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Cipherthe3vil
2011-06-10, 10:07 AM
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Stylist

http://www.glogster.com/media/1/3/18/27/3182794.jpg

"Its all about the style"

Quick overview in the form of a quote:
"I'm a Stylist. Fashion, Beauty, and Power all go hand in hand. I don't need armor, I don't need weapons. My power is in the fashion." ~anonymous.

Adventures:
Stylists love to flaunt their badassery and superior fashion. Or, they could be simple punk drawing power from their expressions against conformity, and adventure to further break the chain of every day life.

Characteristics:
Stylists are capable of a variety of effects using clothing, whether it be a crazy tie that lets the shift perception around them to ease past the guards, or wear a pimpingly awesome coat that fascinates crowds to your whim.

Alignment:
Stylists are typically chaotic, They either care little about others and seek only to be superior to everyone around them through use of glorious new fashion statements, or they could be chaotic misfits who are against law and strict rules of government.

Religion:
Stylists rarely either have time, or so they think, for religion. Or they see religion as just another structure that would seek to bind them to a king of another sort.

Background:
Many Stylists enter the class at young ages, ranging from 13-18. During which time they find that a little fabric can take you a long ways. From there they simply get more in tune with the powers of the colorful fibers and continue throughout life full of confidence, pride, and a will to move on.

Races:
Humans, Halfligns, and the occasional misfit from other races often make up the most of the Stylists, Orcs care little for apparel, Elves are usually to structured. Meanwhile Humans and Halflings are known for being able to be quiet rebellious or self important enough.

Other Classes:
Stylists are always getting close to the Clerics or Wizards to best keep up appearances, no one wants to be sick on a big day. and to a Stylist thats usually every day.

Role:
Stylists are stealthy, cunning, and wait until most preferable to attack when forced to fight. They tend to do their best to avoid combat in the first place through deception, diplomacy, and even seduction. But there are just some creatures that just don't know your true value and completely ignore you, the bastards.

Adaptation:
Stylists could fit any campaign in which Wizards, or Sorcerers could fit and more. No magic? Fine, their Psionic, No Psionics either? Maybe extraordinary abilities. To much? Then it sounds like your just being stingy now, really.

GAME RULE INFORMATION
Stylists's have the following game statistics.
Abilities:
Charisma Charisma Charisma. Its all about the Stylist's charisma, their visual appeal, their force of personality, and it just generally makes them look nicer. A not so close second is Dexterity, for dodge bonus to AC and some nice finesse weapons. Followed in in corner number three is Constitution, You gotta be healthy to look healthy in the first place, and lets face it: healthy is more often then not synonymous with sexy.
Alignment:
Any non lawful.
Hit Die:
d8
Starting Age:
As rogue.
Starting Gold:
6d8x10 gp


Class Skills
The Stylist's class skills (and the key ability for each skill) are...
Appraise, Balance, Bluff, Concentration, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Intimidate, Knowledge (local), Listen, Move Silently, Open Lock, Perfom, Profession, Search, SEnse Motive, Slight of Hand, Spot, and Tumble

Skill Points at First Level:
(6 + Int modifier) x 4
Skill Points at Each Additional Level:
6 + Int modifier

The Stylist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2| Style, Trapfinding, My Style

2nd|
+1|
+0|
+3|
+3| Evasion, Flair

3rd|
+2|
+1|
+3|
+3| Uncanny Dodge, Prestidigitation

4th|
+3|
+1|
+4|
+4| Style, Freestyle

5th|
+3|
+1|
+4|
+4| Improved Uncanny Dodge

6th|
+4|
+2|
+5|
+5| Flair

7th|
+5|
+2|
+5|
+5|Style, Greater Prestidigitation

8th|
+6/1|
+2|
+6|
+6|Freestyle, Improved Evasion

9th|
+6/1|
+3|
+6|
+6| Poise

10th|
+7/2|
+3|
+7|
+7|Style

11th|
+8/3|
+3|
+7|
+7|-

12th|
+9/4|
+4|
+8|
+8|Freestyle, Flair

13th|
+9/4|
+4|
+8|
+8|Style, Mass Prestidigitation

14th|
+10/5|
+4|
+9|
+9|-

15th|
+11/6/1|
+5|
+9|
+9| Killer moves

16th|
+12/7/2|
+5|
+10|
+10| Style, Freestyle

17th|
+12/7/2|
+5|
+10|
+10| Flair, Mass Greater Prestidigitation

18th|
+13/8/3|
+6|
+11|
+11|-

19th|
+14/9/4|
+6|
+11|
+11|Style

20th|
+15/10/5|
+6|
+12|
+12|Freestyle, Flair[/table]
http://i1012.photobucket.com/albums/af247/pokeaddict17xakatsukifan17/138640.jpg?t=1286758712

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

Weapon and Armor Proficiencies:
Stylists are proficient with no armors, no shields, and simple weapons.

Style (Ex):
The Stylist is especially fond of select styles of fashion to extraordinary levels. They gain bonuses by dressing their style. At every "Style" level they may select another style and increase existing styles by one. When dressed in your style and not wearing armor unless the Style calls for it, you gain an insight bonus to AC equal to your charisma modifier, +1 for every four levels for Cha +5 AC at lv 20 If applicable, caster level is equal to your Stylist levels. At level thirteen, any style that would be raised to fifth is halted in progression until the next style level, all others still grow however.

Flaming
Your outfit is full of warm colors, flamboyant and full of fiery spunk. +2 Perform, Ray of heat at will. (Concentrated ray of heat deals 1d3 fire damage per caster level, or can perform cantrip effects relating to heat. warm a teacup or light a fire for example.)
2nd +4 perform, Scorching Ray cha mod times a day
3rd +8 perform, Fireball cha mod times a day.
4th +12 perform, Greater Firewall cha mod times a day. (simple firewall, does twice damage dice).
5th +16 perform, Sunburst cha mod times a day.
6th +20 perform, Fireball at will.
Icy
Your outfit is full of cool colors, relaxed, glazed, and full of an icy coolness. +2 appraise, Chilling Ray at will (concentrated ray of cold deals 1d3 cold damage per caster level or can perform cantrip effects relating to Cold, such as chill a teacup or snuff a flame based light like a candle for example.)
2nd +4 appraise, Freezing Ray cha mod times a day (as Ray of frost, but 1d6 per caster level 5d6 max, every 4 levels beyond third you can fire an additional ray)
3rd +8 appraise, Ice Lance cha mod times a day.
4th +12 appraise, Ice Wall cha mod times a day. (Treat caster level as +2 for this). .
5th +16 appraise, Polar Beam cha mod times a day (close range, effects all in a 5ft line).
6th +20 Appraise, Ice Lance at will,
Electrical
Your outfit i1s full of sharp, bright colors. electrical, daring, and full energetic appeal. +2 jump, Zap at will (Small bolt of electricity deals 1d3 shock damage per caster level or can perform cantrip effects relating to Shock, such as charge an electrical mechanism, also light a fire, or shock a small expanse of water like a puddle )
2nd +4 jump,Shocking Grasp cha mod +3 times a day
3rd +8 jump , Lightning bolt cha mod times a day
4th +12 jump, Shout cha mod times a day
5th +16 jump, Crackling wave cha mod times a day (short burst 1d4 electric damage +1d4 sonic damage per caster level 25d4 +25d4 max) .
6th +20 jump, Lightning Bolt at will
Poisonous
Your outfit is risky, full of dark colors but different from the Goth. Your gear brings to mind poison and acidity with your cold, poisonous way of carrying yourself. +2 gather information, Spider Bite at will (small ray of acid deals 1d3 acid damage per caster level or can perform cantrip effects relating to Acid, such as melt a portion of an object such as a small bar to a bird cage, or slowly through a bigger bar such as a prison cell.)
2nd +4 gather information, Acid Arrow Cha mod times a day
3rd +8 gather information, Web Cha mod times a day
4th +12 gather information,Acid Fog Cha mod times a day
5th +16 gather information, Horrid Wilting Cha mod times a day .
6th +20 gather information, Spiders Web at will (Web also deals 1d4 Acid damage per caster level to those stuck in web due to countless small highly toxic spider's bites)
Breezy:
your outfit is one of light airy clothes, even clear in parts. Along with your aloof personality, your a shining embodiment of the sky. +2 tumble, Cutting Wind at will (small focused slice of wind deals 1d4 slashing damage per caster level or can perform cantrip effects relating to Wind, such as creating a breeze to blow away leaves, ash, or snuff out candles.)
2nd +4 tumble, Feather Fall at will
3rd +8 tumble, Gaseous Form, Cha mod times per day.
4th +12 tumble, Aereo Blast. Cha mod times per day. (Blast of slashing air deals 1d8 slashing damage per level to a max of 15d8, + 1d4 bludgeoning damage per per level max 10d4. This slicing wind ignores the first 10 points of damage reduction. Reflex save for half damage)
5th +16 tumble, Gale Slice. Cha mod times per day. (Close burst 25ft +5/level. All in area subject to a reflex save for half damage. deals 1d10 pure slashing damage per caster level, ignores first 10 points of damage reduction)
6th +20 tumble Wind Strike at will (1d6 slashing damage per caster level in a line, ignores first 5 points of damage reduction, reflex save for half damage)
Watery:
You dress in cool colors and the occasional clear item or netting. +2 swim. Water Manipulation at will (alter water, make it hotter, colder, or alter its properties to make it gas, or solid. all properties relating to your caster level. such as hardness, or temperature increase/decrease.)
2nd +4 swim: Sea's Blessing Cha mod times per day. (Smooth, cooling water heals 1d4 hp per caster level)
3rd +8 swim: Aqua Strike (http://www.giantitp.com/forums/showthread.php?p=11237186#post11237186) Cha mod times per day.
4th +12 swim: Aqua Blitz cha mod times per day.
5th +16 swim: Aqua Strike at will
6th +20 swim: Maelstrom cha mod times per day.
Magical
You dress in typical wizard get up thrown together, and reworked to be an attractive style rather then drab, tasteless piles of cloth. +2 Spellcraft 3 0 level spells. Uses x2 Cha mod spells per day per spell level, all cantrips at will.
+4 Spellcraft 4 0 level spells, 1 lv 1 spell
+6 Spellcraft 5 0 level spells, 2lv 1 spells, 1 lv 2 spell
+8 Spellcraft 6 0 level spells, 3lv 1 spells, 2lv 2 spells, 1 lv 3 spell
+12 Spellcraft 6 0 level spells, 4lv 1 spells, 3lv 2 spells, 2 lv 3 spells
+20 Spellcraft 6 0 level spells, 5 lv 1 spells, 4 lv 2 spells, 3 lv 3 spells
Magicless
You dress pretty typical, similar to Unnoticable but with more flair and less dirty looking cloths. +2 Use Magic Device. Detect Magic at will.
+4 Use Magic Device Dispel Magic cha mod times per day
+6 Use Magic Device Explosive Dispell
+8 Use Magic Device Greater Dispell magic
+12 Use Magic Device Antimagic Field
+20 Use Magic Device Explosive Antimagic, Dispell magic +5 at will.
Stoned:
You dress in solids, greys, browns, with plenty of jewelery. +2 climb: Pebble Shot @will (1d3/level bludgeoning damage, sends small rock hurling into foe)
+4 climb: Boulder Toss cha mod times per day. (1d6/level, send lark rocks hurling into foe)
+8 climb: Detonate Stone cha mod times per day (you cause stone to explode, 1d4 slashing damage, 1d4 piercing damage, 1d4 pressure damage, per level. destroys 5ft square of stone used.
+12 climb: Statue cha mod times per day
+16 climb: Earthquake cha mod times per day
+20 climb: Boulder Toss, Statue @will
Speedy:
You dress sleek, with patterns that flow, and maybe some trailing effects. +5ft speed
+10ft speed
+20ft speed, 10ft step
+30ft speed, haste cha mod times per day
+40ft speed, 15ft step
+50ft speed, haste @will
Spatial:
You dress in deep blacks with multicolor sparkles, or similar effects leading to the general idea of that. +2 Knowledge Planes blur @will
+4 Knowledge Planes Distortion cha mod times per day
+8 Knowledge Planes Blink cha mod times per day
+16 Knowledge Planes Teleport cha mod times per day
+20 Knowledge Planes Blink, Distortion, Teleport speedx2 all @will
Temporal:
You dress in leathers, adorned in clockwork and metal crafts. +2 Knowledge History. Moment To Think @will (D&D Wiki, homebrew spell)
+4 Knowledge History: Blast From the Past @will You can capture 1/4th of all energy damage you take to save for later (you still take the damage). You can release stored energy at once, or in multiple cases as a ray spell, standard action. You can store twice your character level+cha mod extra damage.
+8 Knowledge History: Time Blast cha mod times per day (ball of light flickering with random images from the future deals 1d6/level Temporal damage, creatures immune to aging are immune to Temporal damage.)
+12 Knowledge History: Temporal acceleration cha mod times per day. (you speed up your time frame allowing you 1 extra round of time.)
+16 Knowledge History: Time Stop cha mod times per day
+20 Knowledge History: Time Blast @will
Woodsy:
You dress in greens, browns, and maybe oranges. +2 Survival. Splinter at will (Wooden shot of wood deals 1d3 piercing damage per caster level.) Can be used to perform slight cantrip level effects using wood, such as lift 5lbs of wood, close a light wooden door, ect.
2nd +4 Survival: Treeshape cha mod times per day
3rd +8 Survival: Splinter Storm cha mod times per day (1d4 damage per caster level, 1 extra splinter per 3 levels)
4th +12 Survival: Animate Plants cha mod times per day.
5th +16 Survival: Shambler cha mod times per day
6th +20 Survival: Splinter Storm at will
Beastly:
You dress in browns, furs, and leathers. +2 Ride Claws of the Beast at will (give your self claws dealing 1d6 damage as natural weapons, or increase die by one on existing claws)
2nd +4 Ride: Eyes of the Beast at will (give yourself eyes that have Lowlight vision and Darkvison, or give you See in Dark as a devil if you already have both)
3rd +8 Ride: Alter Self cha mod times per day (Beasts only)
4th +12 Ride: Polymorph self cha mod times per day (beasts only)
5th +16 Ride: Shapechange cha mod times per day (beasts only)
6th +20 Ride: Alter self at will
Naturalist:
You dress in organic clothing, often in sunny, leafy colors from yellows, to greens. +2 Handle Animal: Charm Animal at will.
2nd +4 Handle Animal: Animal Trance cha mod times per day
3rd: +8 Handle Animal: Dominate Animal cha mod times per day
4th: +12 Handle Animal: Animal Growth cha mod times per day
5th: +16 Handle Animal: Animal Shapes cha mod times per day
6th: +20 Handle Animal: Can trade a use of a previous ability for equivalent Summon Natures Ally spell.
Nudist
You dress in... Nothing at all! Wow, you ain't shy are ya? +2 Move Silently. Calm People at will (As calm animals) only works on those with your gender as they're preferred sex.
+4 Move Silently: Charm Person at will
+8 Move Silently: Fascinate People cha mod times per day. as Animal Trace, but with people who have your gender as they're preferred sex.
+12 Move Silently: Feign Assault at will. You can throw yourself to the ground with a bluff check to get all those around you to attack who ever your blaming for attacking you. cumulative -10 for use on the same group of people, and -5 if the group knows the person to not be like that. effects any who can see you well, and does not require shared language. (as you can get the message through just as easily with a few tears, and pointed fingers)
+16 Move Silently: Dominate Person cha mod times per day, only works against those with your gender as they're preferred sex.
+20 Move Silently: Fascinate People at will.
Rainy:
You dress in grays, dark blues, and the occasional netting. +2 slight of hand. Create Water at will. Can be used to create precise amounts within your maximum, you can control the creation of your water so fine, you can fill many small cups or vials with it.
2nd +4 slight of hand: Call Rain cha mod time per day (standard action, calls forth light rain two rounds later. Full round action, calls forth rain five rounds later. 2 rounds, calls forth heavy rain ten rounds later.)
3rd+8 slight of hand: Control Water Cha mod times per day
4th +12 slight of hand: Deluge (http://www.giantitp.com/forums/showthread.php?p=11237186#post11237186) cha mod times per day
5th +16 slight of hand: Control Water at will.
6th +20 Tempest cha mod times per day.
Stygian:
you dress in dark greens, bone patterns, and deep blacks and pale whites. +2 Knowledge Religion. Inflict Minor Wounds at will dealing 1d3 per caster level rather then 1
+4: Inflict Moderate wounds cha mod times per day
+8: Inflict Serious wounds cha mod times per day
+12: Inflict Critical wounds cha mod times per day
+16: Harm cha mod times per day
+20: Inflict Serious wounds at will
Tentastical:
you dress in sleek, black designs often adorned with laces, tastles, and/or circles or wavy patterns. You often favor blacks and dark blues, to grays and silvers. +2 Use Rope. Tentacle Slave at will. (conjures a single small sized tentacle that can grab things, pull things, and its small squishy substance can let it enter small holes (I know what your thinking :smallcool: but I mean Key holes.) the tentacle doesn't leave any mark where it appeared, so no worries. It obeys any command you give it. and has a strength score of 16, with 15 AC and 5 hp per caster level. You can command it to initiate a grapple as Black Tentacles, it can deal either 1d3 piercing damage, or 1d3 bludgeoning damage each round it maintains grapple, or no damage if you wish. The tentacles are very helpful, they can pretty much do anything you could do with your own hand but not fine manipulation or wielding of weapons though they can hold them for you.)
2nd +4 Use Rope: Tentacle Enhancement your tentacle spells gain +2 Str, +2 Dex, and +1 round extra duration.) They are also thicker, and provide total concealment through 10ft. At your command, the tentacles sprout acid dripping spikes dealing 1d4slashing damage/level +1d8 Acid damage, +Cha mod. this is called "Tentacle Wrath"
3rd+8 Use Rope: Black Tentacles cha mod times per day. *special: These Tentacles can swap out bludgeoning damage for Piercing damage if you so choose, and recognize the caster and her allies.
4th +12 Use Rope: Love the Tentacle your tentacles produce a smell that causes a will save at the start of victims turn DC= 10+cha mod+1/2 caster levels or they cannot break away that turn, and the tentacles automatically succeed.
5th +16 Use Rope: Tentacle of the Behemoth cha mod times per day. (massive tentacle appears to smash victims in a 30ft Line effect emanating from you that uses an attack roll (Yours +Cha mod rather then dex/str). Those hit suffer a reflex save or be stick to the suckers and be taken back with the tentacle to its watery home (dead))
6th +20 Use Rope: Black Tentacles at will + (Optional) Seed. your tentacles can implant an egg in victims they bring to 1/10th they're hp. the eggs takes a heal check DC=15 to remove, and DC=30 to notice. the eggs hatch 1d12 weeks later as mobile, permanent tentacle slaves that travel the world on they're own until killed, or for 12 years of life, these tentacle slaves grow per size category for every three years of life. once they reach medium size they actively search for victims to impant they're own eggs.
Pumpkinesque:
You dress in purples, greens, and plenty of black and/or brown.
+2 Survival:Seed at will. One seed can be active on a subject at a time. make a ranged attack roll. If you hit, the target is Seeded. they take 1 damage a round for 1d8 rounds.
+4 Survival: Jackfire: cha mod times per day (Small flame appears in hand, as touch attack it sticks to foe dealing 1 point constitution damage a round for 1d6 rounds, and 1d4 fire damage each of those rounds as well, Jackfire is easily removed by stop-drop-and roll, removing item of clothing/armor infected, or getting doused)
+8 Survival: Pumpkin Bomb: cha mod times per day. (small pumpkin appears in hand. When thrown it deals 1d4 fire damage and 1d4 fire damage per caster level to all in 20 ft of point of impact. Range: medium)
+12 Survival: Jack'o lantern: cha mod times per day. You imbue a pumpkin with the spirits of flame and doom. when activated, it glows with unearthly orange light dealing 1d6 untyped damage per caster level to those within 30ft of the pumpkin. Pumpkin can be destroyed at range using Water damage, or Positive energy to stop the effect turning it into a normal pumpkin.)
+16 Survival: Harvest: cha mod times per day. ( A red light fills the area (Cha mod x 100 ft, or an enclosed space, which ever is smaller ) and the sound of the Harvest (indescribable tones of horror) are heard. On a save DC equals Charisma mod + 1/2 caster level +10 the targets become Helpful to you, willing to kill even they're closest friend for you, and over the course of the next 5 rounds if Break Enchantment is not cast, or caster of Harvest is killed, they gain the [plant] type, they're skin greens, hair becomes vines, and eyes become orange orbs. they are then forever your minions until you are killed, then they are free roaming mindless monsters until Break Enchantment is cast. If you are living, Miracle, Wish, or Reality Revision can cure a victim. If they make they're save, they instead take 1d4 untyped damage per caster level.)
+20 Survival: Pumpkin Bomb: at will
Gothic:
You dress in dark colors, dark make up, and often adorn yourself with holy symbols, bone patterns, and are generally depressing for some. As a Gothic dresser, you gain a +2 to intimidate checks at first level, Filth Animation at will (Animates Tiny creatures to tiny skeletons or zombies or can perform cantrip effects relating to the zombies, of course, such as having the zombies go snuff out a candle or pull someones hair.)
2th: +4 at +1 effective caster level for undead interactions (such as attempts made at commanding, or Turning), Greater Disrupt undead usable at will. (1d6 per level damage to undead)
3th: +8 Intimidate , +4 caster level for undead interaction, and Command Undead cha mod times a day.
4th: +12 intimidate +7 caster level for undead interaction, Animate Dead cha mod times a day. .
5th: +16 intimidate +10 caster level for undead interaction, Create undead cha mod times a day, Command undead at will.
6th: +20 intimidate. +13 caster level for undead interaction. Animate dead at will.
Necrotic:
you dress in deep blacks run through with reds and whites. +2 Knowledge (Planes). Summon minor undead at will (summon tiny sized skeletons or zombies)
2nd +4 knowledge (planes) Zombie Bomber At Will (you detonate the energies inside one of your summoned zombies. it deals negative energy damaged based on caster level and zombie size. 1d3/level, tiny 1d4/level, small, 1d6/level, medium, 1d8/level, large, 1d10/level, huge. Deals damage to all within 10ft)
3rd +6 Knowledge (Planes) Summon Undead Cha mod times per day. (Summon 1d4+1 small zombies/skeletons)
4th +12 knowledge (planes) Summon undead cha mod times per day. (Summon 1d4+1 medium zombies/skeletons)
5th +16 knowledge (planes) Summon undead cha mod times per day. (summon 1d4+1 large zombies/skeletons
6th +20 Knowledge (planes) Summon Undead cha mod times per day. (summon 1d4+1 huge zombies/skeletons)
Charming:
You and your outfit is cute, elegant, handsome, and or adorned with flowers, roses, and jewelery. Alternatively, it can be sleek, revealing and seductive. +2 Diplomacy. Sweet Talk at will (1 minute per caster level, +1 bluff and diplomacy or can perform cantrip effects relating to can be used to alter your voice just enough to not be distinguished.)
2nd +4 Diplomacy, Charm Person cha mod times a day
3rd +8 Diplomacy, Glamor cha mod times a day (+4 Appearance, +2 Charisma for caster level = rounds)
4th +12 Diplomacy, Suggestion cha mod times a day
5th +16 Diplomacy, Command Monster cha mod times a day
6th +20 diplomacy, Mass charm person at will, No longer have Glamor. instead you permanently have +4 appearance and +2 charisma when in this Style.
Scholarly:
You dress in uniform, button up shirts, and sweaters. Your dress speaks of order, stability, and education. +1 to a knowledge of choice, Common Knowledge at will (+1 to next knowledge check, only one common knowledge active at once (only one +1 at a time) or can be used to learn something that is glaringly obvious to those around you.)
2nd: +2 knowledge of choice, Students Boon (http://www.dandwiki.com/wiki/Student%27s_Boon_%283.5e_Spell%29), at will.
3rd: +4 knowledge of choice, Clairvoyance (http://www.dandwiki.com/wiki/SRD:Clairaudience/Clairvoyance) Cha mod times per day.
4th: +6 knowledge of choice, Vision cha mod times a day.
5th: +10 knowledge of choice, Foresight cha mod times a day
6th: +12 knowledge of choice, Clairvoyance at will
Unnoticeable:
Taking a break from the usual, These Stylists use their fabrics as a means to go unnoticed, blend in with crowds or shadows. +2 Hide. They gain a special percentage chance of going unnoticed, If check succeeds, they don't register in the targets mind. Roll for Registry after Hide, slight of hand and move silently checks. If your not perceived, you need not roll again for five minutes and you gain all the benefits of being considered under effects of Cloud Mind. effect is reduced to half if you try to perform a hostile, or otherwise threatening action such as attack, or theft. at 1st, this is 10%
2th: +4 hide, 20% chance to go unnoticed
3th: +8 hide, 40% chance to go unnoticed.
4th: +12 hide, 60% chance to go unnoticed.
5th: +16 hide, 80% chance to go unnoticed.
6th: +20 hide, 100% chance to go unnoticed
Cosplay:
You always dress differently, You like to mimic others, pretend to be someone else. Some people don't get you, but its not you you want them to get.
As a Cosplayer, you gain +2 to Disguise checks at first level, Quick Disguise at will (Make disguise checks at half the time with use of this spell can be used to also half the time it takes to change a Style.)
2th: +4 Disguise Self cha mod times per day
3th: +8 disguise Alter self cha mod times per day.
4th: +12 disguise Polymorph Self (Any Human-looking race only, such as elves, or devils, But not something like a Spider or Horse), Cha mod times per day.
5th: +16 disguise Shapechange (Any Human-looking race only, such as elves, or devils, But not something like a Spider or Horse), Cha mod times per day. .
6th: +20 disguise. Alter self at will.
Seeker:
You dress in leathers, metals, and the occasional chain or two. Your pretty cold and uncaring, But otherwise technically lawful. +2 Sense Motive. In addition you can wear Light armor without any penalties or lost class features so long as its over or under your clothing
2nd +4 Sense Motive, Detect Evil at will.
3rd +8 Sense Motive, Zone of Truth Cha mod times per day. . No save. All in area but caster must tell the truth, or not at all.
4th +12 Sense Motive, Atonement Cha mod times per day. . Subject need not be willing, but if they're not you add 30 minutes to casting time (1 hour 30 min). .
5th +16 sense motive, Imprison Cha mod times per day.
6th +20 sense motive, Zone of Truth at will
Healing
You dress in royal blues, golds, and are use Holy symbols as a normal person would jewelery. +2 Heal, Cure Light wounds at will or can perform cantrip effects relating to Light, Such a creating small sources of light or even dimming sources of light with cantrip like power level)
2nd +4 heal, Cure Moderate wounds Cha mod times per day
3rd +8 heal, Cure Serious Wounds Cha mod times per day.
4th +12 heal, Regenerate Cha mod times per day. .
5th +16 heal, Mass Heal Cha mod times per day. .
6th +20 heal, Cure serious wounds at will.
Bling:
Your outfit is very ostentatious, It may not only be revealing, but your dress is all silvers and gold. You wear more gold and precious apparel then most kings or queens. +2 Craft of choice, Coin Shot at will (Make a ranged attack using charisma rather then dex with a coin dealing 1 +cha mod damage, coins are not retrievable on a hit or can perform cantrip effects relating to Coin or Wealth, such as calling a coin to you from across the table. Alternatively, Coin Shot can fire multiple coins for 1 damage each to a maximum of Cha mod x character level.)
2nd +4 craft, Shine at will You make an item seem x.5/cha mod as valuable. (+5 cha mod = x2.5 times as valuable)
3rd +8 craft. Radiance. Your surrounded by a 10ft +5 per cha mod aura that makes items appear more valuable by half your Shine value change. Cha mod times per day you can increase this to become an aura of awe. DC = 15 + cha mod, or become shaken,
4th +12 craft. Summon gold Cha mod times per day. You summon 1d10 gold coins per caster level x5
5th +16 craft. Golden Touch Cha mod times per day. You touch a creature or object. On a failed will save DC = 18 + Cha mod, on a fail, they become a statue or item of solid gold.
6th +20 craft. Radiance-Awe at will
Finder:
Your outfit consists of long jackets, sexy hats, maybe even a manacle or two. +2 Search, Insight at will (+1 search, spot, and listen 1 minute per caster level or can perform cantrip effects relating to finding things, such as slowly clearing away dust as the prestidigitation effect of cleaning with more control or making a cloud of harmless dust the helps you see the invisible. )
2nd +4 search, Locate Object at will
3rd +8 search, Locate person at will
4th +12 search, True Seeing cha mod times per day.
5th +16 search, Refuge cha mod times per day. No need for willing target...
6th +20 search, True Seeing at will.
Hawkeye:
Your outfit is of leathers, holsters, quivers, and generally speaks "Adventurer" +2 spot. In addition, you can wear light armors without loosing class features from this class.
2nd +4 spot, +3 attack bonus to ranged weapons, +1 to damage.
3rd +8 spot, +5 attack bonus to ranged weapons, +3 to damage.
4th +12 spot, +7 attack bonus to ranged weapons, +5 to damage.
5th +16 spot, +10 attack bonus to ranged weapons, +7 to damage.
6th +20 spot. +15 attack bonus to ranged weapons, +10 damage.
Colorpuff:
Your outfit is flamboyantly riddled with multitudes of color, yet somehow they don't clash and even... looks good? Only a Stylist could possibly pull it off thats for sure. +2 Escape artist (Dazzling colors help to confuse and mask your movements) Prismatic Ball at will (Ball of multicolor light is conjured in the hand, and thrown, When it hits it inflicts 1 point of random damage per caster level to all within 10ft of impact. (1d6 1Fire, 2Shock, 3Frost, 4Force, 5Acid, 6Sonic), Paints the area in colors relating to effects for 1d20 minutes) or can perform cantrip effects relating to Color, such as color modification from Prestidigitation that last three times as long.
2nd +4 Escape Artist. Colorbeam: Cha mod times per day. (Line deals 1d6 per caster level of a random energy damage as shown on Prismatic Ball to each caught in the line. Area the Colorbeam enters is painted in a random color relating to the energies used)
3rd: +8 Escape Artist. Prismatic Orb,, cha mod times per day. (as Ball, but 1d8 per caster level and within 15ft of impact.)
4th: +12 Escape Artist. Prismatic Spray (http://www.dandwiki.com/wiki/SRD:Prismatic_Spray) cha mod times per day.
5th: +16 Escape Artist. Prismatic Wall (http://www.dandwiki.com/wiki/SRD:Prismatic_Wall) cha mod times per day.
6th: +20 Escape Artist. Prismatic Orb at will

Note: Light Armor bonuses (from Seeker and Hawkeye) stack to become Medium armor.

My Style:
The Stylist can always wear what she wishes despite any class restrictions, if for some reason you should ever be restricted by class to not wear a style. But you still keep anything you would lose from dressing in something else, you essentially just ignore such restrictions.

Trapfinding:
Stylists are use to deception, trickery, and its no different to them when the opposition gets violent, laying traps intent on making her look a fool (or a dead fool) before others.
Stylists can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Stylists can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A Stylist who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex):
Stylists become adept at dodging spit balls, buckets of paint, and water baloons. For the sake of the new designer clothing they bought the other day they learn to hone their reflexes.
At 2nd level and higher, a Stylist can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Stylist is wearing light armor or no armor. A helpless Stylist does not gain the benefit of evasion.
At eight level, the Stylist gains improved evasion

Uncanny Dodge (Ex):
Knowing how to best avoid that spash of paint is all well and good, but it never proved quite enough. The Stylist develops a sixth sense if you will for avoiding disaster.
Starting at 4th level, a Stylist can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Stylist already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Flair (Ex)
Every Flair level, you can spike a single class by one rank. You cannot spike a rank beyond third if your not level five or more, you cannot spike a rank beyond fourth if your not level ten or more, you cannot spike a rank to fifth if your not fifteenth or more, and you cannot spike a rank to sixth if your not 20 or more.

Improved Uncanny Dodge (Ex):
At 5th level and higher, a Stylist can no longer be flanked. This defense denies a rogue or similar precision attacker the ability to sneak attack/sudden strike the Stylist by flanking her, unless the attacker has at least four more rogue levels than the target has Stylist levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Freestyle (Ex)
The Stylist is daring, the Stylist is brave! The stylist.... mixes fashions.
At each Freestyle level, the Stylist can wear an additional style at once. The first Freestyle level for example, the Stylist could wear two Styles at once. Such as Hawkeye and Seeker. Levels do not stack, if you have three Hawkeye styles and two Seeker styles for example, you do not have Five of both or three of both, You have simply that: Three Hawkeye and two Seeker. You just benefit from both at once.
For each extra style fused, You add the number of styles to benefits of all used in the fusion, whether it be a percentage, skill bonus, or taken from the charisma modifier worth of times per day you can use an ability. If you would normally use Searing Ray 5 times a day, and have two fusions you instead use Searing Ray 6 times per day, because your adding one style.
You can still wear the styles separately, and the fused fashion is not static. but an open number of styles you can throw together on whim as long as you have the style.
That may not be useful to everyone however. Freestyle also allows you free use to apply Metamagic feats to spells, So long as you have the Charisma modifiable equal to what the effective spell level would be ( usual starting effective levels 1: 0 2: 2 3: 3 4: 6 5: 8-9 6: same as 3, sometimes nine). You pay for the feats normally otherwise.

Prestidigitation (Sp):
The stylist can use Prestidigitation at will, typically to alter colors, clean stains, and stitch seems. In addition, they can use it to help them in changing. They can now change whole outfits as a full round action, gaining the benefit of a new style on the next round.

Greater Prestidigitation (Sp):
Prestidigitation, but effects wear off naturally rather then by an imposed time limit. (Cleaning a stain will permanently clean that stain until another stain is added in the same spot, Coloring clothing permanently colors clothing until it naturally fades with time)

Mass Prestidigitation (Sp):
Normal prestidigitation but you can effect anything within a close range, and multiple things at once. such as clean the entire area of stains, recolor the entire area with different colors, or soil an entire area. This is otherwise as normal Prestidigitation, not Greater.

Mass Greater Prestidigitation (Sp):
Same as Mass Prestidigitation, but the Greater version.

Poise (Ex)
The Stylist can hold perfectly still for hours if need be, She always looks her best in everything she does. +1 charisma, +1 appearance. +4 to Balance, +4 to Move Silently, and +2 Hide. She gains a +8 to bluff checks to appear in perfect condition despite mental or physical impediments.

Killer Moves (Su):
The Stylist can make a perform (Act or Dance) to create the following effects to all who can see or within Charisma x 10 = feet, which ever is shorter:
DC
10: Mass Daze
15: Mass Suggestion
20: Mass Hypnosis
25: Mass Petrification
30: Mass Kill
Your Perform check determines what effect you create. Meanwhile they make a will save DC= 15+1 per effect (+1 Daze, +2 Suggestion +3 Hypnosis, ect) +your Charisma modifier.

NeoSeraphi
2011-06-10, 10:22 AM
Suggestions for Style:

Girly: +2 on Charisma checks made against males

Rider: +2 bonus on Ride and Handle Animal checks (If we're talking about the same style. I'm not sure what that one meant)

Jock: +2 bonus on Jump, Swim and Tumble checks

Vintange: +4 bonus on Disguise checks to appear older than you actually are

Hardcore: +4 bonus on Intimidate checks

Of course, that's all for first level. You should make them be more individualized as the levels progress, into actual game-altering effects from 10th level on.

Cipherthe3vil
2011-06-10, 12:27 PM
Renamed: The Stylist.

modified Style. added some roguish abilities.

The Tygre
2011-06-10, 02:36 PM
Oh my God, this is genius. :smallcool: Please tell me we can expect to see some more styles in the future.

Cipherthe3vil
2011-06-10, 02:41 PM
Oh my God, this is genius. :smallcool: Please tell me we can expect to see some more styles in the future.


I will continue adding Styles as they come to me.


added Seeker and Righteous.

added Bling

Zale
2011-06-10, 03:50 PM
This is nice. Cipher always has the most original classes. :smallsmile:

Imagining a person in a electrical outfit bouncing around shocking everything in sight..


A person with Bling could probably just retire to wealth. :smallcool:

Cipherthe3vil
2011-06-10, 03:52 PM
Thanks.




added Finder.

I'm thinking "Spotter" or "Hawkeye" next.

added Hawkeye

Cipherthe3vil
2011-06-10, 05:36 PM
Added Breezy.

Added Risky Fashion.

... Class Complete.

Private-Prinny
2011-06-10, 07:50 PM
It looks like you were going to add some sort of drawback to Risky fashion, but then forgot about it. As it stands now, there's no reason to not wear as many styles as possible. Apart from that, this is an absolutely fantastic concept.

Cipherthe3vil
2011-06-10, 07:55 PM
It looks like you were going to add some sort of drawback to Risky fashion, but then forgot about it. As it stands now, there's no reason to not wear as many styles as possible. Apart from that, this is an absolutely fantastic concept.

I did intend a draw back. But taking a step back I realized that they are not all that good, despite the early power level take able at level 15, Theres just not much. So I changed it to a benefit. Instead of losing 1 for every additional style, you gain one.

Private-Prinny
2011-06-10, 09:14 PM
I did intend a draw back. But taking a step back I realized that they are not all that good, despite the early power level take able at level 15, Theres just not much. So I changed it to a benefit. Instead of losing 1 for every additional style, you gain one.

I can respect that, since it gives you more than one thing to do at a time, and it lets you leave some slots open for emergency use, but if it's not going to have any drawback, maybe Risky Style isn't the best name? Perhaps "Blended Fashion" or something similar? It gives the same message, but "risky" connotes some sort of danger involved.

Edit: Also, the Perform DCs for Killer Moves are way too low. With max ranks (+18), a masterwork tool (+2), and a Charisma focus (+6 is far more than reasonable), you can hit the DC for Mass Kill with barely any effort. And Pelor help us if they're wearing a decently-leveled Warm outfit at the time.

Cipherthe3vil
2011-06-10, 09:17 PM
I can respect that, since it gives you more than one thing to do at a time, and it lets you leave some slots open for emergency use, but if it's not going to have any drawback, maybe Risky Style isn't the best name? Perhaps "Blended Fashion" or something similar? It gives the same message, but "risky" connotes some sort of danger involved.

Its still risky fluff wise. A Flaming Goth for example, now THATS an outfit.

I have been thinking for sometime to use Freestyle instead. In fact, I was in the middle of editing xD

Private-Prinny
2011-06-10, 09:26 PM
Its still risky fluff wise. A Flaming Goth for example, now THATS an outfit.

I have been thinking for sometime to use Freestyle instead. In fact, I was in the middle of editing xD

It's a tiny, pedantic nitpick, but I'm pretty sure the word you were looking for was "risqué". :smallwink:

Cipherthe3vil
2011-06-10, 09:33 PM
It's a tiny, pedantic nitpick, but I'm pretty sure the word you were looking for was "risqué". :smallwink:

So thats how you spell the darned thing. I tried to use it Four times in this thread but ended up having to avoid it.

faus7rav3n
2011-06-11, 09:24 AM
What about Hipster Style, Scene Kid Style, Emo Style!

Wearing your sister's skinny jeans is a must for this! HAH

TheLonelyScribe
2011-06-11, 09:40 AM
Finder:
Your outfit consists of long jackets, sexy hats, maybe even a manacle or two.

I think you mean monocle :smallbiggrin:

Otherwise, looks cool. I was thinking it might be underpowered, but it gets a fair amount of spellcasting plus average BAB, so it might not be too bad.

Benly
2011-06-11, 10:41 AM
My main concern is that getting level-appropriate abilities requires focused investment in a single style rather than allowing diversification. Maybe if it worked like rangers' Favored Enemy - each time you get a new style, your old styles also advance by one? Obviously this would involve reducing the number of times you get a style pick, but you'd end up with more functional characters on the whole.

Also, Cosplay should probably allow monstrous humanoids as well as humanoids. Possibly also humanoid-looking outsiders as well, since there's tons of devil or angel cosplaying. (Presumably it would be "outsiders of the same size category and similar general appearance to your race, at GM's discretion".)

Solaris
2011-06-11, 03:06 PM
Well, you certainly come up with different stuff from the norm, that's for sure.

I noticed you seemed a bit lost with the starting gold. Usually just one dice is a bad plan, 'cause it doesn't have a proper average. I might not be using the proper term, so let me explain myself: You're just as likely to get 100 gp as you are 800 gp with 1d8x100 gp. Thusly, the standard is for a handful of d4s for the starting gold (with classes that need more gear starting off with more gold). If you check out the DMG, though, aristocrats start off with 6d8x10 gp because they're upper class, rather than the middle class most adventurers are. Personally, I'd say that a 6d8x10 gp is quite well suited for this class.
Likewise, starting age is supposed to be a dice roll. Remember that table in the Player's Handbook? The standard, I believe, is simply to say "As ___" where you replace the blank with Barbarian, Sorcerer, or Rogue for the youngest; Bard, Fighter, Paladin, or Ranger for the next-youngest; or Cleric, Druid, Monk, or Wizard for the older types. I vaguely recall hearing terms bandied about to make it simpler, but I can't remember what they are precisely.

In the interest of fair play, I'd say that Girly suggestion should be changed over to Charming or something like it. Basically, the ultimate in diplomancy.

+2 Diplomacy. As you "Can't play a playa", gains a +2 bonus on all saves against enchantments and mind-affecting effects.
2nd: +4 Diplomacy, Charm Person cha mod times a day.
3rd: +8 Diplomacy, Charm Monster cha mod times a day. Requires level five.
4th: +12 Diplomacy, Mass Charm Monster cha mod times a day. Requires level ten.
5th: +16 Diplomacy, Dominate Monster cha mod times a day. Requires level fifteen.

Cipherthe3vil
2011-06-14, 06:43 PM
Yes I meant Monocle.
Nice suggestion but no, I think Style is fine as it is now :3 If you specialize, you can get powerful stuff like Shape change cha mod times a day, if you diversify, You gain more uses of the lower stuff.
Cosplay now allows monstrous humanoids, that was intended. I meant "All Humanoids" which includes monstrous. So it now says "Humanoids and monstrous humanoids" .. wait what? "Humanoids" doesn't mean well.. Humanoids? Humanoids is supposed to mean human shaped creatures is it not?

Thanks for the wealth and age help there.


I fixed Stylist. They now gain an at will ability for use at the 1st stages.

Solaris
2011-06-14, 07:24 PM
Humanoids? Humanoids is supposed to mean human shaped creatures is it not?

Contrary to sense and logic, 'humanoid' when used in D&D refers specifically to creatures of the humanoid type - like the PHB races, goblins, orcs, that sort of thing. While there are many, many critters who are human-shaped and thus 'humanoid' in ordinary parlance, when used as the game term they can instead be fey, giants, monstrous humanoids, outsiders (most celestials, a good chunk of fiends), aberrations (elans and illithids), or constructs (such as most golems).
Might I suggest using 'human-like shape' instead? It's awkward and inelegant, but them's the results of 3.X being the edition for lawyers by lawyers.


Thanks for the wealth and age help there.

Any time.

Cipherthe3vil
2011-06-14, 07:48 PM
Contrary to sense and logic, 'humanoid' when used in D&D refers specifically to creatures of the humanoid type - like the PHB races, goblins, orcs, that sort of thing. While there are many, many critters who are human-shaped and thus 'humanoid' in ordinary parlance, when used as the game term they can instead be fey, giants, monstrous humanoids, outsiders (most celestials, a good chunk of fiends), aberrations (elans and illithids), or constructs (such as most golems).
Might I suggest using 'human-like shape' instead? It's awkward and inelegant, but them's the results of 3.X being the edition for lawyers by lawyers.



Any time.


Ugh... in that case:


Cosplay:
Shapechange&Polymorh: (Any Human-looking race only, such as elves, or devils, But not something like a Spider or Horse)

NeoSeraphi
2011-06-14, 08:07 PM
But what about when it goes either way? Such as centaurs or driders?

Cipherthe3vil
2011-06-14, 08:13 PM
But what about when it goes either way? Such as centaurs or driders?

Meh, they're still not very humanoid.


How buff would creating tiny skeletons and zombies at will be?

NeoSeraphi
2011-06-14, 08:19 PM
Meh, they're still not very humanoid.


How buff would creating tiny skeletons and zombies at will be?

Well, without requiring materials, it's broken, but if you need a bone or something, then I guess it's alright, though you probably need to make some kind of limit to how many you can have at one time.

Cipherthe3vil
2011-06-14, 08:21 PM
Well, without requiring materials, it's broken, but if you need a bone or something, then I guess it's alright, though you probably need to make some kind of limit to how many you can have at one time.

well. its just animation. So you'd need the corpse. And of course it would count against total HD of controlled undead.

NeoSeraphi
2011-06-14, 08:26 PM
well. its just animation. So you'd need the corpse. And of course it would count against total HD of controlled undead.

Then it's totally balanced. In fact, if you need the corpse and it counts against your HD, then I don't see any problem with making it any size category. After all, you can't cast any other spells (except create greater undead, etc) so why not just make Animate Dead at will? Go ahead.

Cipherthe3vil
2011-06-14, 08:27 PM
Then it's totally balanced. In fact, if you need the corpse and it counts against your HD, then I don't see any problem with making it any size category. After all, you can't cast any other spells (except create greater undead, etc) so why not just make Animate Dead at will? Go ahead.

Animate Dead is a third spell level for clerics, having a Stylist able to do it at will at level one is a bit much.

NeoSeraphi
2011-06-14, 08:30 PM
Animate Dead is a third spell level for clerics, having a Stylist able to do it at will at level one is a bit much.

Oh, level 1? Definitely not.

Maybe at will tiny at level 1, then small at 4th, Medium at 7th, and any size at 10th?

Cipherthe3vil
2011-06-14, 08:38 PM
Oh, level 1? Definitely not.

Maybe at will tiny at level 1, then small at 4th, Medium at 7th, and any size at 10th?

Well, they get normal Animate dead at level five.

Then Create Undead at level ten. in addition to extra effects for further undead domination comparable to the force behind some other things, such as Cosplay and Breezy.

NeoSeraphi
2011-06-14, 08:41 PM
Well, they get normal Animate dead at level five.

Then Create Undead at level ten. in addition to extra effects for further undead domination comparable to the force behind some other things, such as Cosplay and Breezy.

So just tiny at will at level 1? Makes sense.

Solaris
2011-06-14, 09:45 PM
For some reason I am reminded of Drow Tales with this class. Dunno why. I rather like this class's focused application of magic, though. Very flavorful.

Cipherthe3vil
2011-06-14, 09:48 PM
Drow Tales? I started reading it once, Think I only read the first five or so pages.

Dark Kerman
2011-06-15, 11:38 AM
Unless i'm wrong, if someone took flaming and maked out there perform dance/act skill, and took full ranks in flaming, at level fifteen it would be possible to have an at will kill effect with an average DC = 45 on average, isn't that a tad unbalanced? :smalleek: Otherwise, love the concept.

Solaris
2011-06-16, 08:13 AM
Killer Moves (Su):
The Stylist can make a perform (Act or Dance) to create the following effects to all who can see or within Charisma x 10 = feet, which ever is shorter:
DC
10: Mass Daze
15: Mass Suggestion
20: Mass Hypnosis
25: Mass Petrification
30: Mass Kill
Your Perform check goes against opponents Will save, or Sense Motive. Which ever is greater.

For this, I would set their save DC to be simply Will and have the DC progress like a supernatural power - that is, 10 + 1/2 Stylist's class level + Stylist's Charisma bonus. Otherwise that there Perform check could get to be a real killer except against monsters that took Sense Motive.

Benly
2011-06-16, 01:17 PM
Yes I meant Monocle.
Nice suggestion but no, I think Style is fine as it is now :3 If you specialize, you can get powerful stuff like Shape change cha mod times a day, if you diversify, You gain more uses of the lower stuff.


"Hmm, should I go for Shapechange or should I go for an extra at-will cantrip? THIS IS A PUZZLER."

There is no motivation as it stands for a Stylist to branch out other than "is too low level to take the next step of her main style". When an equal expenditure of a limited resource gets you your choice of cha/day Scorching Ray at second level or at will 1d3 electric damage, which do you pick? Because that is the choice a Stylist faces right from their second Style pick, and it only gets more blatant the more they specialize. (Hmm, at-will Acid Splash or cha/day Mass Heal? Tough one!)

Cipherthe3vil
2011-06-16, 03:28 PM
"Hmm, should I go for Shapechange or should I go for an extra at-will cantrip? THIS IS A PUZZLER."

There is no motivation as it stands for a Stylist to branch out other than "is too low level to take the next step of her main style". When an equal expenditure of a limited resource gets you your choice of cha/day Scorching Ray at second level or at will 1d3 electric damage, which do you pick? Because that is the choice a Stylist faces right from their second Style pick, and it only gets more blatant the more they specialize. (Hmm, at-will Acid Splash or cha/day Mass Heal? Tough one!)

Many people don't branch out in real life. Then there are the people who use bits of style from many and enjoy it. While the Dedicated Goth chick may look better then the Dabbler, The Dabbler chooses what she wants to be and when, the moment deciding to go punk or even Classy.

Benly
2011-06-16, 04:57 PM
Many people don't branch out in real life. Then there are the people who use bits of style from many and enjoy it. While the Dedicated Goth chick may look better then the Dabbler, The Dabbler chooses what she wants to be and when, the moment deciding to go punk or even Classy.

As written, the dabbler actually wears six or seven different outfits at once and isn't able to change them in any reasonable amount of time for a fight scene, but, y'know, close enough. And she gets six or seven at-will cantrips out of it, which is not really a useful class feature.

Cipherthe3vil
2011-06-16, 06:11 PM
As written, the dabbler actually wears six or seven different outfits at once and isn't able to change them in any reasonable amount of time for a fight scene, but, y'know, close enough. And she gets six or seven at-will cantrips out of it, which is not really a useful class feature.

Oiy, not even most wizards, Sorcerers or the like get at will cantrips. And if you notice, those "cantrips" damage is numbered on a dice, You could totally fix it up with metamagic. And Righteous has an at will healing cantrip, So you pretty much only need to survive an encounter and bam, you can assume your at full hp again or if required, "I heal myself as I continue on from the dragons corpse to search for its hoard"
Collecting these at will effects could be quite profitable...

Solaris
2011-06-16, 06:38 PM
What he's getting at, though, is that the dabbler suffers the problem of getting efficiency out of her actions as compared to a specialist. She can't. All those at-will cantrips are still just cantrips. They're not all that effective as compared to the option of specializing in one style and getting the Cha-mod/day uses of a powerful spell. Like he said, shapechange a handful of times per day blows any of those cantrips out of the water. Even the ability to slowly heal up pales in comparison.

Benly
2011-06-16, 06:48 PM
Oiy, not even most wizards, Sorcerers or the like get at will cantrips.

No, most of them get actual better spells. Or they take a reserve feat, which is at-will and superior to a cantrip. Or they pick up a light crossbow, which is at-will and about on par with these attack cantrips.


And if you notice, those "cantrips" damage is numbered on a dice, You could totally fix it up with metamagic.

Not as written, because you don't have this set up as a spellcasting ability. There are no slots involved, so how does the metamagic adjustment apply? You can't even use Maximize SLA, because they're (Ex) abilities.


And Righteous has an at will healing cantrip, So you pretty much only need to survive an encounter and bam, you can assume your at full hp again or if required, "I heal myself as I continue on from the dragons corpse to search for its hoard"

Righteous's CLW is on the very short list of "worth branching out to", but even then not generally until you've reached a point where you can't progress your primary.


Collecting these at will effects could be quite profitable...

No, they really can't.

Okay, so here's an example. Let's say that you're a level 1 Stylist. You picked the Flaming style (or any of the equivalent "blast" styles, because they seem to be the baseline here). Now you're leveling up to level 2. You already have an at-will 1d3 fire. Here are your options for what you can take.

1d3 ice damage at-will, not usable when you're dressed for your 1d3 fire.
1d3 electric damage at-will, same caveat.
1d3 acid damage at-will, same caveat.
1d4 slashing damage at-will, same caveat.
+1 to Bluff and Diplomacy, but not when you're dressed for a fight.
+1 to Knowledge, but not when you're dressed for a fight.
Faster Disguise checks, but not when you're dressed for a fight.
Light armor, but you can't use your fire zap.
1 + Cha mod damage, but you can't use your fire zap and it costs money.
+1 to Search/Spot Listen, but not when dressed for a fight.
Light armor, but without your fire zap. Again.

The above options are all either pretty poor or entirely redundant with your fire zap.

Cure Light Wounds at will, but only out of combat (because you can't wear it with your fire yet)
Decent concealment, but only out of combat (because you can't wear it with your fire yet)

These two options are sort of credible.

4d6 damage Cha mod times per day at level 2, with no penalty to your existing ability.

It's hard to see the "profit" from taking the extra 1d3 options instead of this one.

At level 4, you get to pick again. The next fire option isn't available yet, plus at this level you get to actually combine options. You'll probably pick one of the options that isn't redundant with your fire - maybe healing, maybe concealment, maybe light armor, maybe one of the skill boosts, maybe disguise. At this level there's actual choice because the blatantly superior option isn't presently available.

Now it's level 5. Your options are Fireball, the next tier of whichever utility you picked... or all the crap that wasn't worth taking at level 2. 1d3 acid damage is still not looking terribly profitable, since it's not like your 1d3 fire damage went anywhere. At level 6 and 8, you're probably going to finish filling out your utility, because tier 4 of your primary isn't available yet. You might branch into a second utility at this point, but probably not, because if you don't, at level 10 you can have your primary and your utility both hit tier 4 and that makes your utility a choice between x/day Polymorph Self and the at-will +1 skill boosts that were only marginally tempting at level 1.

It's a self-reinforcing pattern. You're rewarded only for specializing as much as possible right from level 2, and the more you specialize the more you're rewarded for specializing. The times when branching out is a good idea are only when further specialization is disallowed by the level requirements.

Cipherthe3vil
2011-06-16, 06:49 PM
What he's getting at, though, is that the dabbler suffers the problem of getting efficiency out of her actions as compared to a specialist. She can't. All those at-will cantrips are still just cantrips. They're not all that effective as compared to the option of specializing in one style and getting the Cha-mod/day uses of a powerful spell. Like he said, shapechange a handful of times per day blows any of those cantrips out of the water. Even the ability to slowly heal up pales in comparison.


Yes I know, The point is for the Options to be there.

Benly
2011-06-16, 06:51 PM
Yes I know, The point is for the Options to be there.

They're not. You're giving the illusion of choice, or, if you prefer, the option to shoot yourself in the foot.

Moose Man
2011-06-16, 06:54 PM
I've tried to play this, but Benly has it correct.

Cipherthe3vil
2011-06-16, 07:06 PM
No, most of them get actual better spells. Or they take a reserve feat, which is at-will and superior to a cantrip. Or they pick up a light crossbow, which is at-will and about on par with these attack cantrips.

True that, but at will cross bow bolts cant light a fire, heat a thing a water, Charge something, or Freeze something.




Not as written, because you don't have this set up as a spellcasting ability. There are no slots involved, so how does the metamagic adjustment apply? You can't even use Maximize SLA, because they're (Ex) abilities.

So it doesn't... hm, I forgot Core is different, and thats all many on here seem to care about.




Righteous's CLW is on the very short list of "worth branching out to", but even then not generally until you've reached a point where you can't progress your primary.

If your dedicated, You can have Three rank five styles at level twenty.




No, they really can't.

Yes I know, shh. :smalltongue:


Okay, so here's an example. Let's say that you're a level 1 Stylist. You picked the Flaming style (or any of the equivalent "blast" styles, because they seem to be the baseline here). Now you're leveling up to level 2. You already have an at-will 1d3 fire. Here are your options for what you can take.

1d3 ice damage at-will, not usable when you're dressed for your 1d3 fire.
1d3 electric damage at-will, same caveat.
1d3 acid damage at-will, same caveat.
1d4 slashing damage at-will, same caveat.
+1 to Bluff and Diplomacy, but not when you're dressed for a fight.
+1 to Knowledge, but not when you're dressed for a fight.
Faster Disguise checks, but not when you're dressed for a fight.
Light armor, but you can't use your fire zap.
1 + Cha mod damage, but you can't use your fire zap and it costs money.
+1 to Search/Spot Listen, but not when dressed for a fight.
Light armor, but without your fire zap. Again.

The above options are all either pretty poor or entirely redundant with your fire zap.

Fire zap?
In any case you keep saying "but not when your dressed as something else" Thats the point. And where mixing styles comes in. You could wear both armor styles with breezy and +1 to bluff/dip. And at first level I'd think your better off then most classes with an at will attack like that, which at level one I believe doesn't suck at all.



Cure Light Wounds at will, but only out of combat (because you can't wear it with your fire yet)

So at low levels if you have it you need to survive an encounter before you insta heal, I don't see the problem.


Decent concealment, but only out of combat (because you can't wear it with your fire yet)

So you dress for the occasion.


These two options are sort of credible.

4d6 damage Cha mod times per day at level 2, with no penalty to your existing ability.

It's hard to see the "profit" from taking the extra 1d3 options instead of this one.

At level 4, you get to pick again. The next fire option isn't available yet, plus at this level you get to actually combine options. You'll probably pick one of the options that isn't redundant with your fire - maybe healing, maybe concealment, maybe light armor, maybe one of the skill boosts, maybe disguise. At this level there's actual choice because the blatantly superior option isn't presently available.

Now it's level 5. Your options are Fireball, the next tier of whichever utility you picked... or all the crap that wasn't worth taking at level 2. 1d3 acid damage is still not looking terribly profitable, since it's not like your 1d3 fire damage went anywhere. At level 6 and 8, you're probably going to finish filling out your utility, because tier 4 of your primary isn't available yet. You might branch into a second utility at this point, but probably not, because if you don't, at level 10 you can have your primary and your utility both hit tier 4 and that makes your utility a choice between x/day Polymorph Self and the at-will +1 skill boosts that were only marginally tempting at level 1.

It's a self-reinforcing pattern. You're rewarded only for specializing as much as possible right from level 2, and the more you specialize the more you're rewarded for specializing. The times when branching out is a good idea are only when further specialization is disallowed by the level requirements.

Choices are there. Supposedly better benefits do not bar choice.


I've tried to play this, but Benly has it correct.

Your both making it sound unplayable. I am playing myself and it works perfectly. A Great roleplaying class that allows some good power on the side.

Benly
2011-06-16, 07:16 PM
True that, but at will cross bow bolts cant light a fire, heat a thing a water, Charge something, or Freeze something.


If you want to light a fire, you can use flint and tinder. There's a reason cantrips aren't terribly valued.


So it doesn't... hm, I forgot Core is different, and thats all many on here seem to care about.

If you're using some set of house rules that works differently, it might be nice to state them or link to them in the post. If you just post "hey, here's a D&D class I made up", people will assume it's made with the intention of D&D rules.


If your dedicated, You can have Three rank five styles at level twenty.

Which is how anyone building sanely will do it, for the most part.


In any case you keep saying "but not when your dressed as something else" Thats the point. And where mixing styles comes in. You could wear both armor styles with breezy and +1 to bluff/dip.

Not at level 2, which is when that choice comes up. You get style-mixing at level 4, which by coincidence is when level restrictions force you to branch out anyway.


And at first level I'd think your better off then most classes with an at will attack like that, which at level one I believe doesn't suck at all.

At level 1 it is about on par with the wizard pulling out his light crossbow and plinking away. Which you'll notice wizards don't do until they're out of spells. However, for the sake of argument I'm willing to treat it as acceptable at level 1.


So at low levels if you have it you need to survive an encounter before you insta heal, I don't see the problem.

So you dress for the occasion.

Which is why I list those two as "credible". They're the only two you might conceivably want to take at level 2 instead of boosting your primary - in which case you'll either boost your primary at level 4, or boost the "secondary" at level 4 and treat it as your new primary.



Choices are there. Supposedly better benefits do not bar choice.

Giving the player options that serve only to shoot himself in the foot is not good class design.


Your both making it sound unplayable. I am playing myself and it works perfectly. A Great roleplaying class that allows some good power on the side.

Are you playing a Stylist who branched out to take the first-level cantrips of a half a dozen different styles, like you suggested is "profitable"? How much mileage are you getting out of those different 1d3 zaps?

Edit: So yeah, I get that you don't want feedback and believe that your class is a flawless flower of perfection. In case anyone is interested in my suggestion for what I'd do to make the class function more smoothly: pick a style, say, every three levels (1, 4, 7, 10, 13, 16, 19). Every time you pick a new style, your old styles go up a tier, the same way rangers' favored enemies improve. Killer Moves is either removed altogether or becomes a straight standard-calculation Cha-based Will save, usable Cha mod times per day. Increase or decrease the number of styles gained under this system as suits your game.

Moose Man
2011-06-16, 07:18 PM
Fire zap?
In any case you keep saying "but not when your dressed as something else" Thats the point. And where mixing styles comes in. You could wear both armor styles with breezy and +1 to bluff/dip. And at first level I'd think your better off then most classes with an at will attack like that, which at level one I believe doesn't suck at all. Fighters, a tier 5 class, can do MUCH more than 1d3 at first level, also at will.

So at low levels if you have it you need to survive an encounter before you insta heal, I don't see the problem. If you're level one, that's all you can do though.

So you dress for the occasion. see above


Choices are there. Supposedly better benefits do not bar choice. The difference is that better benefits=stronger party role=effectiveness, while shoot-self-in-foot option=weaker party role=weakness. The class is good for optimizers, but doesn't allow for much else.



Your both making it sound unplayable. I am playing myself and it works perfectly. A Great roleplaying class that allows some good power on the side. See above. this isn't unplayable, but if I say anything it will be misinterpreted, as I'm tired after low cellular respiration for three hours (Curse the regents).You can't read teh white words! :smalltongue:

Cipherthe3vil
2011-06-16, 07:36 PM
Edit[/i]: So yeah, I get that you don't want feedback and believe that your class is a flawless flower of perfection.

You don't have to become a rude little gremlin. What do you want me to do, mindlessly do any suggestion with no questioning?


In case anyone is interested in my suggestion for what I'd do to make the class function more smoothly: pick a style, say, every three levels (1, 4, 7, 10, 13, 16, 19). Every time you pick a new style, your old styles go up a tier

A Wonderful suggestion that I thought about when it was already brought up sometime ago, However this was a contest class and I did not want to incorporate things that were not my original idea, and it can now be done now that the deadlines over and I don't have to worry about it.


Killer Moves is either removed altogether or becomes a straight standard-calculation Cha-based Will save, usable Cha mod times per day. Increase or decrease the number of styles gained under this system as suits your game.
This I was already going to change, But I it was to late and the deadline ended and I couldn't change it in the contest thread, so It became lower priority and I forgot all about it.
Killer Moves is the next stage of Poise.

Now, I don't appreciate anyone trying to take over my thread like that. "Hey everyone, do this instead" is very rude.


For the several "Thats all you can do" comments, This class is NOT meant to be a combative tanker class. Its meant to be a fun class to play out of combat in generally low powered games, and/or games in which roleplaying, a dying art I know, is priority.
besides, Thats what having teammates is for.

Benly
2011-06-16, 07:45 PM
You don't have to become a rude little gremlin. What do you want me to do, mindlessly do any suggestion with no questioning?

I'm getting kind of grumpy because you've been generally dismissing suggestions with nothing more than "nope, works perfectly!" no matter what.


A Wonderful suggestion that I thought about when it was already brought up sometime ago, However this was a contest class and I did not want to incorporate things that were not my original idea, and it can now be done now that the deadlines over and I don't have to worry about it.

This I was already going to change, But I it was to late and the deadline ended and I couldn't change it in the contest thread, so It became lower priority and I forgot all about it.

See, if you said "this is the form it's in for a contest, I won't be changing anything until after the contest", that would have been different. As it is, it's been coming off as "nope, I don't want to hear anyone say my class isn't perfect as-is".


Now, I don't appreciate anyone trying to take over my thread like that. "Hey everyone, do this instead" is very rude.

I offered my suggestions on how the class could be amended to fix its problems since you seemed intent on denying that the problems existed and therefore seemed unlikely to fix them. It's not trying to take over the thread.



For the several "Thats all you can do" comments, This class is NOT meant to be a combative tanker class. Its meant to be a fun class to play out of combat in generally low powered games, and/or games in which roleplaying, a dying art I know, is priority.

Shockingly, dropping your level-appropriate abilities for cantrips doesn't automatically make you a better roleplayer, and taking the functional abilities doesn't make you a worse roleplayer. I am not suggesting "the class needs to be the most powerfulest class ever", I am suggesting "the class should be designed in a way that making the most appropriate in-character choices doesn't risk rendering you mechanically incapable".

Cipherthe3vil
2011-06-16, 07:56 PM
I'm getting kind of grumpy because you've been generally dismissing suggestions with nothing more than "nope, works perfectly!" no matter what.

That was so far off my intention that I don't see how that conclusion was found. :smallsmile:


Shockingly, dropping your level-appropriate abilities for cantrips doesn't automatically make you a better roleplayer, and taking the functional abilities doesn't make you a worse roleplayer. I am not suggesting "the class needs to be the most powerfulest class ever", I am suggesting "the class should be designed in a way that making the most appropriate in-character choices doesn't risk rendering you mechanically incapable".
No, it doesn't. but it is more option for use in different small scale situations.
If you want more little things to do and don't expect heavy combat, or know how to use the little things effectively for things besides straight up hack and slash, The option to spread out is there.
If your expecting more heavy combat, The option to instead have three solid styles is also there.
Your you could have more semi-ranked up styles.
What ever floats your boat. However, Now that the contest deadline is up I'm more seriously thinking on ways to improve based of given suggestions.
Maybe I'll throw in a 6th rank (Required level 20 or shift things around a bit so the Cha mod times Shapechange for instant is instead required level 20) for each, and go with seven style levels 1, 4, 7, 10, 13, 16, 19 as suggested.

Benly
2011-06-16, 08:02 PM
No, it doesn't. but it is more option for use in different small scale situations.
If you want more little things to do and don't expect heavy combat, or know how to use the little things effectively for things besides straight up hack and slash, The option to spread out is there.
If your expecting more heavy combat, The option to instead have three solid styles is also there.
Your you could have more semi-ranked up styles.
What ever floats your boat. However, Now that the contest deadline is up I'm more seriously thinking on ways to improve based of given suggestions.
Maybe I'll throw in a 6th rank (Required level 20 or shift things around a bit so the Cha mod times Shapechange for instant is instead required level 20) for each, and go with seven style levels 1, 4, 7, 10, 13, 16, 19 as suggested.

The thing is, it's not just combat. The "utility" styles have the same effect going on - going up a single path has much more effect than branching out does. (Vision and Foresight vs. +1 diplomacy? Mass Heal vs. +1 spot/listen?) The reason I'm suggesting the ranger-style method is so that a player doesn't feel like he "needs" to hyperfocus - if he wants to focus on a single play style, he can do it by picking combat-focused or support-focused styles or whatever, but a player who just picks up whatever looks shiny is still guaranteed a smooth progression of abilities.

Cipherthe3vil
2011-06-16, 08:37 PM
any better now?
Edit, I take that as a no.
Anyway, I just added "Colorpuff: at the bottom of the list.

Benly
2011-06-17, 12:30 AM
any better now?
Edit, I take that as a no.
Anyway, I just added "Colorpuff: at the bottom of the list.

I didn't get around to posting for a while.

Killer Moves is drastically improved in terms of functional mechanics. The DC is a little high for an at-will ability but eh, it's a level 15 ability, it's fine to have a slightly high DC. The problem with the old version was that with a little skill optimization you could easily get impossibly high DCs, and that problem is gone now.

Is Style intended to advance only one of your existing styles each time you gain a new one? The problem now is that you end up with one ability that's at its maximum level and a whole pile of cantrips. That's why I recommended the ranger-style "advance all your old ones" method: you end up with one ability of the highest level, two of the next highest, three of the next highest and so on down, so you don't have an overwhelming number of high-level abilities but you have a fair number that are at least high enough to be useful.

Colorpuff is a fun style. Prismatic stuff is always a good time. :smallsmile:

Sorry if I came off as abrasive earlier. I didn't know you were holding off for purposes of a contest, so I thought you were just randomly stonewalling out all suggestions.

Cipherthe3vil
2011-06-17, 01:46 AM
Is Style intended to advance only one of your existing styles each time you gain a new one? The problem now is that you end up with one ability that's at its maximum level and a whole pile of cantrips. That's why I recommended the ranger-style "advance all your old ones" method: you end up with one ability of the highest level, two of the next highest, three of the next highest and so on down, so you don't have an overwhelming number of high-level abilities but you have a fair number that are at least high enough to be useful.

Colorpuff is a fun style. Prismatic stuff is always a good time. :smallsmile:

Sorry if I came off as abrasive earlier. I didn't know you were holding off for purposes of a contest, so I thought you were just randomly stonewalling out all suggestions.

Is that not how it is now?

Yes, prismatics are fun. Just not usually a priority and I forgot all about them until that edit.

Its fine, I'm to forgetful/uncaring to hold any form of grudge more then a few seconds.

Benly
2011-06-17, 01:54 AM
Is that not how it is now?

"At every "Style" level they may select another style and increase an existing style by one."

As written, you gain one new style and promote one of your existing styles at each style level. What I was suggesting is that each style level, you gain one new style and promote all of your existing styles.

So at the first style level under the system I suggested, you have one rank 1 style. At the second style level, you have a rank 2 and a rank 1. At the third, you have a rank 3, a rank 2, and a rank 1, then 4-3-2-1, and so on. Under your current method as written, at the fourth style level you have a rank 4 and three rank 1 powers.


Edit: Also, it occurs to me that with regard to the earlier talk about the roleplaying applications of the rank 1 powers, it might be good to explicitly state that the rank-1 elemental powers can be used to create appropriate cantrip-like effects other than the explicitly stated blasts. As it stands, for example, a fiery outfit won't let you light a pipe and an icy outfit won't let you chill a drink - the 1d3 damage is likely to blast a pipe or mug to pieces. :smallsmile: It would lend a little extra flavor to what's currently a lineup of "1d3 damage, 1d3 damage, 1d3 damage" without really affecting power much.

Cipherthe3vil
2011-06-17, 02:16 AM
"At every "Style" level they may select another style and increase an existing style by one."



*facepalm* fixing that reelz quick before I finish reading ya post.

There clarified that the Cantrips let you use Cantrips relating to them xD

Benly
2011-06-17, 12:47 PM
Looks good. Things will be kind of slow for the first few levels - I posted that rate of style gain without really doing too much math, and didn't really think about the fact that you'd be going your first three levels on a cantrip. :smallredface: Bonus Styles are still in the text - putting them back in would mean you have a few above-level abilities in the early levels, but on the other hand it's not like you have a spellcaster's versatility at that point and it smooths out later. I dunno.

Cipherthe3vil
2011-06-17, 02:05 PM
Looks good. Things will be kind of slow for the first few levels - I posted that rate of style gain without really doing too much math, and didn't really think about the fact that you'd be going your first three levels on a cantrip. :smallredface: Bonus Styles are still in the text - putting them back in would mean you have a few above-level abilities in the early levels, but on the other hand it's not like you have a spellcaster's versatility at that point and it smooths out later. I dunno.

Where at? I thought I removed all "Bonus Style" references... *looks* Gah... how'd I miss that...

But it brings a point, I could add a new ability: Flair, which is essentially the same as a bonus style, They choose one Style and raise it by one with certain limits.

Also it would seem with this progression one will get the level 15 Shapechange/ect at level 13 when 15 was already stretching It I believe.

Benly
2011-06-17, 02:26 PM
But it brings a point, I could add a new ability: Flair, which is essentially the same as a bonus style, They choose one Style and raise it by one with certain limits.

That could certainly work, yeah. Alternately, boosting the bottom ranks of the powers some could help (so the starting power is like a first level spell instead of a cantrip, the power you get at level 7 is more powerful than a third-level spell, etc.), but it'd be a fair bit of work.


Also it would seem with this progression one will get the level 15 Shapechange/ect at level 13 when 15 was already stretching It I believe.

Hmm, yeah. Part of the issue there I think is the gap between different high-level spells - Create Undead or Prismatic Wall at level 13 is powerful but not a gamebreaker, but Shapechange is powerful enough that even with limitations getting it at 15 was a pretty significant edge.

Cipherthe3vil
2011-06-18, 05:24 PM
What if I change the first rank blasting effects to instead be 1 damage per caster level? It would let it scale a bit to be a solid constant 20 per hit at stylist level 20... or 1d3+1/Caster level damage. Less of a cantrip, more of a usable ability... or get totally out of the cantrip rut with 1d3/level or 1d4. Makes more since now with the cantrips + the effect methinks.

Cipherthe3vil
2011-06-18, 09:30 PM
Added Watery, Rainy, and Tentastical.

Changed All 1d3 damaging effects to 1d3 per caster level.

Now doing: Thinking.... Negative energy style?

Able Sindor
2011-06-18, 10:08 PM
Love it cant wait to play as one :smallcool: but you seem to be missing a natural style with druid spells, just a thought, unless you had a reason not to add that.

Cipherthe3vil
2011-06-18, 10:10 PM
Love it cant wait to play as one :smallcool: but you seem to be missing a natural style with druid spells, just a thought, unless you had a reason not to add that.


Druidic stuff would be split into a few styles...

Woodsy: for wood and plant based casting
Beastly: For beast shapes/wildshape transformations.
Naturalist: for animal spells, such as summon, and calm.

lol, who's in favor of a Nudist style? xD

NeoSeraphi
2011-06-18, 10:14 PM
Druidic stuff would be split into a few styles...

Woodsy: for wood and plant based casting
Beastly: For beast shapes/wildshape transformations.
Naturalist: for animal spells, such as summon, and calm.

lol, who's in favor of a Nudist style? xD

Nudist style? That's like asking if people were in favor of clerics who got their power by being blasphemers...

...damn you Ur-priest, why must you ruin everything?

Cipherthe3vil
2011-06-18, 10:34 PM
Nudist style? That's like asking if people were in favor of clerics who got their power by being blasphemers...

...damn you Ur-priest, why must you ruin everything?


Ur-priest was lame, but not from that. Stealing divine power to perform divine magic without slaving to a diety but laughing at them instead? f00k yea. The class itself was otherwise lame though.

Adding:
Beastly
Woodsy
Naturalist
Nudist
and changed Royal to Charming.

NeoSeraphi
2011-06-18, 10:37 PM
Ur-priest was lame, but not from that. Stealing divine power to perform divine magic without slaving to a diety but laughing at them instead? f00k yea. The class itself was otherwise lame though.

Adding:
Beastly
Woodsy
Naturalist
Nudist
and changed Royal to Charming.

I don't understand. The class gets its powers from wearing clothes...but it can also get powers from wearing nothing?

Doorhandle
2011-06-18, 10:45 PM
And being paragons of beauty, yeah.


...You know, I thought this class was based around Martial art styles and I was about to mock it by asking if it gets bonuses to do someone's hair, but then I realsiewd that was the entire point of this class and I had just trolled myself :smallbiggrin:.

also, what dose it mena by "Spikeing" a class?

Cipherthe3vil
2011-06-18, 10:58 PM
Added
Beastly
Woodsy
Naturalist
Nudist

I don't understand. The class gets its powers from wearing clothes...but it can also get powers from wearing nothing?
Nuu, they get they're powers by style, and choice of fashion.

And being paragons of beauty, yeah.


...You know, I thought this class was based around Martial art styles and I was about to mock it by asking if it gets bonuses to do someone's hair, but then I realsiewd that was the entire point of this class and I had just trolled myself :smallbiggrin:.

also, what dose it mena by "Spikeing" a class?
Pretty much.
Lol.
I mean raising by one.

Able Sindor
2011-06-18, 11:07 PM
Yay for Beast, woods and natural.

Edit: Just had the idea for a new style Mystical Dresses in stars and moons and has use magic device as the skill. :smallsmile:

Cipherthe3vil
2011-06-18, 11:34 PM
Now adding: Links to example style pics. (Maybe or maybe not including the nudist :smallwink: )

failed. can't find correct styles it seems. only found about five matching pics.

Cipherthe3vil
2011-06-19, 02:58 PM
Added the Stygian, below Gothic.
Changed Scholarly to be +1/2 normal skill bonus, as its loose and can go to any knowledge. this opens up the knowledge skills for more use in more styles.

Moose Man
2011-06-19, 03:47 PM
how would you have the nudist style interact with freestyle?

Cipherthe3vil
2011-06-19, 04:22 PM
how would you have the nudist style interact with freestyle?


A Nudist mix would consist of more revealing clothing, more clear or nets, less solid fabric. (Less fabric in general as well.)

Cipherthe3vil
2011-06-19, 09:04 PM
Added "Necrotic" Then traded the names Necrotic and Stygian.

Cipherthe3vil
2011-06-20, 02:17 PM
added:

Magical
You dress in typical wizard get up thrown together, and reworked to be an attractive style rather then drab, tasteless piles of cloth. +2 Spellcraft 3 0 level spells. Uses x2 Cha mod spells per day per spell level, all cantrips at will.
+4 Spellcraft 4 0 level spells, 1 lv 1 spell
+6 Spellcraft 5 0 level spells, 2lv 1 spells, 1 lv 2 spell
+8 Spellcraft 6 0 level spells, 3lv 1 spells, 2lv 2 spells, 1 lv 3 spell
+12 Spellcraft 6 0 level spells, 4lv 1 spells, 3lv 2 spells, 2 lv 3 spells
+20 Spellcraft 6 0 level spells, 5 lv 1 spells, 4 lv 2 spells, 3 lv 3 spells
Magicless
You dress pretty typical, similar to Unnoticable but with more flair and less dirty looking cloths. +2 Use Magic Device. Detect Magic at will.
+4 Use Magic Device Dispel Magic cha mod times per day
+6 Use Magic Device Explosive Dispell
+8 Use Magic Device Greater Dispell magic
+12 Use Magic Device Antimagic Field
+20 Use Magic Device Explosive Antimagic, Dispell magic +5 at will.
Stoned:
You dress in solids, greys, browns, with plenty of jewelery. +2 climb: Pebble Shot @will (1d3/level bludgeoning damage, sends small rock hurling into foe)
+4 climb: Boulder Toss cha mod times per day. (1d6/level, send lark rocks hurling into foe)
+8 climb: Detonate Stone cha mod times per day (you cause stone to explode, 1d4 slashing damage, 1d4 piercing damage, 1d4 pressure damage, per level. destroys 5ft square of stone used.
+12 climb: Statue cha mod times per day
+16 climb: Earthquake cha mod times per day
+20 climb: Boulder Toss, Statue @will
Speedy:
You dress sleek, with patterns that flow, and maybe some trailing effects. +5ft speed
+10ft speed
+20ft speed, 10ft step
+30ft speed, haste cha mod times per day
+40ft speed, 15ft step
+50ft speed, haste @will
Spatial:
You dress in deep blacks with multicolor sparkles, or similar effects leading to the general idea of that. +2 Knowledge Planes blur @will
+4 Knowledge Planes Distortion cha mod times per day
+8 Knowledge Planes Blink cha mod times per day
+16 Knowledge Planes Teleport cha mod times per day
+20 Knowledge Planes Blink, Distortion, Teleport speedx2 all @will
Temporal:
You dress in leathers, adorned in clockwork and metal crafts. +2 Knowledge History. Moment To Think @will (D&D Wiki, homebrew spell)
+4 Knowledge History: Blast From the Past @will You can capture 1/4th of all energy damage you take to save for later (you still take the damage). You can release stored energy at once, or in multiple cases as a ray spell, standard action. You can store twice your character level+cha mod extra damage.
+8 Knowledge History: Time Blast cha mod times per day (ball of light flickering with random images from the future deals 1d6/level Temporal damage, creatures immune to aging are immune to Temporal damage.)
+12 Knowledge History: Temporal acceleration cha mod times per day. (you speed up your time frame allowing you 1 extra round of time.)
+16 Knowledge History: Time Stop cha mod times per day
+20 Knowledge History: Time Blast @will

Cipherthe3vil
2011-06-22, 07:13 PM
Added "Pumpkinesque" under Tentastical, and before Gothic

Cipherthe3vil
2012-02-03, 04:53 PM
Updated.

Lowered the levels at which the Prestidigitation effects are gained and added Mass Greater Prestidigitation.

Its a 0 level spell after all, hardly game breaking to get an at will prestidigitation at third level.