Miscaleous
First Post
Here is an attempt at making a Force Specialist spell caster actually fun to play.
The Invariant
Prereqs: Empower Spell metamagic feat, ability to cast 3rd level arcane spells prepared style, and something else.
Skill points: 6+Int Hit Die: d4
Lvl BAB Fort Ref Will Special Spells
1 0 0 0 2 Driving Force, Probability, Elemental Induction +1 arcane
2 1 0 0 3 Coherent Gravity Projection +1 arcane
3 1 1 1 3 Unstable Magnitude, Inertial Blink +1 arcane
4 2 1 1 4 Kinetic Defenses +1 arcane
5 2 1 1 4 Refraction +1 arcane
6 3 2 2 5 Oblique Amplitude +1 arcane
7 3 2 2 5 Frictional Mass Inertia +1 arcane
8 4 2 2 6 Reverse Damping +1 arcane
9 4 3 3 6 Resonance +1 arcane
10 5 3 3 7 Reflection +1 arcane
Driving Force: Low level force spells are bolstered by the Invariant’s mastery of the power of motion and kinetics. Mage Armor, Golden Barding and Shield have their armor and shield bonuses equal to the Invariant’s Int bonus instead of the usual 4. Magic Missile and Blast of Force receive +1 damage for each die rolled. Persistent Blade, Force Missiles, and Disarm…
Probability: The Invariant receives many odd abilities that will use charges to perform. These charges come from a pool generated by adding the Invariant’s Int bonus with their class levels.
Elemental Induction: Via reverse induction and then re-assimilation, the Invariant can transform elemental damage spells into force damage spells. The damage dice rolled changes however, from 1d6 to 1d4+1 and from 1d8 to 1d6+1. The Invariant can only change one spell known per level. So in total 10 spells will be made into force spells; surely fireball and firebrand will be there.
Coherent Gravity Projection: Invariants are not well versed in melee combat, so they must be able to either get away (Inertial Blink comes next level) or push others away. At the cost of 1 probability charge, as a swift action, the Invariant causes a bull rush effect on all enemies within 10’ of him/herself as though caused by a creature of large size and with a strength score of 20+total caster level. The knock back is greater than a bull rush; for each point of difference between the strength check of the effect and the strength check of the enemy the enemy is pushed directly away from the Invariant 5’ and suffers 1 point of force damage.
Unstable Magnitude: All force spells are cast at a +1 caster level and are 1 DC higher on their saves if applicable. This bonus increases to +2 at 7th and +3 at 10th.
Inertial Blink: As a move action, the Invariant can teleport short distances. The range maximum is equal to the Invariant’s level + their Int bonus in squares. This costs 1 probability charge to use.
Kinetic Defenses: The Invariant learns two new ways to keep him/herself safe.
• Normalization, as a swift action the Invariant can sacrifice a spell to summon a shield of force that surrounds his person. This shield of force protects against AoE damage only. It is ablative and can absorb a total number of hit points of damage equal to the level of spell sacrificed x10.
• Noninertial Frame, As an immediate action, at the cost of 3 probability charges, the Invariant can cast a spell not unlike Resilient Sphere on him/herself only. The differences in the spell are thus, teleport works (to get him/her out of dangerous environments) and a targeted dispel magic has no effect on this version.
Refraction: At the cost of 2 probability charges, the Invariant can use an immediate action to bounce a spell or ranged attack targeted solely on him/her away from anyone’s harm. He/she must win a caster level check (with a +4 competence bonus to the roll) for spells. Otherwise for arrows (even magical ones), they are merely swept aside by his/her power.
Oblique Amplitude: The Chain Spell metamagic feat is given for free regardless of the prereqs. However, this chain effect can only be used on force spells. In addition, the Invariant can lace waveform momentum into their force spells at the cost of 1 probability charge per spell.
Frictional Mass Inertia: An option that can be used along with Inertial Blink, but anyone along the line created from the Invariant’s starting point to the ending point of his Inertial Blink takes force damage and knock back. The knock back and damage have the same mechanics as Coherent Gravity Projection. This effect costs an additional charge of probability.
Reverse Damping: At the cost of one probability charge, the Invariant can lace either knock back or daze effects into his/her force spells (not necessarily damage spells, but most others do this kind of effect already). For each probability charge spent on this effect, the Invariant can knock back the spell’s target/s 10’ or daze the targets for 1 round.
Resonance: All damage done by the Invariant is doubled when applied to inanimate objects, constructs, slimes….maybe more? Also able to affect constructs otherwise immune to magic but only with force effects.
Reflection: At the cost of 3 probability charges, the Invariant can use an immediate action to send a spell or ranged attack targeted solely on him/her back to the caster/firer. He/she must win a caster level check (with a +4 competence bonus to the roll) for spells. As for arrows (yes, magical arrows too), they are simply redirected back at the firer.
Obviously, my first question is "How to make a table?"
The Invariant
Prereqs: Empower Spell metamagic feat, ability to cast 3rd level arcane spells prepared style, and something else.
Skill points: 6+Int Hit Die: d4
Lvl BAB Fort Ref Will Special Spells
1 0 0 0 2 Driving Force, Probability, Elemental Induction +1 arcane
2 1 0 0 3 Coherent Gravity Projection +1 arcane
3 1 1 1 3 Unstable Magnitude, Inertial Blink +1 arcane
4 2 1 1 4 Kinetic Defenses +1 arcane
5 2 1 1 4 Refraction +1 arcane
6 3 2 2 5 Oblique Amplitude +1 arcane
7 3 2 2 5 Frictional Mass Inertia +1 arcane
8 4 2 2 6 Reverse Damping +1 arcane
9 4 3 3 6 Resonance +1 arcane
10 5 3 3 7 Reflection +1 arcane
Driving Force: Low level force spells are bolstered by the Invariant’s mastery of the power of motion and kinetics. Mage Armor, Golden Barding and Shield have their armor and shield bonuses equal to the Invariant’s Int bonus instead of the usual 4. Magic Missile and Blast of Force receive +1 damage for each die rolled. Persistent Blade, Force Missiles, and Disarm…
Probability: The Invariant receives many odd abilities that will use charges to perform. These charges come from a pool generated by adding the Invariant’s Int bonus with their class levels.
Elemental Induction: Via reverse induction and then re-assimilation, the Invariant can transform elemental damage spells into force damage spells. The damage dice rolled changes however, from 1d6 to 1d4+1 and from 1d8 to 1d6+1. The Invariant can only change one spell known per level. So in total 10 spells will be made into force spells; surely fireball and firebrand will be there.
Coherent Gravity Projection: Invariants are not well versed in melee combat, so they must be able to either get away (Inertial Blink comes next level) or push others away. At the cost of 1 probability charge, as a swift action, the Invariant causes a bull rush effect on all enemies within 10’ of him/herself as though caused by a creature of large size and with a strength score of 20+total caster level. The knock back is greater than a bull rush; for each point of difference between the strength check of the effect and the strength check of the enemy the enemy is pushed directly away from the Invariant 5’ and suffers 1 point of force damage.
Unstable Magnitude: All force spells are cast at a +1 caster level and are 1 DC higher on their saves if applicable. This bonus increases to +2 at 7th and +3 at 10th.
Inertial Blink: As a move action, the Invariant can teleport short distances. The range maximum is equal to the Invariant’s level + their Int bonus in squares. This costs 1 probability charge to use.
Kinetic Defenses: The Invariant learns two new ways to keep him/herself safe.
• Normalization, as a swift action the Invariant can sacrifice a spell to summon a shield of force that surrounds his person. This shield of force protects against AoE damage only. It is ablative and can absorb a total number of hit points of damage equal to the level of spell sacrificed x10.
• Noninertial Frame, As an immediate action, at the cost of 3 probability charges, the Invariant can cast a spell not unlike Resilient Sphere on him/herself only. The differences in the spell are thus, teleport works (to get him/her out of dangerous environments) and a targeted dispel magic has no effect on this version.
Refraction: At the cost of 2 probability charges, the Invariant can use an immediate action to bounce a spell or ranged attack targeted solely on him/her away from anyone’s harm. He/she must win a caster level check (with a +4 competence bonus to the roll) for spells. Otherwise for arrows (even magical ones), they are merely swept aside by his/her power.
Oblique Amplitude: The Chain Spell metamagic feat is given for free regardless of the prereqs. However, this chain effect can only be used on force spells. In addition, the Invariant can lace waveform momentum into their force spells at the cost of 1 probability charge per spell.
Frictional Mass Inertia: An option that can be used along with Inertial Blink, but anyone along the line created from the Invariant’s starting point to the ending point of his Inertial Blink takes force damage and knock back. The knock back and damage have the same mechanics as Coherent Gravity Projection. This effect costs an additional charge of probability.
Reverse Damping: At the cost of one probability charge, the Invariant can lace either knock back or daze effects into his/her force spells (not necessarily damage spells, but most others do this kind of effect already). For each probability charge spent on this effect, the Invariant can knock back the spell’s target/s 10’ or daze the targets for 1 round.
Resonance: All damage done by the Invariant is doubled when applied to inanimate objects, constructs, slimes….maybe more? Also able to affect constructs otherwise immune to magic but only with force effects.
Reflection: At the cost of 3 probability charges, the Invariant can use an immediate action to send a spell or ranged attack targeted solely on him/her back to the caster/firer. He/she must win a caster level check (with a +4 competence bonus to the roll) for spells. As for arrows (yes, magical arrows too), they are simply redirected back at the firer.
Obviously, my first question is "How to make a table?"