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Freelancer
#1
[Image: dissidia_artwork_bartz.png]

Freelancer

Through study, luck or talent, these warriors have learned to harness and shape the energy around them. Despite rarely having any innate magic, freelancers may gather this energy into small points and draw on them as needed; granting them enhanced combat abilities, limited spellcasting, and even the summoning of powerful - and dangerous - creatures. Freelancers are self-taught as often as not, and may come from all walks of life.

GAME RULE INFORMATION
Freelancers have the following game statistics.
Abilities: The freelancer's spells come from magicite, but are still affected by the freelancer's Charisma modifier(as are many overdrives). Freelancer's might also take to the sword, and would require a good Strength and Constitution to remain on the front lines.
Alignment: Any.
Hit Die: d8.
BAB: Medium.
Good Save: Fortitude, Will.
Bad Saves: Reflex.

Class Skills
The freelancer's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Craft (Int), Diplomacy (Cha), Knowledge (all) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks at Each Level: 4 + Int modifier.

[code]1: Form Magicite, Attune Blade, Limit Breaks
2: Compel Magicite (1/2 level per day)
3: Overdrive
4: Lingering Mist
5: Attune Blade
6: Overdrive, Uncommon Magicite
7: Quick Attunement
8: Transfer Magicite
9: Attune Blade, Overdrive
10: Improved Capacity
11: Rare Magicite
12: Overdrive
13: Materia Mastery
14: Swift Attunement
15: Overdrive
16: Legendary Magicite
17: Overcharge
18: Overdrive
19: Greater Capacity
20: Manufacture Nethicite[/code]

Class Features

Weapon and Armor Proficiency: Freelancers are proficient with all simple and martial weapons. They are also proficient with cloth, leather, chain armor and shields (except tower shields).

Limit Breaks (Su): At 1st level, the freelancer receives the Limit Breaks (Magicite Trance and Reform).

Magicite Trance (Su): The freelancer clears his mind of all distractions, improving the efficiency with which he uses his special abilities. For a duration of 1 round + 1 round per four freelancer levels, when the freelancer casts spells or uses an overdrive he reduces the charge cost by 1, to a minimum of 0. A spell or overdrive with a cost of 0 can be used once a round at no cost as long as the Magicite has a charge remaining in it, or the freelancer has a use of Compel Magicite left. He can still only use one overdrive a round, however.

Reform (Su): Freelancers can be quick to adapt. As a swift action, the freelancer can Craft Magicite as though he had spent 15 minutes in concentration. If the freelancer has already used Craft Magicite for the day, his current Magicite dissipate first.

Form Magicite (Su): Once a day, by spending 15 minutes in concentration, the freelancer can create Magicite, semi-real copies of existing Materia. Each Magicite requires an empty Materia Slot to be used as a focal point and a specific number of Form Points. If a Materia is placed in a Materia Slot already in use as a focal point for a Magicite, that Magicite dissipates, and the points used in its creation are lost until the freelancer next uses Form Magicite. A freelancer has a number of Form Points equal to his freelancer class level.

Magicite: Magicite don't have a Level 0, and can't be mastered. Each Magicite costs a number of points equal to it's level (plus more, for rarer quality magicite), and don't gain MXP or level up in any other way. Each Magicite is formed with 1 charge, which allows the freelancer to cast spells from the associated Materia.

Associated Materia: Each Magicite is a copy of an existing Materia, and the levels of Magicite correspond with the levels of that Materia. For example, a Level 2 Fire Magicite adds 1d6 point of Fire damage to the weapon it is formed in, exactly as a Level 2 Fire Materia. Likewise, the freelancer may expend the Magicites charge in order to cast the Fire II spell.

Learning Magicite Patterns: The freelancer begins play knowing how to copy a single Materia of Common Quality, and gains a new Magicite Pattern every level thereafter. The freelancer can never learn a Magicite Pattern if the corresponding Materia has a rarity above what he can Craft.

If the freelancer has a Materia equipped when it reaches enough MXP to become Mastered and he doesn't know it's corresponding Magicite Pattern, the freelancer can learn it's Magicite Pattern. Doing so prevents the second Materia from splitting from the Mastered Materia.

For the purpose of taking the Craft Magicite Feat, the freelancer can substitute his Use Materia caster level for his own in order to determine whether or not he may take the feat. The freelancer can craft any Materia for which he knows it's corresponding Magicite Pattern.

Attune Blade (Su): Any weapon which has been slotted with a magicite formed by a freelancer is treated as a Mastercraft +1 weapon, but only for the purpose of magicite and materia usage. At 5th level, the weapon is instead treated as a Mastercraft +3 weapon, and at 9th level, the weapon is instead treated as a Mastercraft +5 weapon, but still only for the purpose of magicite and materia usage.

Compel Magicite (Su): The freelancer can push energy through a Magicite for one final spell. Beginning at 2nd level, the freelancer can cast a spell from the Magicite that no longer has any charge remaining. After the spell has taken effect, the Magicite the spell was cast from dissipates, and the points used in it's creation are lost until the freelancer rests for 8 hours. The freelancer may use this ability a number of times per day equal to half his freelancer class level.

Uses of this ability can be spent instead of Magicite charges for the purpose of activating overdrives that require their expenditure. The freelancer chooses the Magicite to use with the overdrive, then decides whether to fuel them with charges directly from the Magicite, uses of Compel Magicite, or a mixture of both.

Materia Proficiency (Su): Beginning at 2nd level, the freelancer gains the Materia Proficiency feat for free.

Overdrive (Su): At 3rd level and every 3 levels therafter, the freelancer permanently gains an overdrive, which typically grant the freelancer new uses for his Magicite charges or new ways to cast the spells inside them. Spells cast as part of an overdrive don't provoke attacks of opportunity. Overdrives can be used whenever you have charges remaining to fuel them, however the freelancer may only use one overdrive a round. Full list below.

Lingering Mist (Su): Beginning at 4th level, Magicite that have no charges remaining continue providing passive bonuses for one round, as long as they remain formed in the appropriate slot. At 8th level and every 4 levels thereafter, the bonuses last an additional round.

Form Magicite (Uncommon) (Su): A freelancer of 6th level can Form Magicite of Uncommon quality. In addition to the standard price (1 FP per Magicite level), the freelancer must pay 1 FP extra in order to Form Magicite of Uncommon quality.

Quick Attunement (Ex): Beginning at 7th level, the freelancer can attune himself to Magicite as a move action instead of as a standard action, however the DC to attune is 5 higher than normal (DC 25 out of combat, DC 30 in combat).

Transfer Magicite (Su): Beginning at 8th level, any time after the freelancer has formed magicite for the day, as a standard action he may transfer all magicite he formed within a piece of equipment to a new piece of equipment. If the new equipment does not have enough magicite slots to hold all of the magicite, the freelancer can choose which magicite to transfer and which to unform.

Improved Capacity (Su): Any magicite formed by a 10th level or higher freelancer is formed with 2 charges instead of 1, each of which can be used to cast a spell from the magicite or to fuel an overdrive, as normal.

Form Magicite (Rare) (Su): A freelancer of 11th level can Form Magicite of Rare quality. In addition to the standard price (1 FP per Magicite level), the freelancer must pay 2 FP extra in order to Form Magicite of Rare quality.

Materia Mastery (Ex): At 13th level and higher, a freelancer has the ability to attune himself to magicite or materia more reliably, even in combat. When making a Use Magic Device check, a freelancer can take 10 even if distracted or threatened.

Swift Attunement (Ex): Beginning at 14th level, the freelancer can attune himself to Magicite as a swift action instead of as a move action, however the DC to attune is 10 higher than normal (DC 30 out of combat, DC 35 in combat).

Craft Magicite (Legendary) (Su): A freelancer of 16th level can Form Magicite of Legendary quality. In addition to the standard price (1 FP per Magicite level), the freelancer must pay 3 FP extra in order to Form Magicite of Legendary quality.

Overcharge: Beginning at 17th level, the freelancer may choose one overdrive he has access to. He can perform this overdrive for 1 magicite charge fewer (minimum 0) than usual. An overdrive with a cost of 0 can be used once a round at no cost as long as the Magicite has a charge remaining in it, or the freelancer has a use of Compel Magicite left. He can still only use one overdrive a round, however.

Greater Capacity (Su): Any magicite formed by a 19th level or higher freelancer is formed with 3 charges instead of 2, each of which can be used to cast a spell from the magicite or to fuel an overdrive, as normal.

Manufacture Nethicite (Su): A freelancer of 20th level or higher has mastered the forming of Magicite, and may choose to form the more powerful Nethicite. While forming Magicite, the freelancer may choose to spend a number of points based on the rarity of the magicite (0 for common, 1 for uncommon, 2 for rare, 3 for legendary). Any passive numerical bonuses provided by the Magicite double.

The Magicite Knights began as an elite group of freelancers, before their techniques were studied and copied by a clever warrior. This warrior had no talent in crafting magicite, but was able to adapt the techniques to the use of Materia. Because Materia were more widespread and could be picked up and used by practically anyone, the original techniques were soon eclipsed by the copies.

Optional Rule: Freelancers and Magicite Knights
Due to their unique relationship, a freelancer taking his first level in magicite knight may choose to take a slightly altered version of the Prestige Class. This choice is made at 1st level and cannot be changed thereafter. The alterations made to each ability are outlined below; except for these changes the abilities all function the same.

Limit Break
Magicite Perfection: This limit break only functions with Magicite, instead of Materia.

Freelancer Training (Ex): Levels in the Magicite Knight class stack with his freelancer levels for the purposes of determining the Form Points a freelancer recieves, as well as the maximum rarity of Magicite he can form.

Alternate Materia Usage: This ability only functions with Magicite, instead of Materia.

Detect Magicite: This ability shows the magicite knight both Magicite and Materia. During the first round, Magicite and Materia appear identical to each other. During subsequent rounds, the magicite knight can tell whether a particular aura comes from a Magicite or a Materia.

Materia Infusion: Magicite and Materia may be infused into the magicite knight's body without issue.

Materia Eruption: When a magicite knight uses this ability, Magicite and Materia can both erupt interchangably (including the DC increase for targetting more than one). Magicite that erupt do not dissipate; treat them as though they had run out of charges.

Materia Expertise: This ability does not increase the MXP earned, and the magicite knight increases his Magicite charges by 1 instead of Materia (This stacks with the Improved and Greater Containment abilities of the freelancer). The caster level penalty reduction remains the same.

Materia Mastery: This ability does not increase the MXP earned, and the magicite knight increases his Magicite charges by 1 instead of Materia (This stacks with the Improved and Greater Containment abilities of the freelancer). The caster level penalty reduction remains the same.

Power Transfer: Magicite and Materia may be used interchangeably for this ability.
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#2
Yes.
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#3
OVERDRIVES

Auto-Cure (Su): A freelancer with this overdrive can expend three charges of a magicite equipped to his shield or armor in order to cast a spell within it as an immediate action after taking damage. Spells cast through this overdrive must be of either the Enhancing or Healing school. The spell only affects the freelancer when cast in this manner, even if it would normally affect multiple targets. Prerequisites: Freelancer level 15th.

Elemental Assault (Su): A freelancer with this overdrive can expend a charge of an elemental magicite to grant the power of that element to the weapon is formed in. Choose one Magicite that grants bonus Earth, Fire, Holy, Ice, Lightning, Shadow, Water or Wind damage. Enemies he strikes with the weapon that magicite is equipped in must make a reflex save (DC 10 + 1/2 freelancer level + freelancer's Charisma modifier) or be subject to a status effect based on the element chosen (see below). This ability is activated as a swift action and lasts for a number of rounds equal to 1/2 the freelancers class level.
Prerequisites: Freelancer level 6th.[code]Earth: Weighted
Fire: Burning
Holy: Dazzled
Ice: Frozen
Lightning: Static
Shadow: Dimmed
Water: Drenched
Wind: Squalled[/code]

Elemental Retort (Su): A freelancer with this overdrive can expend two charges of an elemental magicite equipped to his shield or armor to punish enemies that strike him. Choose one Magicite that grants elemental resistance to Earth, Fire, Holy, Ice, Lightning, Shadow, Water or Wind damage. Enemies that strike you in melee must make a reflex save (DC 10 + 1/2 freelancer level + freelancer's Charisma modifier) or be subject to a status effect based on the element chosen (see Elemental Assault). This ability is activated as a swift action and lasts for a number of rounds equal to 1/2 the freelancers class level.
Prerequisites: Freelancer level 9th.

Evoker (Su): A freelancer with this overdrive can expend two charges of a magicite equipped to his armor or shield while summoning an Aeon to have that Aeon appear with the spell already in effect on it. Spells cast through this overdrive must be of the Enhancing school. The spell only affects the summoned Aeon when cast in this manner, even if it would normally affect multiple targets. Prerequisites: Freelancer level 12th.

Greater Elemental Assault (Su): When a freelancer with this overdrive uses Elemental Assault, he can expend an additional charge of the magicite in order to improve the effect. Once a round, if the freelancer strikes an enemy affected by the corresponding status effect, he can choose to remove the status effect and create a blast of that element, dealing 4d6 points of damage to all creatures within 10 ft. of the enemy (including the enemy itself). Prerequisites: Freelancer level 15th, Elemental Assault.

Greater Spellsword (Su): A freelancer with this overdrive can expend two charges of a magicite equipped to his weapon in order to cast a spell within it through every attack in a full-attack. Spells cast through this overdrive must rely on a melee or ranged touch attack. If the melee attack is successful, the attack deals damage normally, then the effect of the spell is resolved. Prerequisites: Freelancer level 12th, Spellsword.

Improved Overclock (Su): When a freelancer with this overdrive uses Overclock Magicite, he can expend up to two charges of that magicite and improve the level of that magicite by an equal number of levels. Prerequisites: Freelancer level 9th, Overclock Magicite.

Overclock Magicite (Su): A freelancer with this overdrive can expend one charge of a magicite in order to improve that magicite's performance. That magicite is treated as one level higher for all purposes. Overclocking is a swift action, and lasts for a number of rounds equal to half the freelancer's class level.

Quick Cast (Su): A freelancer with this overdrive can expend two charges of a magicite in order to cast the spell within as a move action, instead of as a standard action. Prerequisites: Freelancer level 9th

Spellsword (Su): A freelancer with this overdrive can expend one charge of a magicite equipped to his weapon in order to cast a spell within it as part of a melee attack. Spells cast through this overdrive must rely on a melee or ranged touch attack. If the melee attack is successful, the attack deals damage normally, then the effect of the spell is resolved.

Swift Cast (Su): A freelancer with this overdrive can expend Three charges of a magicite in order to cast the spell within as a swift action, instead of as a standard action. Prerequisites: Freelancer level 15th, Quick Cast.
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#4
Currently calling the class "Freelancer". It's name and the name of it's abilities aren't set in stone.
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#5
Thoughts?
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#6
Looks... good. My head is swimming, so a bunch of text seems legit. Big Grin Can give better opinions when I see the whole thing.
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#7
First post updated with the class so far. Added a new ability (Lingering Energy) and borrowed two abilities from the Aegis, as well as the class's skeleton.
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#8
Redid Recraft as a Limit Break. Specified that all Magicite begin play with full charges. Edited out Lingering Energy's Materia line.

The next thing I'm going to work on are "Talents" (won't be called that). They'll be available every 3 levels and require Magicite charges to function.
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#9
Put in Overdrives and made 3 of them to start.
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#10
Updated. Added Magicite Containment (more uses/day) and Swift Attunement (Attune magicite as swift action). Now have a total of 10 overdrives, and decided to put them in the third post (my second).
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#11
Looking good! Keep up the good work.
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#12
Thanks.

Added optional rule for freelancer/magicite knights.
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#13
Added Magicite Fury (limit break), Elemental Focus, Elemental Specialization, Efficient and modified Magicite Perfection (also renamed, forgot about magicite knight's limit break).

The freelancer is mostly done, barring suggestions. Will go over language, try to fix up names, and go through the skills more (it's a straight repost of the fencers skills, currently, + Use Materia), but the mechanics are more or less finished.
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#14
/dies from wall of text. I'll read later, got work in the morning. Big Grin
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#15
Cleaned up language everywhere. Got rid of the extra damage from Magicite Fury. Combined Elemental Focus and Specialization. Granted Materia Proficiency feat at 2nd level. Significantly reduced cost for Magicite above Common quality. Fixed skills.
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#16
I like it.
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#17
Thanks!
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#18
Updated. Has a blurb at the beginning as well as the starting HP. Turns out Magicite Mage was redundant, so nixed it and moved Efficient to 10th level. Grand Summoner (19th level), let's you use your Use Materia caster level in place of the set level of a Summon Magicite, if it's higher. Renamed Overcharge (again) since it looked muddled up with Overdrive. Put up a picture, will keep an eye out, see if there's any better.
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#19
Renamed Craft Magicite as Form Magicite, and I'm ready to call it finished.
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#20
An update of this is in progress. If you have any suggestions, now's the time. Not sure when it'll be finished.
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