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View Full Version : What Do Frieza, Lucemon And Rhapthorne Have In Common? (3.5, Base Class, PEACH)



ScionoftheVoid
2010-12-11, 09:46 AM
The answer is multiple forms of increasing power! Which is precisely what this class will (hopefully) allow. I'm aiming for Tier 2/3 here, so PEACHing should probably keep that in mind.

Unleashed
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations Known

1st|
+0|
+0|
+0|
+0|Invocation (Least), Seal Release, Special Ability (Sealed), Special Ability (Unsealed)|1

2nd|
+1|
+0|
+0|
+0|Special Ability (Sealed)|2

3rd|
+2|
+1|
+1|
+1|Special Ability (Unsealed), Surpass Limitation (Damage)|2

4th|
+3|
+1|
+1|
+1|Special Ability (Sealed), Unleash (Revenge)|3

5th|
+3|
+1|
+1|
+1|Second Seal Release, Special Ability (Unsealed)|3

6th|
+4|
+2|
+2|
+2|Invocation (least or lesser), Special Ability (Sealed)|4

7th|
+5|
+2|
+2|
+2|Special Ability (Unsealed), Surpass Limitation (Bonds)|4

8th|
+6|
+2|
+2|
+2|Special Ability (Sealed), Unleash (Rampage)|5

9th|
+6|
+3|
+3|
+3|Special Ability (Unsealed), Surpass Limitation (Distance)|5

10th|
+7|
+3|
+3|
+3|Third Seal Release, Special Ability (Sealed)|6

11th|
+8|
+3|
+3|
+3|Invocation (least, lesser or greater), Special Ability (Unsealed)|7

12th|
+9|
+4|
+4|
+4|Speical Ability (Sealed), Unleash (Conquest)|7

13th|
+9|
+4|
+4|
+4|Special Ability (Unsealed), Quick Change|8

14th|
+10|
+4|
+4|
+4|Special Ability (Sealed), Frightful Presence|8

15th|
+11|
+5|
+5|
+5|Fourth Seal Release, Special Ability (Unsealed)|9

16th|
+12|
+5|
+5|
+5|Invocation (least, lesser, greater or dark), Special Ability (Sealed), Unleash (Dark Reign)|10

17th|
+12|
+5|
+5|
+5|Special Ability (Unsealed), Surpass Limitation (Time)|10

18th|
+13|
+6|
+6|
+6|Special Ability (Sealed), Surpass Limitation (Death)|11

19th|
+14|
+6|
+6|
+6|Special Ability (Unsealed), Instant Change|11

20th|
+15|
+6|
+6|
+6|Fifth Seal Release, Special Ability (Sealed), Unleash (Genocide), A God Am I|12[/table]

GAME RULE INFORMATION

Unleashed have the following game statistics.

Abilities: An Unleashed's important abilities vary depending on what they wish to do. A melee Unleashed will need high Constitution and Strength, while a casting Unleashed will want Charisma. All Unleashed would like Wisdom, Constitution and Dexterity, however, to boost their poor saves.

Alignment: Any, though if a limitation is wanted, non-Good is suggested.

Hit Die: d8.

Class Skills: The Unleashed's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Swim (Str).
Skill Points at 1st level: (2+Int modifier) * 4
Skill Points at Each Additional Level: 2+Int modifier.

Class Features
All of the following are class features of the Unleashed.

Weapon and Armour Proficiency: An Unleashed is proficient with all Simple weapons and one Martial wepon of their choice. They are proficient with Light armour but not with Shields.

Invocations: An Unleashed uses Invocations as a Warlock or Dragonfire Adept does. She can use any invocation she knows at will, and has the same list of Invocations as the Warlock.
An Unleashed's invocations are spell-like abilities which are used as a standard action which provokes attacks of opportunity. An invocation can be disrupted as a spell can be. An Unleashed can choose to use an invocation defensively in the same manner as casting a spell defensively. An Unleashed's invocations are subject to spell resistance unless specifically noted otherwise. An Unleasheds caster level with her invocations is equal to her class level.
The save DC for an invocation (if it allows a save) is 10+equivalent spell level+the Unleashed's Charisma modifier.
An Unleashed accesses each grade of invocations at the levels noted on the table (1st level for Least, 6th level for Lesser, 11th level for Greater, 16th for Dark).
An Unleashed's invocations have a Somatic Component, unlike other spell-like abilities, so they are subject to Arcane Spell Failure.
At any level when an Unleashed learns a new invocation, she can also replace an invocation she already knows with another invocation of a grade up to the highest she can access at that level.
An Unleashed qualifies for Prestige Classes as a Warlock does.

Seal Release(Su): An Unleashed constantly works to remove her limitations, and the Seal Release is one of her most potent methods of doing so, as well as one of the most dangerous.
An Unleashed can release any number of Seals as a standard action, though the Seals must be released in order. One cannot release the first and third Seal without also releasing the second, for example. Re-sealing a Seal may be done as a free action, though the form's personality usually does not want to be re-sealed (see below).
When she releases a Seal she takes on a new physical appearance (and possibly personality, at the players option), gaining a +10 competence to Disguise checks to appear as someone other than herself (but not a particular other being or race). This physical appearance (and personality) is set for each Seal released, she will always take a certain form after releasing a certain number of Seals. The Unleashed remains in the same form after death.
This class feature allows the Unleashed to remove one Seal. This lasts for ten minutes per class level per day, divided among uses as you choose (for example at first level, you could use one minute in a barfight, another three whilst razing a bandit camp and use the remaining six minutes fighting the bandit chief and his minions). During this time she gains +4 to one attribute and +2 to another different attribute, chosen when the ability is gained and not changed after this point.
An Unleashed may take feats that she can only qualify for with Seals released, but may only benefit from them in forms which qualify.

Second Seal Release allows you to release two Seals. This uses the same duration as Seal Release, but it uses the time at twice the rate (two rounds for every actual one). You gain +4 to one attribute and +2 to another different attribute, chosen when the ability is gained and not changed after this point. This level of power strains a body, you take 1 damage for every actual round you are in this form (including rounds under the effect of Time Stop and similar abilities), which cannot be reduced by any means and bypasses Surpass Limitation (Death).

Third Seal Release allows you to release three Seals. This uses the same duration as Seal Release, but it uses the time at quadruple the rate (four rounds for every actual one). You gain +4 to one attribute and +2 to another different attribute, chosen when the ability is gained and not changed after this point. This level of power strains a body, you take 1d3 damage for every actual round you are in this form (including rounds under the effect of Time Stop and similar abilities), which cannot be reduced by any means and bypasses Surpass Limitation (Death).

Fourth Seal Release allows you to release four Seals. This uses the same duration as Seal Release, but it uses the time at octuple the rate (eight rounds for every actual one). You gain +4 to one attribute and +2 to another different attribute, chosen when the ability is gained and not changed after this point. This level of power strains a body, you take 1d6 damage for every actual round you are in this form (including rounds under the effect of Time Stop and similar abilities), which cannot be reduced by any means and bypasses Surpass Limitation (Death).

Fifth Seal Release allows you to release five Seals. This uses the same duration as Seal Release, but it uses the time at sixteen times the rate (sixteen rounds for every actual one). You gain +4 to one attribute and +2 to another different attribute, chosen when the ability is gained and not changed after this point. This level of power puts an enormous strain on a body, you take 3d6 damage for every actual round you are in this form (including rounds under the effect of Time Stop and similar abilities), which cannot be reduced by any means and bypasses Surpass Limitation (Death).

Special Ability(varies, see individual abilities): An Unleashed's abilities come in two varieties; Sealed and Unsealed. Sealed abilities can only be accessed while at least a certain number of Seals are released and are gained at first level and every even-numbered level thereafter. Unsealed abilities are always available and are gained at every odd-numbered level. Some abilities have prerequisites which must be met before taking them. In the case of Sealed abilities, if it requires a Seal Release ability other than the first then at least that many Seals must be released to have the ability available (for example, an ability requiring Third Seal Release would require at least three Seals to be released to have it available) and the ability may be taken as long as at least one Sealed form qualifies, though it is only available to forms which qualify for it (for example, Allessa is a 6th level Unleashed with a Constitution score of 14. Each of her Sealed forms increases her Constitution score by +2. If she chooses an ability that requires at most 16 Con she can access it by releasing one or more Seals. If she chooses an ability which requires a Con of more than 16 (but not more than 18) she can only access it by releasing both of her Seals). A Sealed ability may be suppressed for a certain form, chosen when the Sealed ability or appropriate Seal Release is gained, this choice cannot be changed later (this is usually used with abilities like increasing in size, which may not be advantageous for all forms). Note: The list of Special Abilities will be in the next post, and may take a while, though feel free to suggest ideas while I'm writing them up.

Surpass Limitation: Surpass limitation abilities activate whenever a Seal is released. This means that generally, starting from your base form and entering each form in turn is more powerful than skipping straight to your most powerful form. Each Surpass Limitation's effect is detailed below:

Damage(Ex): You heal a number of hitpoints equal to your class level*the form you are leaving's Con modifier. For example, Allessa the 6th level Unleashed has a Con of 14 in her natural form, 16 in her first Sealed form and 18 in her second Sealed form. If she releases one or more Seals from her natural form she heals 12 points of damage. If she does so from her first Sealed form she heals 18 points of damage. She cannot realease any further Seals when in her second Sealed form.

Bonds(Ex): You act as if under the effect of Freedom of Movement spell for a number of rounds equal to half your class level.

Distance(Su): You may move up to your speed as a free action once per round for a number of rounds equal to your class level.

Time(Ex): You act as if under the effect of Time Stop for 1d4+1 rounds. This time does not count for the purposes of other Surpass Limitations abilities.

Death(Ex): You cannot die for a number of rounds equal to one-quarter of your class level. This means that you are immune to [Death] effects and cannot die due to Massive Damage, having hit points below -10 or having more negative levels than your HD; any other effect that would kill you fails to do so.

Unleash(Ex): Your Seal Release lasts longer, allowing you to sow the seeds of your influence far and wide.

Revenge: Your Seal Release lasts 20 minutes/class level/day.

Rampage: Your Seal Release lasts 30 minutes/class level/day.

Conquest: Your Seal Release lasts 1 hour/class level/day.

Dark Reign: Your Seal Release lasts 2 hours/class level/day.

Genocide: Your Seal Release lasts 4 hours/class level/day.

Quick Change: You may release Seals as a move action or a standard action.

Frightful Presence: Your unlimited power is chilling to behold. This ability takes effect automatically whenever the Unleashed releases Seals, or when she attacks, charges, or flies overhead in one of her Sealed forms. Enemies within a radius of 30 feet × the number of Seals released are subject to the effect if they have fewer HD than the Unleashed. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 class level + Cha modifier of the Sealed form the Unleashed is in or takes + number of Seals released) remains immune to that Unleashed’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Instant Change: You can release Seals as an immediate, move or standard action.

A God Am I(Ex): You become an Outsider with the augmented and shapechanger subtypes. You can be raised from the dead with any spell that would affect the form you died in. You gain damage reduction 10/Epic, in addition to any other damage reduction you may have. Your natural weapons, as well as any weapons you wield, are treated as Epic for the purposes of bypassing damage reduction. You gain +4 to your caster level for the purposes of penetrating spell resistance. You gain a +2 Inherent bonus to all Attributes.


Okay, Special Abilities will be up some time today, with any luck. In the meantime, comments and suggestions are welcome. I'm not too happy with some things (placement of the Quick and Instant change abilities in particular) and the fluff is just not there yet, but it will have to do while I go on to the Special Abilities.

Edit: Made some changes to the skill list.

Edit 2: Surpass Limitation: Distance is now once per round. Free action anything is kinda crazy.

ScionoftheVoid
2010-12-11, 09:48 AM
Note: These can only be taken once unless noted otherwise.

Special Abilities:

Unsealed

Energy Blasts(Sp)
You harness your power to throw raw magical energy at your opponents.
Benefits: You gain an Eldritch Blast (as a Warlock) which deals 1d6 damage.
Special: If you already have an Eldritch Blast, this ability increases the damage it deals by 1d6. You can take this ability more than once.

Enhance Skill(Su)
You use your powers to boost your skill in a certain area.
Benefits: You gain a competence bonus to a certain skill (chosen when you select this ability, you cannot change this choice later) equal to your class level multiplied by the number of Seals you currently have released + 1.
Special: You can take this ability multiple times. Each time it applies to a different skill.

Bonus Feat(same as feat taken)
You train harder than others in your field of expertise.
Benefits: You gain a bonus feat. You must qualify for any feat that you take.
Special: You may take this special ability multiple times.

Knowledge Unlimited(Ex)
Your removal of limits applies even to your knowledge.
Prerequisites: 4 ranks in any three Knowledge skills.
Benefits: You gain Bardic Knowledge, for which your effective Bard level is equal to your arcane caster level.

Dabbling Wizardy(Sp)
Exactly what it says on the tin.
Prerequisites: Knowledge: Arcana 4 ranks, Knowledge Spellcraft 4 ranks.
Benefits: You gain five cantrips and one first level spell as invocations usable once per day each. These spells cannot have expensive components worth more than 100gp or any experience point costs. You must have any necessary focuses to hand. These spell-like abilities require the same action to use as the casting time of the spell chosen.

Wizardry(Sp)
Now with 50% more magic!
Prerequisites: Dabbling Wizardry or Wizard level 1, Knowledge: Arcana 8 ranks, Spellcraft 8 ranks.
Benefits: You gain 2 spells as invocations. These spells must be cantrips or of first or second level, as well as otherwise qualifying to be learned through Dabbling Wizardy. These are also usable once per day each and require any necessary focuses as the spell does, as well as being activated with the same action as their casting time.

Improved Wizardry(Sp)
The buy-one-get-one-free of magical talent.
Prerequisites: Dabbling Wizardry and Wizardry or Wizard level 3, Knowledge: Arcana 16 ranks, Spellcraft 16 ranks.
Benefits: You gain 2 spells as invocations. These spells must be cantrips or of first to fourth level, as well as otherwise qualifying to be learned through Dabbling Wizardry. These are also usable once per day each and require any necessary focuses as the spell does, as well as being activated with the same action as their casting time.

Fledgling Usurper(Su or Ex, same as Domain chosen)
One day you shall be a god, but for now you just use some of their power as your own.
Prerequisites: Knowledge: Religion 4 ranks, Spellcraft 4 ranks.
Benefits: You gain a Domain, with your effective Cleric level being equal to your arcane caster level. You do not gain a domain spell slot or the ability to cast any of the domain spells.
Special: You may take this ability more than once. Each time you choose it you may gain a different Domain.

Usurper(Sp)
You siphon off yet more of their power and the fools take no notice.
Prerequisites: Domain, Knowledge: Religion 10 ranks, Spellcraft 10 ranks.
Benefits: You gain the first, second and third level spells of one of your Domains as invocations usable once per day each. They require either a full-round action or their normal casting time to use, whichever is less.
Special: You may take this feat more than once. Each time it applies to a different Domain.

Magical Master(Ex)
You are thoroughly charged with magical energies.
Prerequisites: Knowledge: Arcana or Religion 12 ranks, Spellcraft 12 ranks, Cha 15.
Benefits: All of your spell-like abilities gain one additional use per timeframe (per day, per encounter, per hour, etc.).
Special: You may take this special ability more than once.

See Power(Sp)
You can tell that your opponent is Not Left Handed because his Power Level Is Over 9000! That, and he lights up like a christmas tree when you use this little trick.
Benefits: You gain Detect Magic as a spell-like ability, usable at will.
Special: You may take this special ability multiple times. Each time you take it the range of the effect doubles.

Sealed
Larger Than Life(Ex)
You are bigger and, in your mind, better than others.
Prerequistites: Str 13, Con 13.
Benefits: You gain Powerful Build, allowing you to count as one size larger when it would benefit you.

Colossus Build(Ex)
You intimidate ogres and hill giants with your size and strength.
Prerequistites: Powerful Build, Str 15, Con 15.
Benefits: You increase one size category.

Giant's Giant(Ex)
You are Goliath to the Tarrasque's David, except that you win.
Prerequistites: Colossus Build, Powerful Build, Str 17, Con 17, Second Seal Release
Benefits: You increase two size categories, or to Huge, whichever is larger. You do not gain the benefits of Colossus Build whilst using this ability, but you do gain the benefit of Powerful Build.

Faster Than Sound(Ex)
Your opponents hit the ground before they've had the chance to blink.
Prerequistites: Dex 13, Con 13.
Benefits: Your movement speed(s) triple(s).

Sonicboom(Ex)
You've learned to put your immense speed to good use. You can now hit people even better!
Prerequistites: Dex 13, Con 15, Str 17, Faster Than Sound.
Benefits: Your reach increases by 5ft. Any attack you make on a charge deals an additional 1d12 damage and the opponent hit must make a Fort save (DC = damage dealt) or be deafened for 3d4 rounds. If they fail the save by 10 or more the deafness is permanent.

Faster Than Light(Ex)
This text is so slow you probably can't even read it.
Prerequistites: Dex 15, Con 15, Faster Than Sound, Second Seal Release.
Benefits: Your movement speed(s) triple(s). You may move up to twice your speed as a free or immediate action once per round. This does not count toward your limit for Surpass Limitations: Distance, and vice-versa.

Afterimage(Ex)
You move so fast you are the only one who can tell whether you're coming or going.
Prerequistites: Dex 13, Con 13 and Surpass Limitations: Distance or Faster Than Light.
Benefits: Every time you move as a free action you may leave an afterimage. This acts as a mirror image and lasts for 1d3 rounds. In addition, you may use an (Ex) equivalent of the mirror image spell as a move action. You caster level for this effect is one-tenth of your movement speed.

True Energy Blast(Su)
You call that an energy blast? Pathetic. This one is just better!
Prerequistites: Eldritch Blast 1d6.
Benefits: Your Eldritch Blast damage is multiplied by the number of Seals you have released + 1.
Special: You may take this special ability more than once. If you do so then your multiplier for Eldritch Blast damage increases by one.

Raze To The Ground(Su)
In your wake, nothing is left. Nothing at all.
Prerequistites: Eldritch Blast 2d6, Hammer Blast, Second Seal Release.
Benefits: When your Eldritch Blast targets objects it acts like a Disintegrate spell, except that the volume of matter it destroys is one cubic foot per die of Eldritch Blast damage multiplied by twice the number of Seals you have released.
Special: You may take this special ability more than once. Each time you take it, the volume of matter your Eldritch Blast destroys doubles.

Magic Resistant(Ex)
Spells and psionics flicker and die when they touch your skin.
Prerequisites: Second Seal Release.
Benefits: You gain spell resistance equal to 5 + your HD + three times the number of Seals you have released.
Special: You may take this special ability multiple times. Each time you take it after the first your spell resistance increases by the number of Seals you have released.

Magic Immune(Ex)
You are the immovable object in the path of magic's unstoppable force. You win.
Prerequistites: Spell Resistance 30, Third Seal Release, Con 20.
Benefits: You gain Magic Immunity. Any spell that allows spell resistance automatically fails when used against you.

Magic Eater(Su)
You can not only halt spells, you can absorb them, making their strength your own.
Prerequistites: Magic Immunity, Fifth Seal Release, Con 30.
Benefits: Whenever a Spell or other similar ability fails to affect you because of your Magic Immunity, you gain hitpoints equal to the caster level of the effect + twice your Constitution modifier.

Energy Resistant(Ex)
You less vulnerable to some hazards than your companions or enemies.
Prerequistites: Con 15.
Benefits: You gain energy resistance to one energy type (fire, cold, sonic, electricity or acid) equal to your HD + twice the number of Seals you have released.
Special: You may take this special ability more than once. Each time you take it you may choose another energy type to gain resistance to or increase an existing energy resistance by the number of Seals you have released.

Energy Immune(Ex)
Some things just don't bother you. It might be a stroll through a volcano wearing nothing more than a gas mask, or a bracing corrosive bath, but it's definitely not normal.
Prerequistites: Energy resistance 25, Third Seal Release, Con 17.
Benefits: You gain immunity to one energy type against which you have energy resistance of 25 or more.
Special: You may take this special ability multiple times. Each time you take it it applies to a different energy type against which you have energy resistance 25 or more.

Energy Eater(Su)
Were others would perish, you thrive, taking in harsh cold or lightning strikes to salve your wounds and soothe your body.
Prerequistites: Energy Immunity, Fourth Seal Release, Con 20.
Benefits: When you take this ability, choose one energy type which you are immune to. When you would take damage from that energy type if you did not have immunity to it, you recover half of that damage in hitpoints.
Special: You may take this special ability more than once. Each time you take it you choose a different energy type to which you have immunity to absorb.

Swiftness
Speed is everything. For some, speed is life. For others, death!
Prerequisites: Dex 13, Con 13, Faster Than Sound, Fourth Seal Release
Benefits: You gain an additional standard action each turn, though you may not use both of your standard actions (or this and another standard action if you have more than two) to do the same thing. Using two different Invocations does not count as the same thing. Attacking with two different weapons is likewise not the same. In general, if two actions share a name and most variables (not including the target), they count as the same.

Toughened Skin
Your skin turns swords and halts maces.
Prerequisites: Con 15.
Benefits: You gain damage reduction equal to three times the number of Seals you have released, which is bypassed by your choice of either of two things from the following list: Silver, Cold Iron, Good, Evil, Lawful, Chaotic, Slashing, Piercing or Bludgeoning damage. This choice cannot be changed once made. This is in addition to any other damage reduction you may have.
Special: You may take this special ability more than once. Each time you take it you may choose one of the following: one source of damage reduction bypassed by one thing or another now requires both (this cannot be applied to damage reduction bypassed by opposing alignments or multiple materials, e.g. Silver and Cold Iron, or Good and Evil), one source of damage resistance improves by an amount equal to the number of Seals you have released, one source of damage reduction which requires two things in combination to bypass (e.g. Chaotic and Cold Iron, Lawful and Slashing) now cannot be bypassed (becoming DR X/-).

Wave Motion Cannon
You charge energy for one massive blast.
Prerequisites: True Energy Blast, any Blast Shape Invocation.
Benefits: You may increase the time it takes to use your Eldritch Blast to increase its damage. By taking a full-round action to use it, its damage doubles. Each additional full-round action spent charging increases the multiplier by one (two full-round actions for triple, three for quadruple and so on). Whenever you use this special ability the range of your Eldritch Blast doubles.
Special: You may take this special ability more than once. Each time it is taken add one to the multiplier on damage and range of your Eldritch Blast.

Feats


Tool of a Greater Power [General]
You have been empowered by a deity or a fell being of enormous strength. Hope you are found worthy.
Prerequisites: Seal Release.
Benefits: When you have released one or more Seals your master's power swells within you, granting you an aura(s) of the component(s) of your master's alignment as a Cleric. In addition, during this time your natural weapons and weapons you wield are treated as having the alignment(s) of your aura(s) for the purposes of bypassing damage reduction. Your master for the purposes of this feat is a deity or other being of great power, of the player's (but usually not the character's) choice.

Weapon of a Greater Power [General]
You have gained enough trust to be given more power by your master. Hope this trust is not misplaced.
Prerequisites: Seal Release, Tool of a Greater Power.
Benefits: When you have released one or more Seals you gain the benefits of the Protection from Evil/Law/Chaos/Good spell(s), the opposite of your aura(s).

Frightening Entry [General]
Your power is both terrifying and magnificent.
Prerequisites: Frightful Presence, Seal Release, Cha 21
Benefits: Creatures recieve no saving throw against your Frightful Presence when you change into a form which qualifies for this feat. Your Frightening Presence now activates whenever you release Seals, if it did not already.

Orcish Powermonger [General]
Your blood allows you greater heights of power. Well, greater heights, certainly.
Prerequisites: Orc, Seal Release, Larger Than Life
Benefits: Your Larger Than Life and Colossus Build Sealed abilities become Unsealed abilities. You may treat Giant's Giant as if it did not require Second Seal Release.

Elven Powermonger [General]
Your blood makes you powerful. It is therefore in your best interest to keep it in your body.
Prerequisites: Elf, Seal Release, Faster Than Sound
Benefits: Your Faster Than Sound and Afterimage Sealed abilities become Unsealed abilities. You may treat Faster Than Light as if it did not require Second Seal Release.

Dwarven Powermonger [General]
Your blood loathes magic. So much so that magic seems to get scared and run away.
Prerequisites: Dwarf, Magic Resistant
Benefits: Your Magic Resistant Sealed ability becomes an Unsealed ability. You may treat Magic Immune as if it required Second Seal Release instead of Third Seal Release. You may treat Magic Eater as if it required Fourth Seal Release instead of Fifth Seal Release.

Gnomish Powermonger [General]
Pranks are in your blood. Oddly enough, so is turning everything in range to a fine powder.
Prerequisites: Gnome, True Energy Blast
Benefits: Your True Energy Blast and Wave Motion Cannon Sealed abilities become Unsealed abilities. You may treat Raze to the Ground as if it did not require Second Seal Release.

Well that's a small sample. I've added an Unsealed ability, right at the bottom of that spoiler.

Edit: Small alteration to Faster Than Light, which can now be used as an immediate action. Small alteration to Usurper, which now has a sllightly different effect on casting times.

Edit: We now have feats!

true_shinken
2010-12-11, 10:10 AM
I like the concept, but I'd like to see more fluff. Specifically, why invocations?
Also, the name is kinda funny, I don't know.

Jallorn
2010-12-11, 10:22 AM
The Genocide level of Unleash is pointless, since the Dark Reign level allows for more than 24 hours per day, meaning it's at will.

Also, Quick Change and Instant Change can just say move action and immediate action respectively, as you can already use a longer action in place of a shorter one.

true_shinken
2010-12-11, 10:42 AM
Also, Quick Change and Instant Change can just say move action and immediate action respectively, as you can already use a longer action in place of a shorter one.
No, you can't. You are thinking of 4e. You can't cast a swift action spell as a move action, for example.

ScionoftheVoid
2010-12-11, 11:00 AM
I like the concept, but I'd like to see more fluff. Specifically, why invocations?
Also, the name is kinda funny, I don't know.

Invocations were actually a mechanical concern. It saves time for me writing special abilities (I have almost finished the Unsealed ones) if I don't have to include basic things like flight and it means they have something to do when they're not in their Sealed forms. It also gives something like a Warlock fix.

I'd like to see more fluff too, but I'd like to finish (or at least have a good supply of) the special abilities before I move on to that. Feel free to speculate, though. I need inspiration.

I'm not sure of the name either, I couldn't find anything good to do with changing form so I put the name in as a stopgap until I could get some good suggestions. If you have any, please let me know, I do find "Sealed Force" quite off for the class.


The Genocide level of Unleash is pointless, since the Dark Reign level allows for more than 24 hours per day, meaning it's at will.

Also, Quick Change and Instant Change can just say move action and immediate action respectively, as you can already use a longer action in place of a shorter one.

Genocide allows longer use of the higher forms, which use increasing amounts of the same time limit. When you get Dark Reign you can release four seals, which uses time at octuple the rate. That means your 32 hours are actually four. Of course, you're more likely to use three seals for eight hours, which is still all day. On the other hand you miss out on all the Surpass Limitation goodies doing it that way, so that probably isn't as worth it. And then there are reasons why Frieza didn't go around in his final form all day long, and they weren't that he wasn't capable of doing so. He liked to intimidate people by keeping them guessing at his true power, which is a good tactic even in a party. A Sealed Force is the party's dark horse and trump card.

On the second point, I'm not sure about that, and just wanted to make it explicit for any Factotums using Cunning Surge to layer Surpass Limitations and Frightful Presence. It doesn't actually hurt either way. *goes back to special abilities like a good homebrewer*

ScionoftheVoid
2010-12-11, 11:20 AM
Unsealed abilities are up. A bit bland, but they're supposed to be the generic ones. The interesting stuff is yet to come.

true_shinken
2010-12-11, 12:29 PM
Invocations were actually a mechanical concern. It saves time for me writing special abilities (I have almost finished the Unsealed ones) if I don't have to include basic things like flight and it means they have something to do when they're not in their Sealed forms. It also gives something like a Warlock fix.
But but Warlock is fine as it is.
OK, so we have invocations. You should make a list of those. Warlocks and Dragonfire Adepts have different lists.


I'd like to see more fluff too, but I'd like to finish (or at least have a good supply of) the special abilities before I move on to that. Feel free to speculate, though. I need inspiration.
Going with the 'seal' feel, could be that this class is formed by descendents of people possessed by ghosts/demons. They have a 'core' supernatural feel that might take over them, but they can tap into it for special powers.
The whole 'son of the supernatural' has been done too much in 3.5, though. It could be voluntary, as well - after a ritual, you sealed something within yourself.


I'm not sure of the name either, I couldn't find anything good to do with changing form so I put the name in as a stopgap until I could get some good suggestions. If you have any, please let me know, I do find "Sealed Force" quite off for the class.
I was thinking about it but I just can't figure it out. :/
Shouldn'tt they get shapechanger subtype, btw?

Also... you say bland?! 'Dabbling Wizadry' is very, very powerul. You could cast Summon spells as standard actions, itendify without paying for components and the like. Basically, pick a spell with a casting time greater than a standard action or with a costly material component and go to town. At the lower levels, I don't believe there is anything similar. Dragonblood Sorcerers (a T2 class) gain a similar thing, but it's a lot more restricted, costs lots of resources and it's not at will.

The-Mage-King
2010-12-11, 12:35 PM
...

...Beat you to it, mate. (http://www.giantitp.com/forums/showthread.php?t=175463)



Still, this does look interesting.

ScionoftheVoid
2010-12-11, 01:45 PM
...

...Beat you to it, mate. (http://www.giantitp.com/forums/showthread.php?t=175463)



Still, this does look interesting.

Well... mine has 20 levels, so nyeh!:smallbiggrin: Yours looks interesting, too. By which I mean, hello ability menus->special abilities. Nah, I'll do some looking over for stuff I've missed, but only after I'm satisfied with my own list.


But but Warlock is fine as it is.

At Tier 4, I agree with you, but it doesn't stand up so well against the Big 5, which this should do at least a bit better. Personally, I don't use Warlock fixes (apart from trying to think of new invocations, and possibly speeding invocations known slightly). It was just a note if someone wants a Warlock fix and doesn't mind using alternate forms instead of Fiendish Resilience, for example. Moving on.


OK, so we have invocations. You should make a list of those. Warlocks and Dragonfire Adepts have different lists.

That's the kind of thing I should probably try harder to catch. The Sealed Force has the same list of Invocations as the Warlock until further notice.


Going with the 'seal' feel, could be that this class is formed by descendents of people possessed by ghosts/demons. They have a 'core' supernatural feel that might take over them, but they can tap into it for special powers.
The whole 'son of the supernatural' has been done too much in 3.5, though. It could be voluntary, as well - after a ritual, you sealed something within yourself.

I was thinking more training to become nigh invincible and having to remove the limitations of their comparitively weak natural forms to do so, but that works too. Not sure when I'll get the fluff done, I probably shouldn't be using my time for homebrewing as it is, but oh well.


I was thinking about it but I just can't figure it out. :/

I know the feeling.


Shouldn'tt they get shapechanger subtype, btw?

They get it at the capstone, but I can move it forward if it feels appropriate.


Also... you say bland?! 'Dabbling Wizadry' is very, very powerul. You could cast Summon spells as standard actions, itendify without paying for components and the like. Basically, pick a spell with a casting time greater than a standard action or with a costly material component and go to town. At the lower levels, I don't believe there is anything similar. Dragonblood Sorcerers (a T2 class) gain a similar thing, but it's a lot more restricted, costs lots of resources and it's not at will.

I did say bland. Uninteresting isn't necessarily weak, however.

Since free Identify is once/day and you can only ever choose spells with material components costing less than 100gp I'm not too worried on that front. Give me something more powerful than that and I might change it.

Casting time moving down to a standard action, I completely forgot about. Thanks for the catch, I'll edit that now. Might even get a few more special abilities done.

true_shinken
2010-12-11, 02:16 PM
Since free Identify is once/day and you can only ever choose spells with material components costing less than 100gp I'm not too worried on that front. Give me something more powerful than that and I might change it.

It's once a day? I thought it became an invocation.

ScionoftheVoid
2010-12-11, 02:33 PM
It's once a day? I thought it became an invocation.

It does, which does some funky things for PrC qualifying, which is deliberate. There is a note saying that each of the spells gained through X Wizardry is once per day, as I have bolded in the quoted text below:


Dabbling Wizardy(Sp)
Exactly what it says on the tin.
Prerequisites: Knowledge: Arcana 4 ranks, Knowledge Spellcraft 4 ranks.
Benefits: You gain five cantrips and one first level spell as invocations usable once per day each. These spells cannot have expensive components worth more than 100gp or any experience point costs. You must have any necessary focuses to hand. These spell-like abilities require the same action to use as the casting time of the spell chosen.

It being once per day is pretty much the whole point of Magical Master (which gives an additional use per whatever for all your spell-likes).


In other news, Sealed Special Abilities are now up, including some new defensive ones.

ScionoftheVoid
2010-12-11, 07:34 PM
Sorry for the continual double-posting. New special abilities and some notable adjustments to existing ones. Thanks for the help so far, I'd never have caught those mistakes by myself!

InfiniteNothing
2010-12-13, 02:47 AM
Hmm. I like this a lot. Will we be able to look forward to Fast Healing and/or Flight sometime in the near future?

Lix Lorn
2010-12-13, 08:07 AM
This... looks rather cool, although I think Rock lee deserves a mention. :smallwink:

ScionoftheVoid
2010-12-13, 02:38 PM
Hmm. I like this a lot. Will we be able to look forward to Fast Healing and/or Flight sometime in the near future?

Fast Healing is probably a no, you take damage from the higher level transformations, though I may give damage for some of the lower ones, too (see below for why, plus I realised just how powerful you can be for up to hours per day by just stacking low-level special abilities). There's already healing on seal release at level three (Surpass Limitation: Damage). Flight is already a yes due to Invocations (one of the main reasons I gave out Invocations was that I didn't have to bother with flight speeds, swim speeds, see invisiblity or any more basic things like that).


This... looks rather cool, although I think Rock lee deserves a mention. :smallwink:

I thought of him, too, but I don't think it would be appropriate to include all people fitting the class in the thread title. It would be appropriate to attempt to stat such people, however, if anyone cares to try.

I'll be making some rule changes (specifically, damage at lower numbers of released seals and some changes to the scaling of Raze-whatever-I-called-it, as well as anything else I come across that could be scaled or done better).

Also, I still need a new name for the class, Sealed Force isn't quite right for me (or True_Shinken).

The-Mage-King
2010-12-13, 02:55 PM
Hm... Well, I took the obvious, so... Master of the Hidden Powers, maybe?



Nah. That sounds like a PrC name...

Prime32
2010-12-13, 03:21 PM
"Unleashed"?

ScionoftheVoid
2010-12-13, 05:33 PM
"Unleashed"?

Maybe, but it still doesn't quite fit. Keep them coming, though, I've already seen one I didn't think of myself. We'll find it eventually! FOR SCIENCE!!

Oh, and the fluff should be up by next Monday, exact time depending on how much free time I get this week and whether or not I get a surge of inspiration.

true_shinken
2010-12-13, 05:49 PM
"Unleashed"?
I like it.



This... looks rather cool, although I think Rock lee deserves a mention. :smallwink:
That is a crime indeed. (not mentioning Lee, that is)
He is (http://www.youtube.com/watch?v=saMLt6r2t_4) indeed a superbeast (http://www.youtube.com/watch?v=HKvSXqYOxPg&feature=related).
The japanese voice actor for Lee is just awesome, I have to say that. You can feel the pain and determination when he shouts "URA RENGE!"
Gotta love Lee. Period.

ScionoftheVoid
2010-12-14, 02:26 PM
I like it.

It's better than what I have now, and it has one vote, it's going up.

Thanks for the ideas (though I'd still like more, don't feel obliged to try and think of any more). Edit: And that goes for everyone, by the way.

ScionoftheVoid
2010-12-26, 03:21 PM
Flavour, at long last.

Unleashed

The Unleashed represents unlimited power. The members of this class are, one and all, dedicated to power beyond imagining. They train constantly, every second of every day of every year. They have trained so much that their full power is beyond the scale of their natural form. As they grow they learn to hold their full power for longer, and the power at that they can call upon grows ever larger. However, the members of this class are not completely identical. Their focuses and methods vary wildly. One might be a powerful mage who releases their Seals once in a blue moon, using their true power only to crush upstarts who believe they have the upper hand. Another might be a huge brute who releases as many of their Seals as they can for as long as possible, taking down hordes of their foes with their greatness.

Adventures: The Unleashed adventures for the same reason they do anything else, to train themselves and hone their power. Some, who have used more questionable methods to raise their power, travel to release themselves from a master or to repay a debt. Others wish to learn of ancient secrets to release more of their potential, or to meet even older beings who can teach or grant them power.

Characteristics: Unleashed are magicians and shapechangers, whatever else they may be. Often seen by peasants as demons and other dark beings, they are treated as Warlocks are if they are not seen transforming, and worse than that if they are seen releasing Seals. This mistrust rarely bothers an Unleashed however, who are content as long as they are able to train and grow. Whether they practice their craft for or against the people they meet depends on their alignment and their personal ideals.

Alignment: Though the class is (by default) open to all alignments, Unleashed have a focus on themselves and their own power which means they are more often chaotic and evil than lawful or good. There are certainly exceptions, and they are by no means rare, but this bent is in the majority and has a great effect on their public image.

Religion: Whilst you might think the Unleashed focus on personal gain leads to a lack of faith, an Unleashed knows better than anyone their own limits, and who better to protect a feeble mortal than a deity? Of course, many Unleashed do not follow a deity, but a surprising number follow gods and godesses of strength, growth and power.

Background: Unleashed come from all walks of life and all over the world. The lust for power is, after all, universal. Higher classes are often trained as part of their education, and the Unleashed path follows naturally from this. Lower classes need to do anything just to survive, and the tricks of the Unleashed help greatly, and this added power does not just disappear after it is gained.

Races: Humans, Orcs and other short-lived races often have the drive and lust for power which leads to the Unleashed class. The longer-lived races often succumb to the temptation of the Unleashed path eventually, however, so all races are represented. The class is also common among the more monstrous races.

Other Classes: Warlocks and Sorcerers are often friendly rivals to the Unleashed, sharing the same lust for power and sometimes questionable methods and morals. Wizards and other classes involved in knowledge are eager to learn the secrets of the Unleashed. Other classes react as they would to any other of the same role, though they are perhaps more suspicious because of their strange powers. Unleashed themselves respect anyone who seeks to hone their skills or surpass their limitations, including Warlocks, Barbarians, Wizards and Clerics, for they have no predjudice against a method to power.

Role: An Unleashed may be a mage, a melee hulk or a ranged blaster, depending on their special ability selections. However, an Unleashed is generally a party's trump card, releasing their power for a short time to help in times of dire need. On the other hand they may be more of a glass cannon, holding their great power for as long as possible at the expense of straining their physical form.

There, now could I get a critique or two? Pretty please? Just one?

ScionoftheVoid
2011-01-03, 11:18 AM
The Unleashed now has special abilities, fluff and even some feats! Can I please get a review now?:smallfrown: I've waited so long... and I am ever so impatient about these kinds of things.

Lix Lorn
2011-01-03, 12:57 PM
Okay!
Colossus is spelt wrong,
Raze to the Ground requires Hammer Blast, which I don't see anywhere.

Other than that, looks good.

ScionoftheVoid
2011-01-03, 01:11 PM
Okay!
Colossus is spelt wrong,
Raze to the Ground requires Hammer Blast, which I don't see anywhere.

Other than that, looks good.

Okay, I'll fix that.

Hammer Blast is an Invocation (it allows you to deal full Eldritch Blast damage to objects).

Lix Lorn
2011-01-03, 01:29 PM
Aaah, I see now.

Gandariel
2011-01-03, 02:00 PM
What happens when one of your spirits-personalities-seals_whatever (you should specify) takes control?
What does he do? For how much time? Would he attack allies? Use abilities? I think i didn't read any of this ^^

ScionoftheVoid
2011-01-04, 04:59 AM
What happens when one of your spirits-personalities-seals_whatever (you should specify) takes control?
What does he do? For how much time? Would he attack allies? Use abilities? I think i didn't read any of this ^^

I was sure I'd posted a reply to this...

In order:

The personality takes control of the Unleashed's body, doing as it feels like.

Depends on the personality. They have an impatient bent, getting what they want as soon as possible, but what they want in the first place varies wildly.

Until that form is left voluntartily (not bleeding likely), or involuntarily (such as the transformation running out of time).

Is that personality opposed to the Unleashed's comrades (all personalities are aware as long as the Unleashed is, information which has been added to the Seal Release ability)? Is it violent? Does it really care that much? They'll do anything that they want and have the ability to do.

Again, would the personality want to use abilities? It certainly can.

Gandariel
2011-01-04, 11:22 AM
I was sure I'd posted a reply to this...

In order:

The personality takes control of the Unleashed's body, doing as it feels like.

Depends on the personality. They have an impatient bent, getting what they want as soon as possible, but what they want in the first place varies wildly.

Until that form is left voluntartily (not bleeding likely), or involuntarily (such as the transformation running out of time).

Is that personality opposed to the Unleashed's comrades (all personalities are aware as long as the Unleashed is, information which has been added to the Seal Release ability)? Is it violent? Does it really care that much? They'll do anything that they want and have the ability to do.



Again, would the personality want to use abilities? It certainly can.

Ok, but who decides its personality?
I mean, can i just say "darn, the monster took control on me. Oh ok, it's a gardener monster, all he wants is watering flowers until the transformation runs out of time...


And by the way, at 20th level you have more than 24 hours/day
I know it's ok because when you have more transformations you use 4x 8x 16x time, but what happens if

At 20th level you use the first transformation and it takes control of you?
It has control forever?

Anyway i really like your job ^^ i don't know of tiers but i like it

ScionoftheVoid
2011-01-04, 01:34 PM
Ok, but who decides its personality?
I mean, can i just say "darn, the monster took control on me. Oh ok, it's a gardener monster, all he wants is watering flowers until the transformation runs out of time...

The player decides, when they gain the ability to unlock that Seal. So you want to water flowers whilst your enemies are beating on you? Okay, that doesn't sound great for your health, but fine.:smallwink:



And by the way, at 20th level you have more than 24 hours/day
I know it's ok because when you have more transformations you use 4x 8x 16x time, but what happens if

At 20th level you use the first transformation and it takes control of you?
It has control forever?

It can voluntarily end the transformation, and it would probably rather release its hold than die, so a sufficiently powerful enemy will likely force it out. Besides, by the time it can take permanent control it won't be as bothered by giving up control, because it knows it will be back eventually, and the longer that's left, it can hold control longer. The trick is letting it out in a controlled manner, a few hours, here and there, so that it gives up more easily.


Anyway i really like your job ^^ i don't know of tiers but i like it

You mean the class? Thank you very much.

Gandariel
2011-01-04, 01:58 PM
The player decides, when they gain the ability to unlock that Seal. So you want to water flowers whilst your enemies are beating on you? Okay, that doesn't sound great for your health, but fine.:smallwink:

i don't get it then... when you transform and succeed, you DO keep your own personality right?
so i can just say all my monsters personalities just want to do something nondangerous (eg watering plants) unless attacked, in that case they fight back)
or i can say my monster wants to obey one of my party members?


It can voluntarily end the transformation, and it would probably rather release its hold than die, so a sufficiently powerful enemy will likely force it out. Besides, by the time it can take permanent control it won't be as bothered by giving up control, because it knows it will be back eventually, and the longer that's left, it can hold control longer. The trick is letting it out in a controlled manner, a few hours, here and there, so that it gives up more easily.

... what?
I mean, if at lvl 20 the first monster takes control, he has no motivation to leave possession, he will stay in control forever.
Ok, unless he'mortally threatened, then he will "transform into the second form"
But now is the "fight for possession" between you and 2nd or 1st and 2nd?


You mean the class? Thank you very much.

My answers are in bold..

ScionoftheVoid
2011-01-04, 03:40 PM
i don't get it then... when you transform and succeed, you DO keep your own personality right?
so i can just say all my monsters personalities just want to do something nondangerous (eg watering plants) unless attacked, in that case they fight back)
or i can say my monster wants to obey one of my party members?

Sure, you can do that. You don't have to make it interesting to roleplay, but that's the whole point of the personalities. If you want all your personalities to be non-violent then that's fine (though it may fall to the "different from the previous form", at your DM's option), it just seems boring.



... what?
I mean, if at lvl 20 the first monster takes control, he has no motivation to leave possession, he will stay in control forever.
Ok, unless he'mortally threatened, then he will "transform into the second form"
But now is the "fight for possession" between you and 2nd or 1st and 2nd?

At level 20, your first form doesn't have many abilities useful against most level-appropriate abilities unless you've focused on making them able to cope, so it doesn't need to be a particularly powerful foe, just a level-appropriate one. But while he doesn't have a motivation to leave control, he can make a deal with the Unleashed default personality to give them a little time in control, in return, the personality is sensible about returning control. Being able to control your body indefinitely is significant leverage, after all.

You are always fighting for control. The only opportunity for a personality to have control is in its own form. So, in the format you present, you and 2nd, 1st can only have a chance at control when you have released one (and only one) Seal.


My answers are in bold..

Making it harder to quote you, may I add. Though thanks for the responses, I'll add this to the ability sometime soon (and may make a subsection for personalities, or even have them as an alternate option, because Seal Release takes up a great deal of space as it is).

Gandariel
2011-01-04, 04:19 PM
You could say that every personality which gives bonus to Str is violent, or stuff like that

the whole ability should be actually reworded, both to shorten it and to cover the things i asked you

anyway i still don't understand why, when your first personality gets control, it would ever want to leave: you talked about a pact, to let it have control sometime.. but right now the first personality IS in control, it has no reason to leave, ever.

you could solve this by simply saying: when you lose control, you can try every round a Will save (with increasing DCs as you go on) to regain control.
promising that you will let them have control once in a while decreases the DC of x

what do you say?

ScionoftheVoid
2011-01-04, 04:56 PM
You could say that every personality which gives bonus to Str is violent, or stuff like that

the whole ability should be actually reworded, both to shorten it and to cover the things i asked you

anyway i still don't understand why, when your first personality gets control, it would ever want to leave: you talked about a pact, to let it have control sometime.. but right now the first personality IS in control, it has no reason to leave, ever.

you could solve this by simply saying: when you lose control, you can try every round a Will save (with increasing DCs as you go on) to regain control.
promising that you will let them have control once in a while decreases the DC of x

what do you say?

I think I'll remove personality change as a default, having them as an option only, or just leave that kind of thing to roleplaying instead of having hard-and-fast rules, or - more likely - both.

In response to them not having a reason to ever leave, they know that they may well have to change or die at some point, in which case their form may be skipped for ever after as a form of revenge. Or they could just get incredibly bored. Or they could actually stay in control, so you are now permanently in your first Seal form, which I don't see as a problem, honestly. It would be interesting, at the very least.

blueblade
2011-01-05, 02:46 AM
Or they could actually stay in control, so you are now permanently in your first Seal form, which I don't see as a problem, honestly. It would be interesting, at the very least.

This touches on a nice bonus capstone ability, permenant first form (but with a drawback, like say having a permenant halo/glow, so you may not want it in a city, or to be recognised).

I love the class. But I agree the personality thing is optional at best, and must have a means of recovery (like a will save every x rounds, where x is the level of the form). It might be simpler to treat the loss of control as a frenzy, which already has mechanics for it, albeit very strength/melee focused.

ScionoftheVoid
2011-01-06, 03:24 PM
This touches on a nice bonus capstone ability, permenant first form (but with a drawback, like say having a permenant halo/glow, so you may not want it in a city, or to be recognised).

I love the class. But I agree the personality thing is optional at best, and must have a means of recovery (like a will save every x rounds, where x is the level of the form). It might be simpler to treat the loss of control as a frenzy, which already has mechanics for it, albeit very strength/melee focused.

You have more than 24 hours of unsealed time per day, effectively unlimited first form, which has a physical appearance of it own anyway.

I'll just have it as a note in the Seal Release, I think.