[Tome of Weeaboo Fightan] Bullet Mage

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Mask_De_H
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[Tome of Weeaboo Fightan] Bullet Mage

Post by Mask_De_H »

Bullet Mage

MASTAH SPAAAAAAKU~

Bullet Mages are masters of suppression fire and aerial bombardments; raining colorful and hard to dodge death upon armies and heroes alike. They also enjoy nice hats.

Hit Dice d6
Class Skills: Balance, Bluff, Concentration, Climb, Disguise, Disable Device, Escape Artist, Intimidate, Listen, Move Silently, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Swim, Tumble, UMD

Skills/Level 4+Int
BAB Rogue
Saves Good Ref

Weapon Proficiencies: Simple, 1 Martial of Choice, all Thrown Weapons
Armor Proficiencies: Light only
Alignment: Any
Level:Abilities
01 Shot Type
02 Graze the Bullet, Bomb Type
03 Nice Hat
04 Hover Mode, Spellcard
05 Dodge the Bullet, Special Shot Type
06 Bangin' Bomb Type
07 Flight Mode
08 Shoot the Bullet, EX Spellcard
09 MAX Shot Type
10 MAX Bomb Type
11 Deathbombing
12 Last Spellcard, Bullet Hell


Shot Type (Su): At level 1, a Bullet Mage gains the ability to channel raw force into a specific type of attack magic. The Bullet Mage call upon their specific Shot as a ranged touch attack unless otherwise noted. Each Shot type is an Attack action unless otherwise noted. Choose one: the choice cannot be changed. There can be only one instance of a Shot type active per Bullet Mage.
Standard: A solid bullet of force slams into the target, dealing 1d8+Cha damage out to Short Range.

Spread: A wave of magical static washes over a given area, dealing 2d4+Cha damage in a 15' cone.

Laser: A piercing ray of magical energy cuts through targets, dealing 1d6+Cha damage in a 30' line.

Orb: Two small globules of force circle the Bullet Mage. The balls threaten out to 5', and deal 1d8+Cha damage to anyone who enters that square. These orbs can be called as a Standard action, last for 1 round/level and disappear after hitting an opponent.

Sticky: A bit of magical power is overcharged and held in a container. This container can be thrown with a range of 30', placed on the ground, or on a target with a touch attack. The shot can be held for 1 round/level or set off with a Swift action, after which it explodes, dealing 1d6+Cha damage to a target and Cha damage to those in a 10' radius.
Graze the Bullet(Ex): At level 2, the Bullet Mage gains Evasion. At level 5 it becomes Improved Evasion.

Bomb Type (Su): At Level 2, the Bullet Mage learns a desperation technique, an ability to expel large amounts of magical power at once. Choose one from the given list; the Bullet Mage may use these as a Standard action 3 times before having to devote a minute to recharge their energies. There can only be one instance of any Bomb type active per Bullet Mage.
Wave: A shockwave of magical force radiates from the Bullet Mage. Deal 1d6/level force damage to everyone in a 30' radius with the Bullet Mage as the center.

Burst: A giant column of force erupts directly in front of the Bullet Mage. Deal 1d6/level force damage to everything in a 15' thick line that extends to 30'. Reflex for half.

Multishot: Directional lasers fly forth from the Bullet Mage, locking on to targets. Choose a number of targets within Short range up to Character Level + 2: those targets take 1d6/2 levels force damage. Reflex for half

Sentry: the Bullet Mage brings up a blockade of force. the Bullet Mage create projections of raw magic that fill up a number of squares equal to the Bullet Mager character level + 2, within Short range. The objects deal 1d6+Cha force damage to any creature passing through it.

Orbital Strike: the Bullet Mage calls down destruction on a single area. Deal 1d6/level damage to a single target within Short range. All targets within a 30' radius of that target take 1d6+Cha damage. Reflex for half.
Nice Hat: As the Tome of Yer Mum Swashbuckler's Stylish Hat.

Spellcard(Sp): At level 4, the Bullet Mage gains Basic Access to a Sphere. This is seen as a specialization of more mundane magical aptitude. They may also elect their shot and bomb types to be typed with a single element, chosen at this time.

Hover Mode(Ex): At level 4, the Bullet Mage can cast Levitate on themselves at will. The Bullet Mage does not take cumulative penalties for attacking with Shot or Bombs. They may also move horizontally at half speed.

Special Shot Type(Su): At level 5, the Bullet Mage's ability with their chosen shot type improves, allowing for more intricate and powerful attacks. These replace the previous shot type. Saving throws determined by 10+1/2 Level+Cha mod.
Standard: Three bullets of screaming energies slam into a target. Each bullet does 3d6+Cha damage and can be individually targeted. These shots do not miss.

Spread: A wider spread of sharpened static washes over the targets. Deal 3d10 damage to all creatures in a 30' cone. All targets hit must make a Fort save or be dazed for 1 round.

Laser: A wicked beam of light shoots forth, skewering anything in it's path. Deal 3d6+Cha damage to all targets in a 60' line. This damage ignores partial concealment and halves resistances and damage reduction.

Orb: A set of four buzzing orbs circle the Bullet Mage. The orbs extend to 10' and threaten as if they were Spiked Chains, but can only take Attacks of Opportunity, dealing 1d8+Cha damage before fading out. The Bullet Mage may, as an immediate action, elect to use an orb for defense; treated as a Mirror Image with an AC equal to 10+1/2 Level+Cha mod. They last for 1 round/level or until dismissed.

Sticky: the Bullet Mage gain the ability to make more charged magic bombs. the Bullet Mage can now make two containers, each dealing 3d6+Cha damage to one target and 1d6+Cha damage to those in a 10' radius. All creatures affected must make a Reflex save or be knocked prone.
Dodge the Bullet(Ex): At level 5, the Bullet Mage gains Improved Evasion. The Bullet Mage also gains a 20% miss chance against rays, orbs, lines, and cones.

Bangin' Bomb Type(Su): At level 6, the Bullet Mage refines their expenditure of energies, resulting in a better bomb type. This replaces the previous version of the bomb type.
Wave: The shockwave of force the Bullet Mage releases brings people to their knees. Deal 1d6/level force damage to everyone in a 30' radius with the Bullet Mage as the center. Creatures in the blast must make a Fortitude save or be blown to the edge of the blast, and a Reflex save or fall prone.

Burst: A giant column of force erupts directly in front of the Bullet Mage, melting away glamers and defenses. Deal 1d6/level force damage to everything in a 15' thick line that extends to 30'. All creatures within the blast are targeted with a Dispel Magic effect, caster level equal to character level. Reflex for half/no Dispel.

Multishot: Directional lasers fly forth from the Bullet Mage, locking onto and refracting off of targets. Choose a number of targets within Short range up to Character Level + 2: those targets take 1d6 levels force damage. The Bullet Mage may then target another creature within 30' of the target to take 1d6/2 levels force damage. Reflex for half.

Sentry: the Bullet Mage brings up a wall of force. She can create projections of raw magic that extends 20'/Level, within Short range. The objects deal 1d6+Cha force damage to any creature passing through it.

Orbital Strike: The Bullet Mage calls down greater destruction on a single area. Deal 1d6/level damage to a single target within Long range. All targets within a 30' radius of that target take 1d6/2 Levels+Cha damage. Reflex for half
Flight Mode(Ex): At level 7, the Bullet Mage gains a flight speed of 60' (good).

Shoot the Bullet(Ex): At level 8, the Bullet Mage's dodge-fu and aim are so good, she can do all sorts of crazy evasive maneuvers. If the Bullet Mage are to have a ranged effect miss through Dodge the Bullet, the Bullet Mage may, as an Immediate action, return the effect back to it's creator, with its attack roll or save DC replaced with 10+1/2 the Bullet Mage's Level+the Bullet Mage's Cha mod.

EX Spellcard(Sp): At level 8, the Bullet Mage gains Advanced access in their first Sphere, and Basic access to another Sphere of their choosing. They may also add a second element to their repertoire.

MAX Shot Type(Su): At level (9), the Bullet Mage gains mastery over their chosen shot type. This replaces the Special shot type.
Standard: Bullets of pure will shred opponents like a Gatling gun. The Bullet Mage may target three creatures within Short range, gaining the ability to target another creature every 2 levels. The shots deal 1d6/level damage and do not miss.

Spread: A vicious swath of feedback cuts through a field of targets. Deal 1d6/2 levels+Cha damage to all creatures in a 60' cone. All targets hit must make a Fort save or be stunned for 1 round.

Laser: A spiraling lance of light shoots forth, tearing through enemies as if they weren't even there. Deal 1d6/level+Cha damage to all targets in a line out to Close range. This damage ignores partial concealment, resistances, and damage reduction.

Orb: A set of six orbs circle the Bullet Mage. The orbs can extend independently to 30' from the Bullet Mage, fill a 5' square, and can threaten and attack as if they were Spiked Chains, dealing 1d6/2 levels+Cha damage. The Bullet Mage may, as an immediate action, elect to use an orb for defense; treated as a Mirror Image with an AC equal to 10+1/2 Level+Cha mod. They may also elect to switch places with an Orb, as if under the Benign Transposition spell. The orbs last for 1 round/level or until dismissed.

Sticky: the Bullet Mage gain the ability to make more intricate grenades. The Bullet Mage can now make containers up to their class level, each dealing 1d6/2 levels+Cha damage to all targets in a 10' radius. All creatures affected must make a Reflex save or be knocked prone, a Fort save or be sickened, and a Will save or be blinded and deafened. The effect is chosen by the Bullet Mage when each sticky is created.
MAX Bomb Type(Su): At level 10, the Bullet Mage has reached the apex of her force manipulation. She gains the MAX Bomb type, which replaces her previous Bangin' Bomb type.
Wave: The shockwave of force the Bullet Mage releases annihilates utterly. Deal 1d6/level force damage to everyone in a 60' radius with the Bullet Mage as the center. Creatures in the blast must make a Fortitude save or be blown to the edge of the blast, taking the Bullet Mage's Cha mod plus her level in damage for each 5' moved, and a Reflex save or fall prone and be rendered paralyzed by sheer force.

Burst: A giant column of force erupts directly in front of the Bullet Mage, stripping away everything. Deal 1d6/level force damage to everything in a 15' thick line that extends to 60'. All creatures within the blast are targeted with a Reaping Dispel effect, caster level equal to character level. The targeted area is then subject to an Anti-Magic field for 1 round. Reflex for half damage/no Dispel

Multishot: Directional lasers fly forth from the Bullet Mage, locking onto and refracting off of targets. Choose a number of targets within Medium range up to Character Level + 2: those targets take 1d6/level force damage. All other creatures within 30' of the target take 1d6/2 levels force damage. Reflex for half damage.

Sentry: the Bullet Mage brings up delicate sculptures of will. She can create projections of raw magic that extends 20'/Level in any direction, within Medium range. The objects deal 1d6/level+Cha force damage to any creature passing through it, and the creature must make a Reflex save or be pushed back 5'/level.

Orbital Strike: The Bullet Mage calls down a pillar of destruction. Create a 30' by 120' cylinder within Long range. All creatures within that cylinder take 1d6/level+Cha force damage.

Deathbombing(Su): As long as the Bullet Mage has a usage of Bomb left, she may go out in a blaze of glory. At level 11, she can release one Bomb as an immediate action upon dying, and is revived the next day with no level penalties.

Last Spellcard(Sp): At level 12, the Bullet Mage completes their magical trainings, advancing their Advanced Sphere access to Expert and her Basic Sphere access to Advanced. She also gains Basic access in one more Sphere. She can now make their Shot and Bomb any element she wishes.

Bullet Hell(Su): The Bullet Mage may wash the battlefield in bullets. She may target as many creatures they can see, and deal 1d6/level damage to them. This counts as a Bomb, and requires a Full Round Action.
Last edited by Mask_De_H on Wed May 19, 2010 7:31 pm, edited 5 times in total.
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
Whipstitch wrote:You're on a mad quest, dude. I'd sooner bet on Zeus getting bored and letting Sisyphus put down the fucking rock.
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God_of_Awesome
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Post by God_of_Awesome »

You have succesfuly made my Force Mage look like shit.

:razz:
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
Mask_De_H
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Post by Mask_De_H »

:awesome:
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
Whipstitch wrote:You're on a mad quest, dude. I'd sooner bet on Zeus getting bored and letting Sisyphus put down the fucking rock.
LR
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Post by LR »

What if you want to substitute the Nice Hat for a parasol that never withers?
Mask_De_H
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Post by Mask_De_H »

Go for it broseph.
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
Whipstitch wrote:You're on a mad quest, dude. I'd sooner bet on Zeus getting bored and letting Sisyphus put down the fucking rock.
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Archmage
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Post by Archmage »

Touhou? In my D&D? Questions and comments:

Shot Type: Does the basic shot auto-hit or something, like a magic missile spell? There are no save DCs or anything of the sort listed. Is this a supernatural or spell-like ability? It'd be nice to know how the bullets interact with SR, anti-magic fields, whether their use provokes AoO unless you "cast defensively," etc.

Dodge the Bullet: I'd just say that the mage applies a 20% miss chance against rays, orbs, lines and cones since entropic shield explicitly says "ranged attacks" and doesn't refer to area spells.
P.C. Hodgell wrote:That which can be destroyed by the truth should be.
shadzar wrote:i think the apostrophe is an outdated idea such as is hyphenation.
Mask_De_H
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Post by Mask_De_H »

Arch: Standard shot is Auto-hit from Special on. The shot type description should say "as a ranged touch attack". Shots and Bombs are (Su) abilities. I'll change the wordings accordingly.
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
Whipstitch wrote:You're on a mad quest, dude. I'd sooner bet on Zeus getting bored and letting Sisyphus put down the fucking rock.
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Sunwitch
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Post by Sunwitch »

At a number of levels, this thing has better sphere access than the Conduit and Warlock. On top of its own abilities. That's kinda weird. Also, I can't imagine why you'd want to use the Spellcard CFs to give your shots standard elemental damage ever. Force is pretty much always a better choice.
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Post by Mask_De_H »

I'm working off of the Catharz Conduit, who hits Expert at 5. I remember the Warlock getting a slow start though. Let's compare:

Level 3: BM has 1 Basic, Spherelock has 2 Basic or 1 Advanced, CaConduit has 1 Basic with enhanced, FranConduit has 2 Basic or 1 Advanced with enhanced.

Level 6: BM has 1 Adv, 1 Basic(3), Spherelock has 3 total, CarConduit has 3 total with enhanced, FranConduit has 3 total with enhanced.

Level 9: BM has 1 Ex, 1 Adv, 1 Basic (6), Spherelock has 4, CarConduit has 4 with enhanced, FranConduit has 5 with enhanced.

Level 12: BM has 2 Ex, 1 Adv, 2 Basic (10), Spherelock has 5, CarConduit has 6 with enhance, FranConduit has 5 but at this point is in another class altogether.

Given the natures of Spheres in other classes, the BM really only runs away with things at level 12. I'm not sure why the Carthaz Conduit doesn't give out a Sphere at level 1 though, but that's neither here nor there. I could always just drop the current Last Spellcard and move each Spellcard down to 4/8/12

EDIT: The element thing is more of a flavor consideration than anything else.
Last edited by Mask_De_H on Wed May 19, 2010 2:22 am, edited 1 time in total.
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
Whipstitch wrote:You're on a mad quest, dude. I'd sooner bet on Zeus getting bored and letting Sisyphus put down the fucking rock.
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Kaelik
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Post by Kaelik »

You didn't count Expert Sphere Access correctly for Carthaz Conduit.

CaConduit has an effective 4 at level 5, 6 at 9, and 8 at 12.
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.
Mask_De_H
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Post by Mask_De_H »

Ah, thanks Kaelik.

So the BM runs away with things at level 12 if we figure in the actual CaConduit progression. That said, I'd rather have the BM in line with the SphereLock than the character types who are built wholly around Spheres.
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
Whipstitch wrote:You're on a mad quest, dude. I'd sooner bet on Zeus getting bored and letting Sisyphus put down the fucking rock.
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Kaelik
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Post by Kaelik »

Oh right, and the reason the Carthaz Conduit doesn't get a sphere at level 1 is because any class that does get a Sphere at level 1 is explicitly the opposite of a Carthaz Conduit.

Kaelik School of Thought: All Sphere based classes are mutually exclusive (IE, Conduit of Lower Planes, Conduit of Upper Planes, Warlock is for non Fiends only, ex.)

Carthaz School of Thought: All Sphere based classes don't get a Sphere at level 1, and instead get something else, and all such classes can freely multiclass:

Ie, Warlock 2/Conduit of Lower Planes 2/Conduit of Upper Planes 2/Abberant Sage 2/X 2.
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.
Mask_De_H
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Post by Mask_De_H »

Double Posting in my own thread. Same Game Test time.
CR 5:
Huge Iron Statue: Bullet Mage murders the thing from outside it's effective range with touch attack shots. Orb-type gets AoOs at this level and can Mirror Image the trample/charge attempts. Or just Hover out of attack range.
Easy Win

Basilisk: If the basilisk gets the jump on the BM in a closet, there's a good chance she won't make the Fort save and that's the game. If she gets the drop, she can kite with Bombs and Shots. Orb-type is in a bad way here, as the Mirror Image trick doesn't protect from the gaze.
Draw

Fire Elemental: She can't outrun this one, but she can beat the Reflex burn pretty easy. One full attack from the Elemental equals death and he has 10ft reach. Hover Mode makes this less of an issue, as she can switch to Cold type shots and take advantage of the cold vulnerability. She can kite the thing in Hover Mode, but if the elemental ever closes, that's it.
Probable Win

Manticore on the Wing: A true Danmaku fight. The Manticore is more agile in the air, has better reach, and a clean hitting volley of spikes means one dead Touhou. It takes two Standard shots to drop the Manticore, and a great deal more of any other type. An offensive Shot/Bomb combo can take it out in 3, but if the Manticore goes all out, she gets outkited. If the Manticore closes, she gets shredded unless she has Orb/Sentry. The Touhou class loses in a dogfight, fancy that.
Loss

Mummy: I'm in despair! The Will save the Bullet Mage most likely doesn't make has left me in despair! BM gets paralyzed, gets CdG'd or Mummy Rotted, and dies. If the dice gods are kind to her, the Bullet Mage kites this thing to (re)death.
Probable Loss

Phase Spider: The invisibility is a problem, but since all of her attacks are force, his big schtik is pretty much null. Will most likely still get the jump on the BM and poison her. Assuming 14 Con, she'll survive it and commence the kiting, but with more difficulty. The spider can go 3D too, which is troublesome. A Shot and a Bomb tear him up pretty good, she just has to watch out for that poison.
Probable loss

Troll: One full attack = one dead BM. He's a ground based bruiser, so that full attack probably isn't happening unless it gets the drop on her. Closet troll ends her unless she rocks the paranoid Orb shot. Non-closet troll loses hardcore.
A Definite loss and a Definite win averages out to a Draw

Chasm: Lolhover.
Definite Win

Moat: Lolhover.
Definite Win

Locked Door with Pit Traps: Lolhover, then blow the door off it's hinges. Or use Disable Device.
Definite Win

Pit filled with Monstrous Scorpions:
Lolhover, then blow the Scorpions to hell.
Definite Win

Grimlock Assault Team: This is what the Bomb was made for. Hover up and pick em off one by one. Bomb if surrounded. Target practice for the BM.
Win
7 Wins, 3 Losses, 2 Draws. Most of her wins come from Hover, but she loses to SoD effects and things that can catch her in the air.

CR 10:
Hallway of runes: Flight + Sentry Bombing or Orbs or Burst means a win. If not that, then she can try Disabling all of them.
Probable Win

Fire Giant: Eating a rock to the face isn't going to be pleasant, but with true flight and much better shot types, she can shred this thing. Even the beefy Giant doesn't want 20d6 auto-hit to the face.
Win

Young Blue Dragon: BM gets the Danmaku runback. Now with actual flight and better reach on her attacks, she can keep up in the air. If he gets close, she's in some trouble(especially if she gets caught off of a Burrow), but she doesn't scare off of the lightning and can murder him with the Standard and Laser shots or off of a status effect.
Win

Bebilith: If he gets a Web off, that's probably game, especially if he can grab her and then Plane Shift to the Plane of Tentacle Rape afterward. If they're in a space where the Bebi can climb, this gets trickier for the Bullet Mage. If we have featureless plain and he runs out of webs, the BM can keep out of range and grind him down slowly. It'll take a while, but without the restraint the fiend's got nothing.
Probable Win.

Vrock: If the Vrock gets close and unloads with a full attack + spores, then that's pretty much it. This is easier with it's DC 22 stun attack and good move speed. The BM is somewhat faster and can play keep away with Orbs and Sentry, but then she loses her major damage capabilities. The dretch summons are Bomb-bait, but another Vrock means death.
Probable Loss.

Mind Flayer tag team: She gets mind blasted and it turns into an H-Doujin. If the shots don't get her, getting plane shifted will.
Loss.

Necromancer: If he's loaded up like a Tome of Necromancy Necromancer, then this could be a problem. Between the wights, the shadows, the possible flying steed, and mind swap shit, she can't keep blasting forever. Even without that, getting through the chaff and the bodyswapping is difficult for her.
Loss.

6 Trolls: Total Bomb-bait. She can legit outfly them now, and is packing more than enough boom-boom to beat the regeneration without Spellcard damage switching.
Win.

A Horde of Shadows: One well-placed Bomb or Spread/Sticky type means no more Shadows. Strength is kind of a dump stat at this point, so if a few slip in she could be in trouble.
Probable Win.
5 Wins, 3 Losses, No Draws. She does pretty well for herself, but when she loses she loses hard. Real casters eat her for breakfast.

All in all, she wins a little over half the time, which puts her solidly in Rogue category.
Last edited by Mask_De_H on Wed May 19, 2010 8:58 pm, edited 1 time in total.
FrankTrollman wrote: Halfling women, as I'm sure you are aware, combine all the "fun" parts of pedophilia without any of the disturbing, illegal, or immoral parts.
K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
Whipstitch wrote:You're on a mad quest, dude. I'd sooner bet on Zeus getting bored and letting Sisyphus put down the fucking rock.
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Post by TarkisFlux »

FYI - The bebilith can't plane shift you until after you are unconscious. That ability is bebilith only (and objects it's attending, like your corpse). Not that it changes your analysis much (though I don't think fighting a bebilith out in the open should even count), since improved grapple + poison + low fort isn't good for you.
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Post by Avoraciopoctules »

This is a pretty nice class, but I keep hoping to see something that I can use for low altitude flight sooner. Scorn Earth would be convenient since it's in the SRD ( http://www.d20srd.org/srd/psionic/prest ... scornEarth ), but is exploitably written. There's a sphere in the new D&D wiki with a potentially relevant special ability as well:

http://dungeons.wikia.com/wiki/Gravity_(3.5e_Sphere)
Hover is a mode of movement similar to flight, except that the hovering creature can not fly higher than its natural reach. Likewise, it cannot clear objects taller than its reach. A hovering creature is unimpeded by any form of terrain so long as it is sufficiently level to not possess outcrops taller than its reach. Creatures that hover do so with a certain level of maneuverability (see Fly), but they can always hover in place regardless of maneuverability.
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Pixels
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Post by Pixels »

I'm surprised not to see some Knowledges on the skill list. You'd think shrine maidens would know a bit about religion, mages would know a bit about arcana, and so on.

I do approve of leaving Diplomacy off the list, though. Bullet Mages do not solve problems by speaking! - they solve problems by pumping things full of colorful energy bullets. Heck yes.
I think you really should also throw in a line to allow Sphere special abilities that affect spell-likes to also affect shots and bombs. An ice fairy with the Frostbite Sphere should definitely be able to fatigue people with barrages of ice missiles and frosty explosions.
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Post by Mask_De_H »

It's somewhat assumed that Sphere abilities like that affect Spell-likes and (Su) abilities, depending on what they are.
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Post by Pixels »

As we noticed last night, there is a bit of a problem with some of the stuff Bullet Mages do. Damage is terribly inconsistent. Some of the shots and bombs can do massive damage (and Standard does it without even the benefit of an attack roll or saving throw), others do so little as to be nearly useless (Laser and Sentry, for example). Some shots increase by huge amounts at breakpoints, quadrupling or even septupling in damage in a single level. For the record, here are the average damage calculations for all the shot types.

I've rewritten the Bullet Mage with a consistent damage progression in mind. Orb is the most damaging shot (as it should be, since you basically have to be in melee range to use it), followed by sticky (few targets, requires attack roll), standard (few targets, no attack roll), and spread and laser (many targets). Bombs do about half again the damage that a sticky barrage would do - Sentry can possibly do more if foes move through them a lot or your team can bull-rush or otherwise force the opponents into them. The damage calculations for the reworked shots are on the second sheet of the doc linked above.

I changed a number of other things around a bit. Some wording, an Exceptional Aim ability so that Spread and the area bombs won't always kill your party when you use them, a Detect Magic ability so the Mage part of Bullet Mage will know when magic is afoot. I also split elemental shots/extra effects on shots into a separate class ability. Hurrah for more customization!

Whatcha think? Keep in mind I wrote most of this at 4 AM, so there are almost certainly some rough edges.

Bullet Mage

MASTAH SPAAAAAAKU~

Bullet Mages are masters of suppression fire and aerial bombardments; raining colorful and hard to dodge death upon armies and heroes alike. They also enjoy frilly hats.

Hit Dice d6
Class Skills: Balance, Bluff, Concentration, Climb, Craft, Diplomacy, Disguise, Disable Device, Escape Artist, Intimidate, Listen, Knowledge (any one), Move Silently, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Swim, Tumble, Use Magic Device

Skills/Level 4+Int
BAB Rogue
Saves Good Ref

Weapon Proficiencies: All Simple weapons
Armor Proficiencies: Light only, no shields
Alignment: Any
Level:Abilities
1 Danmaku Shot, Basic Elemental Power
2 Graze the Bullet, Bomb
3 Magic-Attuned, Exceptional Aim
4 Hover Mode, Spellcard
5 Dodge the Bullet
6 Advanced Elemental Power
7 Nice Hat, Flight Mode
8 Advanced Spellcard
9 Shoot the Bullet
10 Deathbombing
11 Final Elemental Power
12 Final Spellcard

Danmaku Shot (Su): At level 1, a Bullet Mage gains the ability to channel raw energy into a specific type of attack magic. Choose one of the following options: the choice cannot be changed. Unless otherwise specified, Danmaku Shot produces Force energy. If any effect could apply to a spell-like ability, the Bullet Mage may apply it to Danmaku Shot as well. Using Danmaku Shot is a Standard Action.
Standard: Two solid bullets of energy stream from the Bullet Mage's hands and streak towards targets within Long range. Each bullet requires a ranged touch attack to hit and deals 1d6/level + Cha damage

Spread: A wide area is showered with tiny, ridiculously sharp flakes of energy. Make one ranged touch attack and compare the result to all targets in a 10' + 5'/level cone. Any creature hit takes 1d10/level + Cha damage.

Laser: A piercing ray of magical energy cuts through enemies, dealing damage to all creatures in a line. Make one ranged touch attack and compare the result to all targets in a 10' + 10'/level line. Any creature hit takes 1d12/level + Cha damage.

Orb: The Bullet Mage creates one small globule of energy per level that continually orbits within 5'/3 levels (round up). If a creature is present within any square in the orbit when this Danmaku Shot is activated, the Bullet Mage may attack that creature with one or more orbs. Any creature who enter the orbit radius may immediately be attacked with one or more orbs by spending an attack of opportunity. Each orb requires a ranged touch attack to hit and deals 2d6+Cha damage. Each orb is destroyed upon hitting, and otherwise lasts for 1 round/level or until this Danmaku Shot is used again.

Sticky: Bits of magical power are overcharged and primed to explode, creating 1 sticky per level. A sticky can be thrown at a target within Short range with a ranged touch attack or attached to any adjacent solid surface or unattended object. The Bullet Mage may throw or attach any or all stickies immediately upon creating them. One or more stickies may be set off with an immediate action. When a sticky explodes, it deals 1d6+Cha damage to anything it is attached to and half damage to everything else in a 5' radius. If not set off, a sticky dissipates after 1 round/level. A Bullet Mage may have a number of stickies in existence equal to the twice the number they can create with a single use of this Danmaku Shot, but if they are not immediately thrown or attached, then throwing or attaching them takes a Standard action for each sticky.

If a Bullet Mage wishes to attack the same creature multiple times with a single use of Danmaku Shot, she may instead choose to make one attack roll against the target and use the result to resolve all of the attacks. Effects that increase attack rolls are applied to the single roll if they would apply to each attack separately.
Elemental Power (Su): At level 1, the Bullet Mage can thread elemental power into her Danmaku Shots and Bombs.
Whenever the Bullet Mage uses a Danmaku Shot or Bomb, she may choose one element she has access to. The Danmaku Shot or Bomb counts as the selected element, and is affected by resistance, immunity, and weakness normally. If a Basic, Advanced, or Final power is applied to the attack, any creature who takes damage makes the indicated saving throw once, regardless of how many times they were hit. All saving throws DCs are 10+1/2 character level+Cha.

At level 1, the Bullet Mage is granted access to one element from the list below. In addition, the Bullet Mage may add the Basic power of an applied element to a Danmaku Shot or Bomb. She also gains resist 5 to the selected element.

At level 6 the Bullet Mage is granted access to a second element. In addition, the Bullet Mage may add the Advanced power of an applied element to a Danmaku Shot or Bomb in place of the Basic power. She also gains resist 10 to both selected elements.

At level 11 the Bullet Mage is granted access to a third element. In addition, the Bullet Mage may add the Final power of an applied element to a Danmaku Shot or Bomb in place of the Basic or Advanced power. She also gains resist 20 to all three selected elements.
TypeBasicAdvancedFinal
Acid With a failed Fortitude save, the acidic fumes cause the target to become sickened for 2 rounds With a failed Reflex save, the acid splashes into the target's eyes, blinding them for 2 rounds With a failed Will save, the acidic fumes causes the target to completely choke, nauseating them for 1 round
Cold With a failed Reflex save, icy flakes coat the target's skin, causing them to become fatigued for 2 rounds With a failed Will save, frost encrusts the target's limbs, causing them to become slowed for 2 rounds With a failed Fortitude save, the sheer weight and chill of ice causes the target to be pinned and exhausted for 2 rounds
Electricity With a failed Reflex save, electricity skitters along the target's nerves, dealing 1d6 Dexterity damage With a failed Will save, the shock causes the target to briefly spasm, stunning them for 1 round With a failed Fortitude save, the electrical discharge completely overloads the target's nervous system, dazing them for 1 round
Fire With a failed Fortitude save, the target is engulfed in choking smoke, becoming sickened for 2 rounds With a failed Reflex save, the target catches on fire, taking 1d6 fire damage until the flames are extinguished With a failed Will save, the swirling flames cause the target to become confused for 1 round
Negative Energy* With a failed Will save, the target's courage is sucked from their body, causing them to become shaken for 2 rounds With a failed Fortitude save, dark tendrils of energy latch on to the subject and suck out their life, dealing 1d6 Constitution damage With a failed Will save, the target's courage is utterly drained, causing them to cower for 1 round
Sonic With a failed Will save, the sound waves deafen the target for 2 rounds With a failed Reflex save, the target is bowled over with the blast of sound and knocked prone. With a failed Reflex save, crashing sonic waves blow the target away, allowing you to move them 10' in any direction and knocking them prone. This movement does not provoke attacks of opportunity.

* The negative energy from a Bullet Mage's Elemental Power is incapable of healing. Targets that would be healed are considered to be immune to the damage instead.


Graze the Bullet (Ex): At level 2, the Bullet Mage gains Evasion.

Bomb (Su): At Level 2, the Bullet Mage learns a desperation technique, an ability to expel large amounts of magical power at once. Choose one from the given list; the Bullet Mage may use the chosen ability as a Standard action once a minute. Unless otherwise specified, Bombs produce Force energy. If any effect could apply to a spell-like ability, the Bullet Mage may apply it to Bombs as well.
All bombs deal 3d6/level + Cha damage on hitting.

(TODO: Wave and Burst both suck compared to Multishot or Orbital Strike. Gotta do something decent with them...)

Wave: A shockwave of magical force radiates from the Bullet Mage. Make one ranged touch attack and compare the result to all targets within 30' of the Bullet Mage. At level 10, you may instead make the attack against all targets within 60'.

Burst: A giant column of force erupts directly in front of the Bullet Mage. Make one ranged touch attack and compare the result to all targets in a 15' thick line that extends to 30'. At level 10, you may instead make the attack against all targets in a 15' thick line that extends to 60'.

Multishot: Directional lasers fly forth from the Bullet Mage, locking on to targets. Make a ranged touch attack against a number of targets within Short range up to character level + 2. At level 10, you may target creatures within Medium range.

Storm: The Bullet Mage creates humming storms of energy. The Bullet Mage creates a maelstrom of raw magic in a cube 5'/level on a side (or any equal contiguous area) within Medium range. Any creature entering the area or present in the area at the start of the Bullet Mage's turn take damage. At level 10 the Bullet Mage may cause all ranged attacks that pass through the Storm to fail automatically as bursts of magical force crush arrows, disrupt rays, and veer thrown weapons off course. The Storm dissipates after 1 minute or when dismissed.

Orbital Strike: The Bullet Mage calls down destruction on a single area. Select a primary target within Medium range. Make a ranged touch attack and compare it to the primary target and all other creatures within 15'. If struck, the primary target takes damage. Other creatures in the area that are hit take half damage. At level 10, the primary target may be in Long range and all creatures within 30' are affected.
Magic-Attuned (Sp): At level 3, a Bullet Mage becomes in tune with the flow of magical power, and may cast Detect Magic at will.

Exceptional Aim: At level 3, a Bullet Mage gains some control over her insane barrages of energy. She can choose to exclude one creature from the effects of a Danmaku Shot or Bomb for every three character levels.

Spellcard (Sp): At level 4, the Bullet Mage gains Basic Access to a Sphere. This is seen as a specialization of more mundane magical aptitude.

Hover Mode (Ex): At level 4, the Bullet Mage gains a flight speed of 10' (perfect).

Dodge the Bullet (Ex): At level 5, the Bullet Mage gains Improved Evasion. The Bullet Mage also gains a 20% miss chance against rays, orbs, lines, cones, and bursts.

Nice Hat: As the Tome of Yer Mum Swashbuckler's Stylish Hat.

Flight Mode (Ex): At level 7, the Bullet Mage's flight speed improved to 60' (perfect).

Shoot the Bullet (Ex): At level 8, the Bullet Mage's dodge-fu and aim are so good, she can do all sorts of crazy evasive maneuvers. If the Bullet Mage are to have a ranged effect miss through Dodge the Bullet, the Bullet Mage may, as an Immediate action, return the effect back to its creator, with its attack roll or save DC replaced with 10+1/2 character level+Cha.

Advanced Spellcard (Sp): At level 8, the Bullet Mage gains Advanced access in their first Sphere, and Basic access to another Sphere of their choosing.

Deathbombing (Su): At level 11, Bullet Mages learn how to go out in a blaze of glory. As an immediate action upon dying, the Bullet Mage uses her Bomb. She may revive the next day with no level penalties.

Final Spellcard (Sp): At level 12, the Bullet Mage completes their magical trainings, advancing their Advanced Sphere access to Expert and her Basic Sphere access to Advanced. She also gains Basic access in one more Sphere.

EDIT: Smoothed the Danmaku Shot and Bomb damage to please uber. Also fixed some typos. I apparently can't ever spell 'opportunity' correctly.

Tweaked Elemental Power some so there is a nice distribution of different save types. Made Shots and Bombs force instead of typeless energy. It's actually starting to look polished. :O
Last edited by Pixels on Mon Aug 09, 2010 10:03 pm, edited 19 times in total.
ubernoob
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Post by ubernoob »

That is way too granular on the damage. Dealing 'lots' of damage with a damage dealing class isn't a big deal. Having to consult your class every turn to check the numbers is.
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Post by Vebyast »

This class is incredibly simple. Even compared to something like a fighter or a rogue. Just write down your damage and update it every time you level. You look it up once per session and remember the result for the day. Compare to running a wizard where, you have to look up an actual spell definition every round instead of just looking at your character sheet, or to a fighter, where you have fifteen weapons with different statistics and you have to choose which one you want to use every time you attack.
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Post by ubernoob »

Vebyast wrote:This class is incredibly simple. Even compared to something like a fighter or a rogue. Just write down your damage and update it every time you level. You look it up once per session and remember the result for the day. Compare to running a wizard where, you have to look up an actual spell definition every round instead of just looking at your character sheet, or to a fighter, where you have fifteen weapons with different statistics and you have to choose which one you want to use every time you attack.
Hyperbole.

Anyways, if you want the damage to scale more smoothly, try adding in +level (or multiples of it) at various points. Most people don't have as many d8s or d10s laying around as they have d6s, so dealing damage with d6s is generally better.
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Pixels
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Post by Pixels »

That was my thought too, Vebyast. You'd only have to check for damage once a level. You'd be looking back to see what kind of frilly hat power you were gaining that level anyways.

And I thought about it a bit, and auto-hitting with Standard is just bad. Not only is the player less involved (people like attack rolls), but besides lots of Mirror Image, there is no real way to reduce the player's effectiveness without completing negating them. Make Standard's schtick be that it goes to Long range (while Sticky is stuck in Short and Orb is stuck at melee), and then it's still 'cool.'

Uber got me thinking (ouch, that hurts!), and I came up with an alternative progression anyways. One with less dreaded granularity.

Standard: Two 1d6/level+Cha bullets, Long range
Spread: 1d10/level+Cha, 10' + 5'/level cone
Laser: 1d12/level+Cha, 10' + 10'/level line
Orb: Creates 1 orb/level dealing 2d8+Cha, 5' radius/3 levels
Sticky: Create 1 sticky/level dealing 2d4+Cha, Short range

Hmm. That actually has a nice sort of balance to it.
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Post by Mask_De_H »

I can live with that new setup, and just make Special and MAX versions add riders onto the shot types.
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K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
Whipstitch wrote:You're on a mad quest, dude. I'd sooner bet on Zeus getting bored and letting Sisyphus put down the fucking rock.
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Post by ubernoob »

Negative energy is a bullshit damage type. Force has the rider of 'nothing has resistance to this ever' so you shouldn't even give a rider for force.

So, delete negative energy damage (because uttercold assault bone sphere bullet mages are stupid) and change the rider on force (at least for basic) to "You're doing force damage. Fuck you, no rider."

Also, give out at least two elements at first level so there's actually a choice. Letting people pick their flavor of elemental damage is no big deal. Fuck, you could give all five basic types and it would still be fine. Force, maybe not because force gives the 4e 'why choose' effect.

Riders are a little too complicated in the wording. Use this template:
[Save type] vs [status effect] for [duration (usually 2 rounds)]

[status effect] can be a spell effect such as slow or whatever if that's fitting.

Edit: Nothing should ever deal typeless damage ever. Change the bomb to force damage if you really want it to be hard to resist.
Last edited by ubernoob on Wed Aug 04, 2010 10:31 pm, edited 1 time in total.
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Post by Prak »

ubernoob wrote:(because uttercold assault bone sphere bullet mages are stupid)
...that sounds fucking amazing
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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