Balloon-Mage (3.5e Class)

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Balloon Mage[edit]

Several years into studying to become an arch-mage you realized that all this studying and mediation is super boring. Seeking to entertain instead of explain, you filled your pockets with rubber and your mind with magic to become the most powerful, balloon wielding mage the world has ever seen (Albeit the only)

Making a Balloon Mage[edit]

Balloon-Mages are mostly support classes, assisting teammates from a safe distance but they can hold their own one-on-one in later levels.

Abilities: Due to mostly using spells and spell-like abilities Intelligence is incredibly important to the Balloon-Mage.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp)

Starting Age: Complex

Table: The Balloon-Mage

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Balloon Attach, Elemental Balloon, Balloon Affinity 3 1
2nd +1 +0 +0 +3 Louder Ballons 4 2
3rd +1 +1 +1 +3 Sonic Balloon Burst 4 2 1
4th +2 +1 +1 +4 Hyper Concentrated Helium 4 3 2
5th +2 +1 +1 +4 <> 3 2 1
6th +3 +2 +2 +5 <> 4 3 3 2
7th +3 +2 +2 +5 Painfully Loud Balloons 4 4 3 2 1
8th +4 +2 +2 +6 Balloon Mount 4 4 3 2 2
9th +4 +3 +3 +6 More Balloons! 4 4 4 3 2 1
10th +5 +3 +3 +7 4 4 4 3 3 2
11th +5 +3 +3 +7 <> 4 4 4 3 3 2 1
12th +6/+1 +4 +4 +8 Lead Zeppelin 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 Deafening Balloons 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 <> 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 Ultra Concentrated Helium 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +9 <> 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 <> 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 <> 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 Even More Balloons! 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Omega Concentrated Helium 4 4 4 4 4 4 4 4 4 4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), Use Rope (Dex)

Class Features[edit]

A Balloon Mage's class features revolve around the creation of more balloons that will: lift heavier objects, disrupt enemies, or just make life more interesting! All of the following are class features of the Balloon Mage.

Weapon and Armor Proficiency: Balloon Mages are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a Balloon Mage’s movements, which can cause her balloons to be improperly tied.

Spells: Due to the fact that the Balloon Mage was once an actual, practicing mage he may draw spells from the sorcerer/wizard spell list.

Balloon Attach (Sp): The Balloon Mage can attach 1d10 balloons to the intended target with a max range of 50 feet. Each balloon is made of rubber (Hit Points 5, Hardness 2). A balloon will automatically burst if hit by a piercing attack of any sort. Each balloon lifts with up to 1 pound of upward force, as decided by the caster. Targets can roll a reflex save (10 + 1/2 Class Level + INT mod) to dodge the balloons.

Elemental Balloon (Sp): As a daily spell the Balloon Mage may fill a balloon with an Evocation spell of any sort. Upon the balloon bursting the full effect of the enclosed spell takes place.

Balloon Affinity (Sp): The Balloon Mage may, at any time, remotely burst any of his or her balloons instantly.

Louder Balloons : The Balloon Mage has now learned that the element of surprise can be used in balloons and now when the Balloon Mages's balloons are popped they deal 1d4 damage to the target that they are attached to. When a balloon is popped all of the balloons that are attached to the target will pop and do 1d4 damage to the target each.

Sonic Balloon Burst (Sp): Create a specialized balloon filled to the brim with pure noise. Upon its bursting it releases a shockwave, dealing 1d8 damage to all creatures within 10 feet, and deafening all creatures within 15 feet who haven't prepared for the balloon by covering their ears or taking some similar action.

Hyper Concentrated Helium (Sp): New advances in electron-cloud technology allow the Balloon Mage's balloons to lift with up to 5 pounds of upward force.

Balloon Mount (Sp): After years of entertainment based spellcrafting the Balloon Mage has figured out how to animate his balloons into a living shape. Once a day you may summon a Balloon Mount which resembles a Light Horse. The Balloon Mount may lift with up to 20 balloons worth of upward force. The bottom of the horses "feet" are extra thick, protecting the horse from bursting via stepping on any sharp objects.

More Balloons! (Sp): Practice yields better results at producing more balloons! The Balloon Mage can now attach 1d10+1d6 of balloons to the intended target with a max-range of 50 feet.

Lead Zeppelin (Sp): The balloons made by the Balloon Mage are now made of lead (Hit Points 30, Hardness 10) yet they still lift the normal amount of upward force. Piercing attacks no longer instantly destroy the balloons.

Ultra Concentrated Helium (Sp): The Balloon Mage's experimentations with helium have paid off! This allows each of the Balloon Mage's balloons to lift with up to 20 pounds of upward force.

Even More Balloons! (Sp): Why stop when there are still more balloons to be made?! The Balloon Mage can now attach 1d20 of balloons to the intended target with a max-range of 50 feet.

Painfully Loud Balloons (Sp): Alterations to the rubber make the balloons pop even louder! Balloons now deal 2d4 damage to a target they are attached to when they pop!

Deafening Balloons (Sp): All of the Balloon Mage's balloons have become deafeningly loud! A non-deaf target must pass a fortitude save (10 + 1/2 Class Level + INT Mod) when balloons that are attached to them pop or the target will become dazed and deaf.

Omega Concentrated Helium (Sp): By only adding helium atoms into the balloons, each of the Balloon Mage's balloons lift with up to 50 pounds of upward force.

Ex-Balloon Mages[edit]

If the Balloon Mage disavows his craft then he loses all use or affinity for balloons.

Epic Balloon Mage[edit]

Table: The Epic Balloon-Mage

Hit Die: d4

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic Balloon-Mage Bonus Feat List: <-list of bonus epic feats->.

Human Balloon Mage Starting Package[edit]

Weapons: Wooden Staff.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Balloon-Mage[edit]

Religion: Balloon-Mages practice a variety of different religions with no real preference to any one specific deity.

Other Classes: Due to the fact that Balloon-Mages have a natural love of entertainment, they tend to not get along with any "overly-serious" class such as Clerics or Monks.

Combat: Staying a safe distance away from the focal point of combat, Balloon-Mages are happy to help their allies with balloons loaded with healing gases or disrup their foes with sonic pulse balloons.

Balloon-Mages in the World[edit]

"Please don't cry... here, take this."
—Grev, Elven Balloon-Mage

Daily Life: The normal day of a Balloon-Mage consists of meditation, study and entertainment (Not in that order).

NPC Reactions: People often take two stances upon contacting a Balloon-Mage, derogatory laughter or whimsical interest.

Balloon-Mage Lore[edit]

Characters with ranks in knowledge can research Balloon-Mages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 These mages love to entertain and have fun.
10 Whenever summoned balloons are destroyed they material it was made of vanish.
15 Never call a Balloon-Mage a clown. They will go berserk.
20 Balloon-Mages may seem to always be happy or cheerful but they are really fighters for a safer tomorrow. Consider it a more advanced version of a Peaceful protest.

Balloon-Mages in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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