Eye Caster

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spongeknight
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Eye Caster

Post by spongeknight »

The Eye Caster

There is a lot of superstition about the human eye and its role in mysticism or spirituality that has been created over the years, so it's only fitting that fiction nowadays sometimes feature people who have incredible powers contained in their eyes. Practically speaking the human eye isn't magic or anything, but it is the window through which we see the world. Therefore I made a class that does nothing but shoot lasers from his eyes because reasons.

I can see many things, young one. Currently I see that you are on fire.

The Eye Caster is one who has devoted himself to unlocking the secret powers of his eyes in order to see- and alter- the truth of the world.

hit die d4
class skills heal, intimidate, knowledge (all), search, sense motive, spellcraft, spot
skill points 2+int
BAB poor
saves fort poor, ref poor, will good
weapon and armor proficiencies The Eye Caster starts with simple weapon and light armor proficiency (but not shields)

Abilities
LevelEye RaysMystic Eyes
1JakiganMinute Perception
2-Life Perception
3DokuganDeath Perception
4Forbidden Balor View-
5-Truth Perception
6-Kinetic Perception
7Illusion-
8-Future Perception

Eye Rays (su) The Eye Caster gains a number of rays that he can shoot from his eyes as attack actions. These require a ranged touch attack roll to hit and are close range. Each eye ray can only affect the same target once in a round, though the same target can be affected by multiple rays and different targets may be affected by the same ray. Any saving throw for this ability is 10 + 1/2 level + Int mod. For the purposes of determining variable effects such as duration the caster level of the eye ray is equal to your Eye Caster level.

Mystic Eyes (sp) By seeing the truth of the world, the Eye Caster can mimic certain spells or effects to change his surroundings. These all are swift actions that can be activated only once per target in a 1 hour period (including personal only effects). This restriction applies even if the target was not affected by it (with a successful saving throw, for example). For the purposes of determining variable effects such as duration the caster level of the mystic eye is equal to your Eye Caster level.

List of Eye Rays:
Jakigan The evil eye of legends, the jakigan carries with it a powerful curse that few can stomach. It deals 1d6/2 levels damage, and with a failed fortitude save leaves the target nauseated for one round. A successful save makes a creature immune to the nauseate effect for 24 hours.

Dokugan Poisonous eyes that carry with them death, the dokugan are rightly feared. Any creature hit by them take 1d6/2 levels damage and must make a will save or be affected as if by the bane spell. At fifth level this changes to bestow curse, though the duration remains one minute per level.

Forbidden Balor View The hatred of a powerful fiend distilled into a pure, loathing-filled glance, the forbidden balor view is capable of stopping people in their tracks. The target must make a will save or be slowed for 1d4 rounds. At 10th level this changes to a petrify effect. A creature who successfully saves against this ability cannot be affected again for 24 hours.

Illusion The eye controls what the mind sees, and an experienced Eye Caster can control the eyes and the minds of his opponents. If the target fails a will save, he is under the effect of a major image that only he can see. Interacting with the illusion grants the target a save at a -4 penalty. The caster can picture in his mind what the target is experiencing inside the illusion, even though he can't see it in the outside world.

List of Mystic Eyes:
Minute Perception The Eye Caster uses his intelligence modifier instead of his wisdom when using the spot, sense motive, and heal skills. In addition, he never receives a penalty for checks to notice things based on size- he is just as capable of noticing a grain of sand as he is an elephant. Finally, the Eye Caster can very specifically fire his eye rays into a grapple and not risk hitting anyone in the grapple other than his target. This ability lasts for 1 minute per level.

Life Perception By seeing the flow of energy in a body, the Eye Caster can heal some of the accumulated damage the body has sustained. This can only target living creatures. The target recovers hit points equivalent to a cure light wounds spell. At third level this increases to cure moderate wounds, at 5th level it increases to cure serious wounds, at 7th increases to cure critical wounds, and at 11th increases to heal. The Eye Caster must touch the recipient of this ability.

Death Perception No one escapes death. By seeing this fundamental truth, the Eye Caster can hasten the process along. This ability must target a creature that the Eye Caster has successfully identified using the appropriate knowledge skill. The Eye Caster learns of that creature's greatest weakness- either the type of damage it is vulnerable to or its weakest save, whichever the DM thinks is a bigger weakness for that particular creature.

Truth Perception This ability is the Sohei's Enlightenment: Perfect Understanding. Let me copy that for you: At this stage, they can never be Confused, and always know when a person is lying. Additionally, they can choose to automagically disbelieve illusions and can see the invisible. As a mystic eye, however, it must be turned on with a swift action and lasts for 1 round/level.

Kinetic Perception The Eye Caster focuses on the motion of those around him, granting himself an incredible ability to predict where attacks will land and not be there when they do. He gains a dodge bonus to armor class equal to 4+ 1/2 level, but only when not flat-footed. When activated, this ability ends only when the character falls asleep or unconscious.

Future Perception The Eye Caster can see slightly into the future, because eyes can do that somehow. This allows him to activate either a true strike effect or gain a miscellaneous +5 bonus to saves for one round. This use can be an immediate action or a swift action, but if used as an immediate action the save bonus lasts only until the start of the character's next turn.


Alright, that's it. This is a class I'm actually going to play in two weeks, so I'd like to know all the possible things wrong with it. Is it too powerful, too weak, are things worded poorly, are some effects nonsensicle or completely broken, ect. Same Game Test coming up for levels 3, 5, and 8 in a sec. Suggestions for a much cooler class name are also appreciated. Any constructive criticism, even if you want to call me names while doing so, is greatly appreciated. [/b]
A Man In Black wrote:I do not want people to feel like they can never get rid of their Guisarme or else they can't cast Evard's Swarm Of Black Tentacleguisarmes.
Voss wrote:Which is pretty classic WW bullshit, really. Suck people in and then announce that everyone was a dogfucker all along.
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Kaelik
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Post by Kaelik »

Mystic Eyes is a stupid way to write durations for anything. Also all but two of the Mystic Eyes are personal only, and of the two that aren't, one of them is pointless to use twice on the same target and one is healing.

So you wrote an entire stupid resource system to govern personal effect buffs and healing.

What you should do is declare that he can recharge his eyes with some kind of action, because sometimes you want to fight four encounters in an hour, and sometimes you want to fight one, and it is really weird for him to sometimes get all his person buffs, and sometimes not.

Healing, if you don't want to give him infinite healing, should just be a healing pool or a healing pool per target that is measured on a per day basis.
DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
The U.S. isn't a democracy and if you think it is, you are a rube.

That's libertarians for you - anarchists who want police protection from their slaves.
spongeknight
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Post by spongeknight »

Level 3 Same Game Test

Hallway with 6 CR 1/2 tiny animated objects:
As ambush monsters, they ambush the EC and get partial charges in the surprise round. They half beat him to death in the surprise round even with their shitty d3-1 damage, and with the ability to provoke attacks of opportunity while firing ranged attacks in threatened squares or retreating while surrounded to kill only one at a time, he very swiftly gets beaten all the way to death. Loss

3 starving wolves who come out of the forest to get dinner:
If the EC wins initiative, he shoots one and probably kills it, then gets charged and tripped and eaten. If he loses initiative he gets charged and tripped and eaten slightly faster. Theoretically if the wolves roll quite poorly and miss all their attack rolls he can eye laser them to death, but the odds are not in his favor. Loss

Pit trap:
Without trapfinding, the EC falls into the pit and dies immediately. If he miraculously survives, he has strength as a dump stat and no climb, so he starves to death anyway. Loss

Orc with pet Toqqua:
Man, the EC does not deal well with multiple opponents. He can kill the orc outright and get chomped by the thoqqua's charge, or can hopefully nauseate the thoqqua and get hit once in the face by the orc in the first round. Next round would be finishing off the thoqqua and hoping the orc misses, and that's assuming the thoqqua failed the nauseate save and didn't just charge anyway. Probable Loss

Gelatinous Cube:
The EC probably makes his spot check against it and fires off a shot. However, with a Fort of +9 he's probably going to be immune to the nauseate, and then just runs over the hapless EC who has to be in close range to do anything. Loss

Ogre:
As the standard level 3 bruiser, the ogre... succeeds his fortitude save, charges and squishes the EC in one hit. He probably takes a little damage from the jakigan though. Loss

Allip:
No ability to hit incorporeal, automatic loss. Loss

Ankheg:
Ambushed and killed in the opening charge, with a +9 attack roll against a flat-footed light armor guy and 16 points of damage on average against a d4 HP class. Loss

Bugbear and two goblin cohorts:
The EC actually probably wins this one, considering the poor fort saves and attack bonuses of his opponents. Shooting the bugbear with the jakigan twice means the goblins probably can't take him before he finishes them off. Of course, that's only on average rolls, and some bad luck leaves the EC with his head bashed in, but he probably wins. Win

Level 3 Wizard:
Whoever wins initiative wins this. Draw?

Conclusion: his defenses are pretty atrocious and anything that saves against his single "I win" nauseate ability rips him in half pretty quickly. No ability to deal with multiple monsters either, and his close range eye rays means he is forced to stay in melee range with just about everything he doesn't want to stay in melee range with.
A Man In Black wrote:I do not want people to feel like they can never get rid of their Guisarme or else they can't cast Evard's Swarm Of Black Tentacleguisarmes.
Voss wrote:Which is pretty classic WW bullshit, really. Suck people in and then announce that everyone was a dogfucker all along.
spongeknight
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Post by spongeknight »

Kaelik wrote:Mystic Eyes is a stupid way to write durations for anything. Also all but two of the Mystic Eyes are personal only, and of the two that aren't, one of them is pointless to use twice on the same target and one is healing.

So you wrote an entire stupid resource system to govern personal effect buffs and healing.

What you should do is declare that he can recharge his eyes with some kind of action, because sometimes you want to fight four encounters in an hour, and sometimes you want to fight one, and it is really weird for him to sometimes get all his person buffs, and sometimes not.

Healing, if you don't want to give him infinite healing, should just be a healing pool or a healing pool per target that is measured on a per day basis.
What kind of action should the recharge be? Something like the 5 minutes of downtime for martial adepts to switch up their maneuvers?

Also, good idea with the healing pool. Thanks.
A Man In Black wrote:I do not want people to feel like they can never get rid of their Guisarme or else they can't cast Evard's Swarm Of Black Tentacleguisarmes.
Voss wrote:Which is pretty classic WW bullshit, really. Suck people in and then announce that everyone was a dogfucker all along.
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Kaelik
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Post by Kaelik »

Well Death Perception should just be at will, because it already is, and all the person buffs should be an action between one round and 15 minutes to recharge, you can make it different things for different reasons, but for the most part one minute and 15 minutes are both out of combat only, but something like 3-5 rounds could occasionally be spent in combat and usually will be spent in stealth assault scenarios.

EDIT: Also the character is super weak. He basically has to TWF to even remotely acceptable damage, his status effects range from baller for their level, to garbage, but adding a never again for 24 hours effect makes them all crap.

I mean, a level appropriate enemy that makes a save against petrify basically ignores you. A level appropriate enemy slowed for 1d4 rounds on a failed save and immune for 24 hours basically spends more rounds laughing at you for being shit than he does actually crippled by you because he makes two saves and you instantly become a shittier warlock.

Also not clear how poison immunity interacts with second eye.
Last edited by Kaelik on Thu Dec 31, 2015 7:37 pm, edited 2 times in total.
DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
The U.S. isn't a democracy and if you think it is, you are a rube.

That's libertarians for you - anarchists who want police protection from their slaves.
spongeknight
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Post by spongeknight »

Level 5 Same Game Test

Huge animated iron statue:
After taking a severely damaging surprise punch to the face, the EC slows it almost automatically (-3 will save, really?). Then basically everything boils down to whether or not the iron statue hits his second attack when the EC runs the hell away to start shooting it from a distance. It's at a +8 to hit with the slow, and the EC probably has an AC of 20~21 at this point, so it's a possible victory. Draw
Edit: Eye Ray doesn't penetrate hardness, so actually the EC can't do shit to permanently win. Loss

basilisk:
Fails the fort save on average on round 1 (looking during his turn to target and then being looked at), dies before killing the basilisk. Loss

large fire elemental:
Immune to nauseate, fast as fuck, super initiative, good damage- the EC gets his shit packed in, maybe surviving until the attack of opportunity when he tries to flee. Loss

manticore on the wing:
The EC has no flight, no long range attacks, gets pin-cushioned immediately by manticore's ranged attacks. Loss

mummy:
If the EC makes his save versus fear at the start of combat, he can just slowly walk away while pinging this 20' speed lumbering bum. If he fails the save, which is about 50/50, he gets his face eaten off. Draw
Edit: Right, 35' range attack and 40' charge range, mummy still wins. Loss

phase spider:
Not even a contest. EC gets surprised, bitten with poison, loses initiative and gets poisoned again, killing him handedly. Even if he rolls well on the initiative check he doesn't have much he can do to shave off 42 HP, and the spider probably makes the nauseate save, so he's boned either way. Loss

troll:
Dies, no contest. Nothing the EC can do will save him. Loss

chasm:
Nothing he can do here. Loss

moat filled with acid: Notices that the moat is filled with acid due to high perception, then turns to his spellcaster friend and asks him to solve the problem. Loss

locked door several pit traps:
Fails the reflex save, dies from falling damage. Doesn't even get to the door which he can't open anyway. Loss

centaur archers:
They shoot him from far away, and as the EC tries to run up into close range he gets slaughtered. Loss

grimlock assault team:
Hilariously, grimlocks are specifically immune to "gaze attacks, visual effects, illusions, and other attack forms that rely on sight" meaning they might just be straight up immune to the class. If not, the EC kills one a round starting from outside their sight range, and since they can't charge he can actually back away and fire with relative impunity.

Conclusions: still fucking sucks.
Last edited by spongeknight on Thu Dec 31, 2015 8:18 pm, edited 1 time in total.
A Man In Black wrote:I do not want people to feel like they can never get rid of their Guisarme or else they can't cast Evard's Swarm Of Black Tentacleguisarmes.
Voss wrote:Which is pretty classic WW bullshit, really. Suck people in and then announce that everyone was a dogfucker all along.
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Kaelik
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Post by Kaelik »

Even your victories and Draws aren't victories or draws, you can't actually attack a Mummy from outside his charge range, so you die no matter what.

Also the Construct is slowed for an abysmally short time, and will eventually roll high and become immune just because. Also, you do 3d6 average 10.5 damage, and you have no way of penetrating hardness, so he straight up ignores you until he makes the will save then murders you.

Likewise your best case scenario is you nauseate the Bugbear for one fucking round. You can't then turn around and kill the Goblins before then, because you can't even attack the goblins until the BugBear stops being nauseated.
Last edited by Kaelik on Thu Dec 31, 2015 8:07 pm, edited 1 time in total.
DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
The U.S. isn't a democracy and if you think it is, you are a rube.

That's libertarians for you - anarchists who want police protection from their slaves.
spongeknight
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Post by spongeknight »

Unfortunately my DM is paranoid about us making our classes too powerful and probably thinks this stuff as written is too strong already. Any ideas on how to bump up the class without making it look more powerful?
A Man In Black wrote:I do not want people to feel like they can never get rid of their Guisarme or else they can't cast Evard's Swarm Of Black Tentacleguisarmes.
Voss wrote:Which is pretty classic WW bullshit, really. Suck people in and then announce that everyone was a dogfucker all along.
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Ice9
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Post by Ice9 »

spongeknight wrote:Unfortunately my DM is paranoid about us making our classes too powerful and probably thinks this stuff as written is too strong already. Any ideas on how to bump up the class without making it look more powerful?
Use an existing class and modify it in ways that are each demonstrably power-neutral? Sometimes DMs with knee-jerk reactions like that have an equally knee-jerk "published stuff is balanced" stance.

A non-Glaive Hellfire Warlock isn't amazing, but it's better than this. A Psion/Wilder could be fluffed as having their powers come firing out of their eyes, and - being a full caster - is going to do pretty well in the SGT.
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Kaelik
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Post by Kaelik »

spongeknight wrote:Unfortunately my DM is paranoid about us making our classes too powerful and probably thinks this stuff as written is too strong already. Any ideas on how to bump up the class without making it look more powerful?
Replace all abilities that have immunity on a successful save with no fucking immunity, so at least you can spam the same shit ability.

Add a stun somewhere.

Make all the attacks do damage plus riders.

Make the slow s fixed not shit duration like 5 rounds. Hell make the slow a no save effect, point out that shitty Dragonfire Adepts get a no save AoE slow, and they can combine it with entangle and black tentacles.

If your DM won't let you do level appropriate damage, and you can only do single target debuffs, you might as well make the single target debuffs that are 100000000% of your class actually good.
Last edited by Kaelik on Thu Dec 31, 2015 9:04 pm, edited 1 time in total.
DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
The U.S. isn't a democracy and if you think it is, you are a rube.

That's libertarians for you - anarchists who want police protection from their slaves.
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