, maybe it should sense heat as well?

« Last Edit: September 15, 2010, 07:40:43 AM by veekie » Logged

The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."
RobbyPants
Moderator
Organ Grinder
*
Posts: 7139



« Reply #583 on: September 15, 2010, 08:42:25 AM »

Air being essentially omnipresent, I think Detect Air might be more than a little useless. I suggest the following effects instead.

1st Round
Presence, magnitude and direction of air currents in the area, as well as the presence of gaseous creatures.

2nd Round
Differentiate between different types of gases in the air. This includes differences in smells, humidity, etc. (This is probably functionally equivalent to your pockets of air, not sure how to phrase this better).

3rd Round
Detailed nature of each pocket of air.

Main change is to the basic function.
Good point.  I wrote it up and felt underwhelmed as well.


Geomancer's Adaptive Mineral covers regeneration and stuff as well?
Yes.  It should do more than just DR.  I think those monsters are few and far between, but I'd like them affected.  The main point is to help keep the Geo from needing to run around with three or four weapons and/or augment crystals.


Detect Earth could use a clause to function through unworked stone, detecting mineral deposits in stone and all.
Unworked makes sense.


Is Detect Water intended to detect other types of liquid and if it's focused on water alone, what about ice and vapors?
I figured water-based liquids.  Ice and vapors make sense too.


Water Jet...maybe widen the line? 10x30ft?
I figured 5 feet wide would be good for a 1st level effect, especially if used at-will.

I could be wrong, but I figured it'd give decent enough damage to be worth while, but not so much damage that the hydromancer would automatically draw aggro from the targets.  This is important if you have to be within 30 feet.  Maybe it won't work out that way in practice.


Pyromancer may want a clause that they do not penetrate their own immunity to fire(they have an 'other creatures' clause for resistance, but not immunity)
Yes.  I thought of that and never added it in.


Detect Fire, maybe it should sense heat as well?
Are you thinking like over the 140 degree Fahrenheit mark?  Basically anything outside of the purview of Endure Elements?
Logged

My balancing 3.5 compendium
Elemental mage test game

Quotes
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
veekie
Organ Grinder
*****
Posts: 9034


WARNING: Homing Miko


« Reply #584 on: September 15, 2010, 09:47:53 AM »

Note that detecting earth and minerals through Detect Earth that way can be used to locate stuff in natural tunnels of course. Mainly metal armed people in natural tunnels...still thats niche enough that it's likely harmless.
For the water blast thing, if it's at will it could be acceptable initially, it doesn't age very well though.
For detecting water, you could throw in analysis of the nature of the water based thing.

For sensing heat, being able to tell the heat difference on sight could be anything hotter/colder than Endure Elements would handle yes. 2 rounds might be worthwhile to detect anything significantly(that is, you can feel it) warmer or colder than it's surroundings(anything warm blooded for one). With 3 rounds of study you could make it discern the exact temperature and shape of the heat.
Logged

The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."
RobbyPants
Moderator
Organ Grinder
*
Posts: 7139



« Reply #585 on: September 15, 2010, 10:28:50 AM »

I figured stuff like Water Jet and Produce Flame would be primarily low-level abilities.  By the time they've passed their peak, you have access to 3rd level spells and 14 1st - 3rd level spell slots, not counting bonus slots.  I figured they'd be there to give the classes something to do at 1st level other than "waste it with my crossbow" after they cast their one spell for that combat.  I wanted them to feel like elemental mages at all levels.  I'm hoping this will do that and be playable.
Logged

My balancing 3.5 compendium
Elemental mage test game

Quotes
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
archangel.arcanis
Organ Grinder
*****
Posts: 2938



Email
« Reply #586 on: September 15, 2010, 10:52:20 AM »

aero will be my focus for now since it is the one i'm playing and I likely won't have time to go in depth on all of them.

short range teleports should probably be showing up by 6-8th level, likely as standard or move actions. As the levels increase they should become less and less of an action. Using the teleports from Shadow Hand school would be a good reference. Times per day could start as only a few and eventually get up to at will. I think the reactionary teleports should be limited at all times though, possibly Cha or Dex mod per day.

Wind propulsion while cool looses out on usefulness very quickly. As of right now it is only useful for really long ranges at very low levels. I can see a lot of archer builds dipping just to get it and stack it with far shot so they can fire even further, but not much more use than that.

I like that we each get a familiar of our element. Though I think the Pyro should have it set so he can't kill his own familiar just like his own immunity. I know Aero will get a boost out of the Air Elemental just because it can count as a storm for the Call Lightnings and Geo gets a flanking buddy.
Logged

Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren
RobbyPants
Moderator
Organ Grinder
*
Posts: 7139



« Reply #587 on: September 15, 2010, 11:08:49 AM »

Another idea I had yesterday that I haven't put to print:

For things that we might want to limit, we could have the activation cost a spell slot.  So, for example: a short range teleport might let you teleport 5 or 10 feet per level of the spell as a <standard/move/swift/immediate> action.

I gave the idea a bit of thought, but I haven't come up with anything concrete.
Logged

My balancing 3.5 compendium
Elemental mage test game

Quotes
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
veekie
Organ Grinder
*****
Posts: 9034


WARNING: Homing Miko


« Reply #588 on: September 15, 2010, 12:42:08 PM »

Hmm, anything that teleports at a slower rate than you could walk probably doesn't warrant a resource expenditure.
Something I came up with on another board that you might want to loot for ideas. The formatting's kinda screwed up though.
Quote from: veekie
[size=200]FIREWALKER[/size]


    
"The dance of fire, ever changing, all consuming. It turns lasting ugliness into a flicker of transient beauty." -Lady Immolatius, Fire Walker troupe leader

Fire Walkers study and emulate the forms of fire, turning shape into substance and substance into shape. By moving in the dance of fire, they too become wreathed in it's terrible power, and spread it's crimson destruction. As they progress in their training, the fire in their souls ignite into a greater blaze than the world can bear, dancing from flame to flame in a flurry of red hot destruction. Speed, power and beauty is their credo, to burn hot and brightly.
Yet, at the same time, all but the youngest Fire Walkers have a core of discipline and restraint, for surviving their own mastery is not a given. Fire burns everything, but only a fool would burn himself out in the joy of consumption.
Most Fire Walkers favor a high speed, hit and run style of combat, making use of light weapons and armor to maximize their mobility. As their power develops, the greater the fire, the more able they become at making use of the flame as doors and windows, leaping from fire to fire to perform assaults from impossible angles and setting the battlefield ablaze in the process.

[size=150]BECOMING A FIRE WALKER [/size]
Fire Walkers typically have a fascination with fire since childhood. They are the ones who never stopped playing with fire, and moved on to emulate it's swift, volatile ways. Fire Walkers can be self taught, but often burn out early, consumed by their own flames. More commonly, troupes of Fire Walkers perform as traveling entertainers, providing a safe refuge and training for those who would be like them.

Class Skills
 The Class Name's class skills (and the key ability for each skill) are Balance(Dex), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Escape sArtist(Dex) Gather Information(Cha), Intimidate(Cha), Jump(Str), Knowledge(arcana, local, the planes)(Int), Listen(Wis), Move Silently(Dex), Perform(Cha), Profession(Wis), Sense Motive(Wis), Sleight of Hand(Dex), Spot(Wis), Survival(Wis), Swim(Str), Tumble(Dex), Use Magic Device(Cha), and Use Rope(Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code:
   BAB  Fort    Ref    Will  Abilities
1.   +1    +0     +2     +0   Burn(1d6), Ignition
2.   +2    +0     +3     +0   Fire Walk(10ft)
3.   +3    +1     +3     +1   Burn(2d6), Home in the Blaze, Fire Resist 10
4.   +4    +1     +4     +1   Fire Walk(20ft), Immolation, Trail of Fire
5.   +5    +1     +4     +1   Burn(3d6), Body of Flame(Flaming Burst)
6.   +6    +2     +5     +2   Flame Armory, Fire Dancer, Fire Walk(30ft)
7.   +7    +2     +5     +2   Burn(4d6), Body of Flame(Shroud of Fire), Fire Resist 20  
8.   +8    +2     +6     +2   Fire Walk(40ft), Wings of flame, Window of Flame
9.   +9    +3     +6     +3   Burn(5d6), Body of Flame(Flowing Flames), Fire Eater,
10. +10    +3     +7     +3   Body of Flame(Apothesis), Fire Walk(50ft), Firefly Flight

Weapon Proficiencies: Fire Walkers are proficient with all simple and martial weapons, as well as light armor, medium armor, bucklers and light shields.

Burn(Su): Any creature or object that recieves fire damage dealt by a Fire Walker has a chance of catching on fire. Unless the creature succeeds on a Reflex save at DC(10+1/2 class level+charisma modifier), it ignites. The fire deals 1d6 fire damage per round for a number of rounds equal to the Fire Walker's level. This fire can be extinguished by making a successful Reflex save at the same DC as a move action. Creatures and objects affected by Burn provides bright illumination for a radius of 10ft per dice of damage it deals, and shadowy illumination for a radius of 20ft per dice of damage it deals.
If an already burning creature or object is affected by Burn, the higher damage and DC applies, while the duration is the longest remaining. A single successful attempt extinguishes all Burn effects active.
The damage of Burn increases by 1d6 every two Fire Walker levels.

Ignition(Su): As a free action, the Fire Walker can ignite his weapons and fists. The fire does not harm the weapon or it's wielder, and deals the Fire Walker's Burn damage each time the weapon deals damage. Ranged weapons add the damage to their ammunition. The fire goes out 1 round after the Fire Walker loses contact with the weapon.

Fire Walk(Su): At 2nd level, as a move action, the Fire Walker can use his spiritual connection with elemental fire to travel through flames, emerging adjacent to any fire within 10ft of the Fire Walker. The range of this ability increases by 10ft every two Fire Walker levels. Burning creatures count as fire for the purpose of this ability, as do creatures with the Fire subtype. The Fire Walker does not pass through the intervening space, as if by a [Teleportation] effect, but is not affected by effects that would normally impede or bolster teleportation.

Home in the Blaze(Ex): At 3rd level, Fire Walkers connection to elemental fire protects them from it's negative effects. Fire Walkers are immune to the debilitating effects of extreme heat, light and smoke. Fire Walkers can see through fire, bright light and smoke as if it were normal illumination in clear air. Fire Walkers with light sensitivity no longer suffer penalties in bright light.

Fire Resistance(Ex): At 3rd level, Fire Walkers gain resistance to fire, reducing damage recieved from fire by 10. This resistance increases by 10 every 4 Fire Walker levels.
 
Immolation(Su): At 4th level, the Fire Walker can take Ignition one step further, converting all his equipment into fire as a swift action. This fire does not harm the Fire Walker. His weapons, in addition to Ignition's effect, have all physical damage they deal converted to fire damage. In addition, his burning equipment sear all who strike him, dealing 1 fire damage per Fire Walker level to enemies attacking him with natural or melee weapons. Enemies using reach weapons do not take damage from Immolation.
Creatures grappling the Fire Walker while Immolation is active recieve Burn damage at the end of each round instead. Immolation can be used for a number of total rounds equal to the Fire Walker's class level per encounter and can be terminated as a free action.

Trail of Fire(Su): At 4th level, the Fire Walker's Fire Walk ability ignites the very air he passes through. Whenever he uses Fire Walk, the air ignites in a 5ft wide line from his previous location to the fire he emerges from. This line deals the Fire Walker's Burn damage to creatures touching it, and lasts for a number of rounds equal to half the Fire Walker's class level. A successful reflex save at the same DC as the Burn ability halves damage taken.

Body of Flame(Su): At 5th level, the Fire Walker can shed his mortal shell and become a being of solid flames as a move action for a total number of rounds equal to the Fire Walker's class level per encounter.
In addition, the Fire Walker, being comprised of living flames, is immune to fire damage while in this form, and instead heals damage equal to half the fire damage that would be dealt to him. However, he gains the Fire subtype while in this form, recieves 1d6 damage from touching water and recieves 5d6 damage each round from being immersed in water. Smaller amounts of water than 1 gallon per class level deal no damage, instead exploding into steam before they touch the Fire Walker's body.
The Fire Walker does not need to, and indeed cannot drink while in a Body of Flame, he may consume anything combustible by burning it, though he cannot be poisoned through consuming something in this manner.
Fiery Burst: While in the Body of Flame, the Fire Walker gains the benefits of Immolation and Ignition automatically, and every attack made by the Fire Walker can cause an eruption of fire in a 5ft radius around the target in place of Ignition's benefit, dealing the Fire Walker's Burn damage to all creatures within the area, a reflex save at the same DC as Burn halves the damage.
Shroud of Fire: At 7th level, the Fire Walker's Body of Flame improves further, by expending an additional round of duration each round, the Fire Walker may expand his Body of Flame into a shroud of fire, superheating the air around him and dealing damage equal to his Fire Walker level to everything within range of his Fire Walk ability.
Flowing Flames: At 9th level, the Fire Walker's Body of Flame is no longer wholly solid. While in his Body of Flame, he now becomes amorphous, and can pass through any crevice at least 1 inch wide as easily as open space, becoming immune to difficult terrain. In addition, his amorphous state protects him from critical hits, having a 50% chance of negating a critical hit.
Apothesis: At 10th level, the Fire Walker can assume his fiery form at will, and increases the radius of the Fiery Burst option to 10ft. However, he is still limited to a number of rounds equal to his class level per encounter for the Shroud of Fire and Flowing Flames improvements to his Body of Fire.

Fiery Armory(Su): At 6th level, the Fire Walker can store objects into a flame as a standard action. While the fire burns, the object is held in an extra dimensional space, and reappears when the fire is extinguished, or when a Fire Walker pulls it out of the flame as a move action(equivalent to drawing a weapon, and improved by Quick Draw in the same manner).
The size of the fire does not matter, a candle flame can hold any number or size of object, so long as the object is a light load for the Fire Walker.
The Fire Walker may store and retrieve all his worn equipment in this manner as a single object.

Fire Dancer(Su): At 6th level, the Fire Walker can treat flames as if they were solid objects, walking on the flames themselves as if he were a spark dancing above them. Any non-instantaneous fire is effectively solid, level ground, as far as the Fire Walker is concerned. He may walk upon his own trails of fire while they last, if so desired.

Wings of Flame(Su): At 8th level, the Fire Walker can manifest wings formed entirely of fire as a swift action. This grants him a fly speed equal to his land speed at a manueverability of Good, as well as two wing slams that deal fire damage equal to his Burn damage as a secondary natural attack. The Fire Walker can sustain these wings continously for a number of rounds equal to his Fire Walker level, after which he must wait for an equal number of rounds before manifesting them again.
At 10th level, this time limitation no longer applies.

Window of Flame(Su): At 8th level, the Fire Walker can now choose to take adjacent creatures along when using his Fire Walk ability. Those taken along are unharmed by the travel, though they do not recieve any protection from any other ability of the Fire Walker. Unwilling targets can avoid being pulled along with a Reflex save.
In addition, the Fire Walker can see through any fire within the range of his Fire Walk ability.

Fire Eater(Su): At 9th level, the Fire Walker gains the ability to consume fire around him. As a standard action, the Fire Walker extinguishes all nonmagical flames within the range of his Fire Walk ability. Magical fires are allowed a caster level check against the Fire Walker's class level. For every cubic foot of fire(rounded up) consumed by this ability, the Fire Walker gains 1d6 temporary hit points, which lasts for 1 hour).
In addition, creatures resistant or immune to fire without the fire subtype within the area suffer an additional indignity, on a failed Fortitude save at the same DC as the Burn ability, their resistance to fire is suppressed for a number of rounds equal to the Fire Walker's level, while their immunity to fire only halves fire damage for the same duration.
Creatures with the Fire subtype do not lose their resistance or immunity, but instead gain 1d4 negative levels on a failed Fortitude save at the same DC, a successful save halves the negative levels instead. Fire creatures slain by Fire Eater provide 1d6 temporary hit points per hit dice, and grants the Fire Walker a +1 Morale bonus to damage per hit dice for 1 hour.

Firefly Flight(Su): The Fire Walker can use Fire Walk as a swift action while in his Body of Fire. Additionally twice per day, the Fire Walker can Plane Shift to the Elemental Plane of Fire from anywhere and from the Elemental Plane of Fire to any fire in existence using his Fire Walk ability as a full round action. If there is no fire at his target destination, the Fire Walker is instead shunted to the nearest fire in a random direction.

[size=150]PLAYING A FIRE WALKER [/size]
Fire Walkers generally favor lightweight, high speed combat, as a matter of style, and can make use of ranged and close combat with equal proficiency. However, as they gain in experience, and their Fire Walk ability grows in range and versatility, more Fire Walkers make use of heavier armor, relying on Fire Walk to provide the mobility they need. A small but significant number practice archery instead, making use of their abilities to deter close combat and setting flames all across the battlefield to serve as escape routes.
Above all, however, Fire Walkers avoid combat near water, or extreme cold, these being anathema to their powers. Only one whose flame is greater than that of the water and frost would willingly challenge these elements.
 Combat: Fire Walkers have two main abilities, governing their combat, Burn and Fire Walk. Burn not only enhances the Fire Walker's damage, but by setting enemies on fire, transform every single flaming enemy or object into an exit for Fire Walk, which in turn can spread the burn even more greatly through Trail of Fire. As they advance, Fire Walkers become increasingly good at setting everything on fire, and with a certain level of protection from the heat, their party members can benefit as well.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this class be able to draw on..

[size=150]FIRE WALKERS IN THE WORLD [/size]
"I'm not, I repeat, NOT letting a troupe of pyromaniacs into my city!" -Distressed Mayor
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

[size=150]NPC Reaction [/size]
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

[size=150]FIRE WALKERS IN THE GAME [/size]
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

[size=150]Sample Encounter [/size]
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


[size=150]Name[/size]
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will +  
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



[size=200]EPIC CLASS NAME [/size]

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability.
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th
It's only up to 10 levels, but theres plenty you can reap.
« Last Edit: September 15, 2010, 12:45:37 PM by veekie » Logged

The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."
RobbyPants
Moderator
Organ Grinder
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Posts: 7139



« Reply #589 on: September 15, 2010, 03:25:48 PM »

I'll have to look at the fire-walker later.

As for resource allocation on short-range teleports: I'd only do it on a swift or immediate action.  Then you're paying for either extra movement or a flat-out dodge.
Logged

My balancing 3.5 compendium
Elemental mage test game

Quotes
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
RobbyPants
Moderator
Organ Grinder
*
Posts: 7139



« Reply #590 on: September 15, 2010, 08:13:57 PM »

I was thinking something like this for the pyro's 11th level ability:


Rise of the Phoenix (Su): When the pyromancer has reached 11th level, once per day, if she is killed, she immolates herself and rises anew from the ashes.  The moment the pyromancer is killed, she, and all of her possessions are consumed in fire and reduced to ash.  Anyone in her space takes 1d6 points of fire damage per class level, and anyone adjacent takes half this amount.  A successful Reflex save (DC 10 + ½ the pyromancer class level + the pyromancer’s Charisma modifier) halves the damage.  Spell resistance does not apply to this damage.

Two rounds later, the pyromancer rises from the ashes in the same location, with all of the gear she had at the moment of her death.  Her current hit points are raised to one half her maximum hit points, and any negative status effects, poisons, or diseases are removed.  If her space is occupied, she raises in the nearest unoccupied space.

This ability functions once per day, and always works the first time the pyromancer is killed in any day, without any conscious effort on her part.  This ability does not work if her body is wholly destroyed.
Logged

My balancing 3.5 compendium
Elemental mage test game

Quotes
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
Sohala
Hong Kong
****
Posts: 1268


Hammer Smash Good


Email
« Reply #591 on: September 15, 2010, 10:51:12 PM »

I like it.
Logged

"You think I'm talking about breaking the rules?"
"No I'm just trying to figure out how far you want them bent."
RobbyPants
Moderator
Organ Grinder
*
Posts: 7139



« Reply #592 on: September 18, 2010, 02:01:41 PM »

Okay.  I made a few more changes, and I think I might have it largely complete up to 15th level.  I'm not sure how worried I am about going past 15th level at this point, but I'm curious what you think.

We might be able to playtest soon!  Thanks for your patience.  I was hoping this wouldn't take so long.
Logged

My balancing 3.5 compendium
Elemental mage test game

Quotes
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
veekie
Organ Grinder
*****
Posts: 9034


WARNING: Homing Miko


« Reply #593 on: September 18, 2010, 02:13:52 PM »

Its late so I'll comment more when I wake up, but shouldn't the Aeromancer's speed bonus apply to his fly speed as well?
Logged

The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."
RobbyPants
Moderator
Organ Grinder
*
Posts: 7139



« Reply #594 on: September 18, 2010, 03:07:37 PM »

Its late so I'll comment more when I wake up, but shouldn't the Aeromancer's speed bonus apply to his fly speed as well?
It does, when he gets his Improved Flight ability at level 7.  Technically, this would also apply to other fly speeds, such as Gaseous Form.
Logged

My balancing 3.5 compendium
Elemental mage test game

Quotes
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
archangel.arcanis
Organ Grinder
*****
Posts: 2938



Email
« Reply #595 on: September 18, 2010, 10:01:25 PM »

Even though the Geo's chart looks pretty full already I think they should get a bonus to Fort saves too. Them having a low fort just doesn't work in my mind.

Wind Propel still bothers me too. I think it is just going to end up a useless ability. It just doesn't balance up with any of the comparable abilities that the other classes have. It feels like a mediocre bonus feat since it doesn't scale and the class lacks the ability to make use of it with low BaB and now rider effects to add to the arrows.
Logged

Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren
VennDygrem
Member
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Posts: 1689


VennDygrem
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« Reply #596 on: September 18, 2010, 11:55:38 PM »

I'm not sure Geo's will need a huge bonus to fort. Most likely, they'll try to at least have a decent con score, to play against their better hp and into the whole 'tougher than thou' attitude.
In the old version, Fort is Grizz's lowest save, but it's still higher than the other non-geo's.
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archangel.arcanis
Organ Grinder
*****
Posts: 2938



Email
« Reply #597 on: September 19, 2010, 10:44:05 AM »

I was thinking along the lines of the Scout's bonus to fort where it is a class feature that adds a few points to it.
Logged

Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren
VennDygrem
Member
Grape ape
*
Posts: 1689


VennDygrem
Email
« Reply #598 on: September 19, 2010, 11:54:02 AM »

Right, that's what I figured you meant, but I think the Geo is capable of having a good Fort score without it. The main cases in which they wouldn't would be, say, 28-pb or lower games.
Logged

RobbyPants
Moderator
Organ Grinder
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Posts: 7139



« Reply #599 on: September 19, 2010, 05:45:25 PM »

I was thinking along the lines of the Scout's bonus to fort where it is a class feature that adds a few points to it.
I was going to do that too, and I forgot to add them in.  I was thinking intermediate Ref for Aero and Pyro, and intermediate Fort for Hydro and Geo.

What were you thinking about the wind propelled ability?  Replace it or enhance it?  If I made it some sort of standard action boost that would do a single attack with some extra (sonic?) damage, it might be useful if it scaled, and it would be less useful to other classes in terms of dipping.
Logged

My balancing 3.5 compendium
Elemental mage test game

Quotes
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
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