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Tanuki Tales
2011-10-13, 12:15 AM
Dreambound Canvas


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"What if you woke up one morning and discovered that your father was wrong? That his scoldings and stern warnings to not drift amongst the clouds were not the ways of the world? What kind of person would you be if the gossamer fantasies you lived every time you closed your eyes gave you the strength to move mountains?"

-Thane Dumfrang, Human Dreambound Canvas



For millennia, the cultures of sentient races have attributed great portent and power to the interpretation and reasoning behind the concept of dreams. They have been viewed as windows to the conflictions of the soul, riddled proclamations of the gods, long reaching messages from the honored dead or even the unconscious unwinding of the mind itself. But whatever the true reason behind dreams, the belief and faith that mortal and immortal alike put towards them is a real force potent enough to shake the very cosmos.

Many seek out to harness the power of dreams, be they outsiders to the realm of dreams itself or creatures native to that strange and protean dimension. But they are akin to tyrants; wresting control from the natural cycle of things through blunt force and ham-fisted diplomacy. Their questing for power, influence and information are a perversion, or at least a painful interruption, to the otherwise secret and pristine harmony of the realm itself.

This is not the case for those individuals known by the title of Dreambound Canvas. These select few are people and beings not too far from the concept of warrior-poets, thoughtful artisans of inspiration and bloody carnage. They all share powerful hopes and aspirations coupled with a hearty vitality; deep understanding into the workings of dreams bound hand in hand with a vessel necessary to contain this natural harmony of power and form.

A Dreambound Canvas takes the power of dreams and forges it into a beacon of strength in the waking world, following their personal goals and aspirations on a winding path towards self discovery and self enlightenment. They never know where the next day truly will take them but they believe wholeheartedly that as long as they stay true to the dreams that inspired and drive them, that everything will turn out right in the end.

Because strong passions mold them and great power lies at their fingertips, a Dreambound Canvas can just as easily be the purest and most beloved of heroes as they can be the vilest and most despised of villains.

Alignment: Any.

Hit Dice: d10

Class skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge: Any three (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Use Magic Device (Cha)
Skills: 4+Intelligence Modifier per level



{table=head]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|
Special|Ardent Tethers|Aetheria

1st|
+1|
+0|
+2|
+2|
Dreamgyving, Suppress the Signs|
2|
1

2nd|
+2|
+0|
+3|
+3|
Ardent Form (Mind), Echoes from Within|
3|
2

3rd|
+3|
+1|
+3|
+3|
Bonus feat, Slumberforge|
3|
2

4th|
+4|
+1|
+4|
+4|
Creatures of Dreams|
4|
3

5th|
+5|
+1|
+4|
+4|
Ardent Reattachment 1/day, Slumberforge (Sleep)|
4|
3

6th|
+6/+1|
+2|
+5|
+5|
Ardent Reinforcement|
4|
4

7th|
+7/+2|
+2|
+5|
+5|
Ardent Form (Voice)|
5|
5

8th|
+8/+3|
+2|
+6|
+6|
Ardent Self, Bonus feat, Slumberforge (Phantasmal Killer)|
5|
5

9th|
+9/+4|
+3|
+6|
+6|
Ardent Reinforcement|
5|
6

10th|
+10/+5|
+3|
+7|
+7|
Ardent Reattachment 2/day|
6|
7

11th|
+11/+6/+1|
+3|
+7|
+7|
Slumberforge (Nightmare)|
6|
8

12th|
+12/+7/+2|
+4|
+8|
+8|
Ardent Form (Soul), Ardent Reinforcement|
6|
9

13th|
+13/+8/+3|
+4|
+8|
+8|
Bonus feat|
7|
10

14th|
+14/+9/+4|
+4|
+9|
+9|
Slumberforge (Mislead)|
7|
11

15th|
+15/+10/+5|
+5|
+9|
+9|
Ardent Reattachment 3/day, Ardent Reinforcement|
7|
12

16th|
+16/+11/+6/+1|
+5|
+10|
+10|
Slumberforge (Phantasmal Revenge)|
8|
13

17th|
+17/+12/+7/+2|
+5|
+10|
+10|
Ardent Form (Essence)|
8|
14

18th|
+18/+13/+8/+3|
+6|
+11|
+11|
Ardent Reinforcement, Bonus feat|
8|
16

19th|
+19/+14/+9/+4|
+6|
+11|
+11|
Ardent Synthesis, Slumberforge (Weird)|
9|
18

20th|
+20/+15/+10/+5|
+6|
+12|
+12|
Ardent Reattachment 4/day, Lucid Reality|
9|
20
[/table]

Class Features:

Weapon and Armor Proficiency: Dreambound Canvae are proficient with all simple and martial weapons and light armor.

Dreamgyving: The Dreambound Canvas possesses a unique ability to contain within their bodies the unbound energy of the realm of dreams. A Dreambound Canvas knows and can gyve any Ardent Tether from the Ardent Tether list. At the beginning of each day the Dreambound Canvas must take 1 uninterrupted hour to mediate on their connection to the Aether in order to un-gyve old Ardent Tethers or gyve new Ardent Tethers. They must make this decision for all their available slots for Ardent Tethers and can not leave slots open to gyve at a later time. Once the hour ends the effects of un-gyved Ardent Tethers end and the effects of any gyved Ardent Tether take hold. The number of Ardent Tethers that a Dreambound Canvas can have simultaneously gyved is equal to their Constitution score minus ten or the number on the table, whichever is lower. Ardent Tethers and the effects they grant or generate are Supernatural abilities that are not affected by the spell Anti-magic Field or similar effects.

The Difficulty Class for a saving throw against a Dreambound Canvas' Ardent Tether is 10+the number of Aetheria imbued in the Ardent Tether+the Dreambound Canvas' Constitution modifier.

Any Ardent Tether that grants abilities based on their level minus any amount the psuedo-level always has a minimum of 1 (such as the Unarmed Strike progression granted by the Monk Ardent Tether).

Aetheria: Dreambound Canvae possess a personal pool of Aetheria, the infinitesimal substance that fills the realm of dreams. If Ardent Tethers are the concept of dreams written into the waking world then Aetheria is the primal power that fuels those dreams to change reality itself. The Dreambound Canvas begins each day with their pool of Aetheria full and can choose to imbue their Ardent Tethers with it when gyving them. Unlike Ardent Tethers, Aetheria can be imbued at a later time; Aetheria can be imbued once per round as a swift.

A Dreambound Canvas can only imbue an amount of Aetheria equal to one quarter their total levels in this class (minimum 1) into any single Ardent Tether or other valid option.

A Dreambound Canvas gains bonus Aetheria for having a high Constitution score. This bonus amount of Aetheria is equal to half the Dreambound Canvas' Constitution modifier.

Suppress the Signs (Su): The world is a dangerous place for those who are different, so a Dreambound Canvas learns to hide their nature. As a full-round action, a Dreambound Canvas can cause the Ardent Tethers it has gyved to not physically or mystically appear. The Ardent Tethers gyved are treated as having half the amount of Aetheria (minimum 0) imbued in them and any Ardent Forms gyved are treated as one step lower.

If the Dreambound Canvas takes damage of any sort they must make a Concentration check; failing the check results in the suppressed Ardent Tether to appear and for the Dreambound Canvas to be dazed for one round.

The spell True Seeing and similar effects can still detect and see suppressed Ardent Tethers.

A Dreambound Canvas may unsuppress their Arden Tethers as a standard action.

Ardent Form: As a Dreambound Canvas gains spends more and more time gyving Ardent Tethers they begin to probe the boundaries of their connection to the unwaking world and learn new depths and insights to their power. These personal epiphanies take shape as their Ardent Tethers taking new appearances and showcasing new abilities in addition to the ones the Dreambound Canvas was familiar with. A Dreambound Canvas gains the Ardent Form abilities in addition to those normally granted by the Ardent Tether. A Dreambound Canvas gains access to each Ardent Form as shown on the table above and can only have one Ardent Tether of each Ardent Form gyved at any time.

Echoes from Within (Ex): Dreambound Canvae gain deep insight from their dreams, remembering snatches and tidbits of information from fields of knowledge that they are otherwise completely foreign to. A Dreambound Canvas adds half their class level (minimum 1) to all Knowledge checks and may make all Knowledge checks untrained.

Bonus Feat: At 3rd level, and every 5 level thereafter, a Dreambound Canvas gains a bonus feat. This feat may be any feat that is considered an Aetheria feat.

Slumberforge (Su): The Dreambound Canvas has found new insight into the forming of something physical out of the illusionary energy of the realm of dreams.

Once per day, the Dreambound Canvas can create a Slumberforged Weapon in a manner similar to how it gyves Ardent Tethers. This weapon can take the form of any weapon the Dreambound Canvas is proficient with and has identical statistics. The Slumberforged Weapon additionally has an enhancement bonus equal to one-half the Dreambound Canvas' levels in this class. This enhancement bonus can be traded for enchantments of a similar value (though the weapon must still follow the normal rules for magic weapons) or to make the weapon count as a special material for the equivalency of a +1 bonus. Any enchantments must be decided when the weapon is created and can not be changed until the weapon is recreated.

As the Dreambound Canvas increases in power so too does the weapon they create.

Starting at 5th level, the Dreambound Canvas, using the weapon as a focus, can cast powerful magics as spell-like abilities:
5th - Sleep 3/day [No Hit Dice cap]
8th - Phantasmal Killer 3/day
11th - Nightmare 3/day
14th - Mislead 2/day
16th - Phantasmal Revenge 2/day
19th - Weird 1/day

A Slumberforged Weapon will dissolve if it is not within 10 feet of the Dreambound Canvas who created it or when the Dreamfound Canvas falls asleep.

Creature of Dreams (Ex): The Dreambound Canvas has become so in-tune to the state of dreaming that they are more resistant to those forces that represent it. The Dreambound Canvas receives a +5 bonus on savings throws against any spell or effect related to dreams, against the abilities of any creature from a dream-realm (such as Dal Quor) and against Illusion spells and effects.

Ardent Reattachment (Su): The Dreambound Canvas has gained enough insight into the makeup of their Ardent Tethers that they are now able to make minor changes to suit the needs of the day. Once per day, a Dreambound Canvas may un-gyve one gyved Ardent Tether and gyve another Ardent Tether. This requires a full-round action and provokes an attack of opportunity.

The Dreambound Canvas can use this ability one extra time per day for every 5 levels they possess in this class (2/day at 10th level, 3/day at 15th level and 4/day at 20th level).

Ardent Reinforcement (Su): The Dreambound Canvas, through practice and discipline, has learned to bind with their Ardent Tethers on a much deeper level. Whenever a Dreambound Canvas has at least one Tether gyved in an Ardent Form they benefit from one of the following:
+5 hit points
+1 insight bonus to any ability score (save Constitution)
+1 insight bonus to AC
+1 insight bonus to saving throws
They know and may speak any one language
+1 insight bonus to attack rolls
+1 insight bonus to damage rolls
+2 insight bonus to any skill
+10 insight bonus to their base land speed
+2 insight bonus to initiative checks

The Dreambound Canvas may reselect their Ardent Reinforcement whenever they gyve a new Ardent Tether. The Dreambound Canvas gains another every three levels (two at 9th, three at 12th, four at 15th and five at 18th). Ardent Reinforcements may be taken multiple times and their effects stack with each other and any other insight bonus gained through this class or an Aetheria feat.

Ardent Self (Su): Dreambound Canvae have become so used to a second world where reality and form can change with a thought that they can exert this will on the real world. A Dreambound Canvas may end any negative spell or magical effect currently affecting them by ungyving an Ardent Tether as a free action. A Dreambound Canvas can even do this when they would otherwise be unable to (such as having been turned to stone by a Flesh to Stone spell).

Ardent Synthesis (Su): The Dreambound Canvas has become so adept at gyving one single Ardent Tether that it treats it more as an integral part of itself than a power to be wielded. The Dreambound Canvas selects one Ardent Tether it can gyve; once this selection is made it can not be changed. The Dreambound Canvas can from then on gyve the selected Ardent Tether with any other Ardent Tether, gaining the exact same benefits as that Ardent Tether (such as Ardent Form and Aetheria imbued) but without counting towards the max amount of Ardent Tethers allowed to be gyved.

Lucid Reality (Su): The Dreambound Canvas has become so infused with the warping nature of the dreaming state that not only does their core change but they can force this state on reality.

The Dreambound Canvas type does not change but it gains the Incorporeal subtype and the Rejuvenation special quality.

Furthermore, once per day, the Dreambound Canvas can create a "Lucid Dream Field" as a standard action. This field extends in a sixty foot radius from the Dreambound Canvas and lasts for a number of rounds equal to 1+their Constitution modifier (minimum 2 rounds). While the field is active the Dreambound Canvas loses all their class abilities (including the abilities given by Ardent Tethers) but can do any of the following:
Resurrect an ally as a standard action.
Create 1d4 duplicates of the Dreambound Canvas or an ally as a standard action. These duplicates have the same statistics and act the same as the original character.
Change shape as the Shapechange spell as a standard action.
Give the area of the Lucid Dream Field the Subjective Directional Gravity plane trait
Make a ranged touch attack against a foe, subjecting them to a supernatural effect that mimics the Baleful Polymorph spell
Make a ranged touch attack against an ally or foe, subjecting them to a supernatural effect that mimics a Maximized Heal (ally) or Harm (foe) spell.
By forgoing a standard action, the Dreambound Canvas can reverse time, undoing the last round that occurred. The undone round still counts towards the time limit of the field but anything that occurred in it is unmade. The Dreambound Canvas is the only one who remembers what occurred and may act on that knowledge (but taking different actions may result in a different tide of events). The forgone standard action is taken out of this new round and not the previous, unmade one.

Change Log
10/13/11 - Bear Ardent Tether added.
Correction made to Dreamgyving concerning amount of Ardent Tethers that can be gyved at one time.
Link to Flare Burst spell added.
Falcon Ardent Tether added.
Bear and Falcon Ardent Tethers removed.
Sun Ardent Tether restructured.
Ardent Reinforcement and Creature of Dreams class features added.
Bear Ardent Tether added.
Bear Ardent Tether changed so that the Dreambound Canvas receieves the benefits of the Two-Weapon Fighting feat if any Aetheria is imbued in it.
Falcon Ardent Tether added.

10/14/11 - Beholder Ardent Tether added.
Corpse Ardent Tether added.
Phasm and Spellbook Ardent Tethers added.
Ardent Self class feature added.

10/15/11 - Slumberforge class feature added.
Monk Ardent Tether added.
Hit Dice increased from d8 to d10.

10/16/11 - Owl Ardent Tether added.
Ozodrin Ardent Tether added.
Baalzebul Ardent Tether added.

10/18/11 - Dreamspun Fortitude, Reflexes, Toughness and Will feats added.

10/19/11 - Ardent Synthesis class feature added.
Samurai and Swordsage Ardent Tethers added.
Echoes from Within moved from level 3 to level 2 and bonus feats added to the class.
Mind Ardent Form ability for Sun changed to be more balanced.
Dreamspun Cruelty, Expertise, Fortification, Mercy and Savagery feats added.

10/20/11 - Lucid Reality class feature added.
- Changed Ardent Reinforcement's skill bonus from +1 to +2 and verified that it stacks with Aetheria feats and Ardent Tethers.

10/21/11 - Dreamspun Dodge, Heart and Sprint feats added.
Ninja Ardent Tether, Dreamforged Body feat and Dreamspun War Training feat added.
Force Dragon and Sun Wukong Ardent Tethers added.

10/25/11 - Blink Dog Ardent Tether added.

10/26/11 - Ice Devil and Madman of Zaun Ardent Tethers added.

10/27/11 - Harbinger of Doom Ardent Tether added.

10/28/11 - Elder Brain Ardent Tether added.
Phoenix Ardent Tether added.
Rabble Rouser Ardent Tether added.
Gloom Ardent Tether added.

Comments
Alright, well here is my 4th base class that I've homebrewed. The inspiration for it started when I was reading a thread concerning surviving in World's Largest Dungeon and how Totemist was a great class for that. Now, MoI was one of the few corners of Dungeon and Dragons that I have zero experience and very little understanding of, but from what I remembered I always did like the concept of the Totemist.

But between the original Totemist and the few fixes I found here on GiTP, I didn't find anything that really grabbed me, tickled my fancy or made me want to play any of them. So I decided to go about my own take on the concept and try my hand at capturing the idea that birthed this attempt.

Now...this is honestly very raw and the most incomplete piece of homebrew I've yet to submit to the eyes of the Playground (it doesn't even have a capstone). But I'm honestly still really getting a feel for what I want from this class and since it's based on Incarnum and I have little experience with Incarnum, it's going to be touch and go as well as being a long term project. So like my previous base class, the Wyrd-blooded, I'll be working on this piecemeal and it'll grow and shape bit by bit.

Tanuki Tales
2011-10-13, 12:16 AM
Ardent Tethers


Baalzebul
A fat fly is tattooed onto the skin of your body. As power and Aetheria flow into the etching the fly bloats further, skin cracking and peeling to reveal a massive, oozing slug beneath.

The Dreambound Canvas can morph their arm into a sturdy pseudopod. As a standard action they gain a slam attack that deals damage for a creature of their size.
The Dreambound Canvas gains a +2 bonus on Bluff and Diplomacy checks.
The Dreambound Canvas gains Spell Resistance equal to 5+their character level.

Aetheria: For every point of Aetheria imbued the following occurs:
The Dreambound Canvas receives a +1 bonus to damage caused by their slam attack.
Increase the bonus to Bluff and Diplomacy checks by +2.
Increase the Spell Resistance by 1.

Mind: The Dreambound Canvas gains Damage Reduction 5/Good and can cast Charm Person as a spell-like ability three times per day.
Voice: The Dreambound Canvas can vomit a cloud of flies as a standard action. These flies surround the Dreambound Canvas, granting them a 20% miss chance but causing a -5 penalty to Perception and Stealth checks. The Dreambound Canvas can dismiss them as a free action or send them outwards in a 10 foot burst as a standard action. Foes caught in the burst take 5d6 damage; a successful reflex save reduces this damage to half.
Soul: The Dreambound Canvas can summon a Fiendish Giant Slug (as Summon Monster VII) as a standard action.
The Dreambound Canvas can cast Ray of Enfeeblement and Fear as spell-like abilities at-will.
Essence: The Dreambound Canvas' slam attack now deals an extra 1d6 Negative Energy damage and causes the victim to be afflicted by an effect that mimics the Wither Limb spell.
The Dreambound Canvas gains Regeneration 5 (Good).


Bear
A small, innocent bear cub is emblazoned on your skin. As you grow in power, so too does the cub, changing to an adolescent and then a strong mother bear. As the power and Aetheria that is poured into it mounts up the Mother bear becomes more ferocious, defending her cubs with her life.

The Dreambound Canvas can grow a pair of fearsome claws. As a standard action they gain two claw attacks that deal damage as if they were one size category larger. These natural attacks can be used for iterative attacks and are treated as dual-wielded light weapons. The Dreambound Canvas receives the benefits of the Two-weapon Fighting feat if any Aetheria is imbued in this Ardent Tether.

The Dreambound Canvas grants soft cover to any adjacent allies.
The Dreambound Canvas gains natural armor equal to their Constitution modifier (minimum 1).

Aetheria: For every point of Aetheria imbued the following occurs:
The Dreambound Canvas receives a +1 bonus to damage caused by each claw.
The Dreambound Canvas grants soft cover for an extra 5 feet outwards from themselves.
Increase the natural armor bonus by 1.

Mind: The Dreambound Canvas can cast Shield Other as a spell-like ability at-will.
Voice: The Dreambound Canvas' claw attacks count as magic weapons and have the Wounding weapon property.
Soul: The Dreambound Canvas grants hard cover instead of soft.
The Dreambound Canvas, as a standard action, can create an Astral Construct in the form of a raging mother bear (as the Astral Construct power save that it only creates an 8th-level Construct).
Essence: The Dreambound Canvas's Shield Other ability can be placed upon an amount of creatures equal to their Constitution modifier (minimum 2) and both the Dreambound Canvas and those affected only take one quarter damage instead of one half.
The Dreambound Canvas' natural armor bonus becomes a deflection bonus.


Beholder
A sleeping beholder is scribed upon your flesh. As power and Aetheria flows into it, the eyes of the creature slowly open; first seven and then six. The central eye finally comes to life as the Eye Tyrant roars, baleful power firing from its eyestalks.

The Dreambound Canvas can cast Mage Hand as a spell-like ability at-will.
The Dreambound Canvas gains a +2 bonus to Perception and Spellcraft checks.
The Dreambound Canvas gains a +2 bonus on saving throws against spells and spell-like abilities.

Aetheria: For every point of Aetheria imbued the following occurs:
The Dreambound Canvas can lift 5 extra pounds with their Mage Hand.
Increase the bonus to Perception and Spellcraft checks by 2.
Increase the bonus to saving throws against spells and spell-like abilities by 2.

Mind: The Dreambound Canvas can, as a standard action, cause themselves to levitate five feet off the ground. This does not grant them a fly speed but they can otherwise move as normal. The Dreambound Canvas is treated as if under a permanent Feather Fall spell.
Voice: The Dreambound Canvas gains 6 ethereal eyes that float around their body when they gyve this Ardent Tether. These eyes grant the Dreambound Canvas the All-around vision special quality.
Soul: The Dreambound Canvas, when gyving this Ardent Tether, may select two of the following spells: Charm Person, Sleep (no hit dice cap), Slow, Fear and Inflict Moderate Wounds. They may cast the chosen spells as spell-like abilities at-will.
Essence: The Dreambound Canvas can, as a standard action, direct its etheral eyes all in one direction. The Dreambound Canvas loses the All-around vision special quality but generates a 150 foot cone that functions as the Antimagic field spell. The Dreambound Canvas may dismiss this ability or redirect it as a standard action. The cone is stationary, the etheral eyes frozen in place until dismissed or redirected.
The Dreambound Canvas, when gyving this Ardent Tether, may select two of the following spells: Charm Monster, Disintegrate, Finger of Death, Flesh to Stone, and Telekinesis. They may cast the chosen spells as spell-like abilities at-will.


Blink Dog
A Blink Dog lays upon a grassy knoll upon your flesh. As Aetheria and power seep into the confines of the art, the Blink Dog raises its head and is joined by three more of its pack.

The Dreambound Canvas can extend their face into a fearsome muzzle. As a standard action they gain a bite attack that deals damage for a creature of their size.
The Dreambound Canvas gains a +2 bonus on Perception and Stealth checks.
The Dreambound Canvas gains Scent out to 30 feet.

Aetheria: For every point of Aetheria imbued the following occurs:
The Dreambound Canvas receives a +1 bonus to attack rolls with their bite attack.
Increase the bonus to Perception and Stealth checks by +2.
Increase the range of the Scent by 10 feet.

Mind: The Dreambound Canvas gains a 10 foot bonus to their base land speed and receives a +2 bonus to attack rolls when flanking.
Voice: The Dreambound Canvas is treated as if continually under the Blink spell.
Soul: The Dreambound Canvas may, once every 2d4 rounds, move as if using the Dimension Door spell as a standard action. They may then make an attack action against one creature they threaten (melee) or have line of sight to (ranged).
Essence: The Dreambound Canvas, when gyving this Ardent Tether, may select an amount of creatures equal to their Constitution modifier (minimum 1). The selected creatures are treated as if under the effects of the Blink spell as long as this Ardent Tether is gyved.
The Dreambound Canvas's Soul Ardent Form ability may now be used once every 1d4 rounds and is a move action.


Corpse
The fresh corpse of a pauper in sound peace is scribed upon your body. As Aetheria and power flows into its form the body begins to slowly rot until nothing but a skeleton in rags remain.

The Dreambound Canvas only needs sustenance once every two days instead of everyday.
The Dreambound Canvas gains a +2 bonus on fortitude saves.
The Dreambound Canvas gains Darkvision out to 60 feet.

Aetheria: For every point of Aetheria imbued the following occurs:
The Dreambound Canvas does not need sustenance for one extra day.
Increase the bonus to fortitude saves by 2.
Increase the range of the Darkvision by 10 feet.

Mind: The Dreambound Canvas gains a slam attack which deals negative energy damage instead of bludgeoning. If the Dreambound Canvas scores a critical hit with this slam they heal half the damage that they deal.
The Dreambound Canvas no longer needs to sleep.
Voice: The Dreambound Canvas is healed by negative energy as well as positive energy and gains a bonus on saving throws against mind-affecting spells and effects equal to one quarter their levels in this class.
The Dreambound Canvas no longer needs to breathe.
Soul: The Dreambound Canvas' slam now causes those hit by it to be nauseated and frightened if they fail a Fortitude save against it. The Dreambound Canvas also heals the same amount of damage they deal with a critical hit with the slam attack.
The Dreambound Canvas is no longer subject to fatigue or exhaustion.
Essence: The Dreambound Canvas gains all the benefits of the Undead type while this Ardent Tether is gyved. The Dreambound Canvas' slam now causes those hit by it to contract Slimy Doom (save that the onset is instant and the frequency is once per round) and those slain by it to raise as a zombie under the Dreambound Canvas' control as long as this Ardent Tether is gyved.


Elder Brain
A small, glowing blue brain is scrawled upon yourself. As you feed it Aetheria and power the brain begins to grow, tendrils sprouting from its surface and reaching outwards as if towards those observing it.

The Dreambound Canvas gains a mindblast that takes the form of a 60 foot cone. Foes caught in the cone take 1d4 points of damage and must make a Will save or be dazed for one round. This ability takes a standard action and may be used once every 6d4 rounds.
The Dreambound Canvas gains Telepathy out to 10 feet.
The Dreambound Canvas gains a +2 bonus on Diplomancy and Spellcraft checks.

Aetheria: For every point of Aetheria imbued the following occurs:
Add one extra die to the damage dealt and subtract one die from the time that the mindblast can be used again.
Increase the range of the Telepathy by 10 feet.
Increase the bonus to Diplomacy and Spellcraft checks by +2.

Mind: The Dreambound Canvas gains Damage Reduction 5/Adamantine and can cast the spell Suggestion as a spell-like ability at-will.
Voice: The Dreambound Canvas can cast Charm Person, Clairaudience/Clairvoyance and Detect Thoughts as spell-like abilities at-will.
The Dreambound Canvas gains Resist Cold and Fire 5.
Soul: The Dreambound Canvas can cast Charm Monster, Mass Suggestion and Plane Shift as spell-like abilities at-will.
The Dreambound Canvas gains Blindsight out to 60 feet.
Essence: The Dreambound Canvas can, once per day, cause a large portion of brain matter to bud off from their bodies. This lump coalsces and forms a Brain Golem (Fiend Folio pg. 85) loyal to the Dreambound Canvas over the course of 1d6 rounds. The Brain Golem exists as long as this Ardent Tether is gyved or until it is destroyed, which ever occurs first. The Dreambound Canvas loses 1 point of their Intelligence score for each Brain Golem it creates but regains the lost points when the Golem(s) are destroyed or cease to exist. The Dreambound Canvas can have no more than its Constitution modifier in Brain Golems at any one point.
The Dreambound Canvas gains Regeneration 5(Acid or Sonic).


Falcon
The head of a stern, watchful falcon is etched into your skin. As your power grows and more Aetheria is imbued into it, the Falcon grows to a full bird of prey, taking flight and talons extended to attack.

The Dreambound Canvas can grow a rending beak and a pair of vicious talons. As a standard action they gain a bite attack and two claw attacks that deal damage for a creature of their size.
The Dreambound Canvas gains a +2 bonus to Perception and Survival checks.
The Dreambound Canvas gains a +1 bonus to ranged attack rolls.

Aetheria: For every point of Aetheria imbued the following occurs:
The Dreambound Canvas receives a +1 bonus to damage caused by their bite and each claw.
Increase the bonus to Perception and Survival by 2.
Increase the bonus to ranged attack rolls by 1.

Mind: The Dreambound Canvas is under a constant Feather Fall effect.
Voice: The Dreambound Canvas can cast Fly as a spell-like ability.
The Dreambound Canvas receives a penalty to attack rolls for every two range increments when using a ranged weapon instead of every one.
Soul: The Dreambound Canvas can cast Overland Flight as a spell-like ability at-will and receives the benefits of the Flyby attack feat.
The Dreambound Canvas, as a standard action, can generate and fire a flurry of 1d4 feathers made of force. These feathers function like the Magic Missile spell save that they are not impeded by the Shield spell or similar effects. These feathers deal 5d4 points of Force damage.
Essence: The Dreambound Canvas gains a flight speed equal to twice their base land speed with Perfect Maneuverability. When gyving this Ardent Tether the Dreambound Canvas may select an amount of creatures equal to their Constitution modifier (minimum 1). The selected creatures are treated as if under the effects of the Feather Fall and Aspect of the Falcon spells as long as this Ardent Tether is gyved.
The Dreambound Canvas receives a penalty to attack rolls for every three range increments when using a ranged weapon instead of every one.

Force Dragon
A wyrmling that looks like it was carved from diamond is tattooed upon you. As Aetheria and power flow into its form it matures, eventually becoming a majestic, ghost-like great wyrm.

The Dreambound Canvas gains a breath weapon that deals 1d4 Force damage and may be used once every 6d4 rounds.
The Dreambound Canvas gains Force Resistance 5.
The Dreambound Canvas gains Spell Resistance equal to 5+their character level.

Aetheria: For every point of Aetheria imbued the following occurs:
Add one extra die to damage dealt and remove one die from the time before the breath weapon can be used again.
Increase the Force Resistance by 5.
Increase the Spell Resistance by 1.

Mind: The Dreambound Canvas gains Damage Reduction 5/Magic that can only be bypassed by weapons who's enhancement bonus is equal to or greater than one quarter their total Hit Dice. The Dreambound Canvas may cast Magic Missile as a spell-like ability at-will.
Voice: The Dreambound Canvas adds its Charisma bonus to it's AC as a deflection bonus.
The Dreambound Canvas gains immunity to Paralysis.
Soul: The Dreambound Canvas can cast Blur, Invisibility and Displacement as spell-like abilities at-will.
The Dreambound Canvas gains Blindsense out to 60 feet.
Essence: The Dreambound Canvas can cast Wall of Force, Resilient Sphere, and Maze as spell-like abilities at-will.
The Dreambound Canvas' Damage Reduction improves to DR 10/Epic and their Breath Weapon now deals d6 instead of d4 damage.


Gloom
A blot of darkness is scribed into your skin, a haunting smile floating amidst it. As power and Aetheria mount inside, the smile slowly begins to fade away until nothing but the darkness remains.

The Dreambound Canvas gains the Sneak Attack progression of a Rogue of their level-5.
The Dreambound Canvas gains a +2 bonus on Intimidate and Stealth checks.
The Dreambound Canvas gains Spell Resistance equal to 5+their character level.

Aetheria: For every point of Aetheria imbued the following occurs:
Decrease the level difference by 1.
Increase the bonus to Intimidate and Stealth checks by +2.
Increase the Spell Resistance by 1.

Mind: The Dreambound Canvas gains Damage Reduction 5/- and can cast True Strike as a spell-like ability three times per day.
Voice: The Dreambound Canvas acts as if constantly under the effects of the Silence spell. This grants the Dreambound Canvas a +10 bonus on Stealth checks. The Dreambound Canvas can lower and raise this effect as a standard action.
Soul: Any foe who meets the Dreambound Canvas' gaze must make a Will save or be panicked for 2d10 rounds. Those who make the save are immune to the Dreambound Canvas' gaze for 24 hours but are shaken for as long as they remain in the Dreambound Canvas' presence.
Essence: When a foe who is threatened by the Dreambound Canvas is dealt damage by one of the Dreambound Canvas' allies, the Dreambound Canvas may make an attack of opportunity against the foe. The Dreambound Canvas can do this a number of times per round equal to their Dexterity modifier and these instances do not count as their attack of opportunity for the round.
The Dreambound Canvas can cast Shadow Walk as a spell-like ability at-will.


Harbinger of Doom

A well oiled scythe is etched into the surface of your skin. As Aetheria and power begins to fill its form a murder of crows arrives, perching on the blade or pecking the ground around its hilt.

The Dreambound Canvas gains the Sneak Attack progression of a Rogue of their level-5.
The Dreambound Canvas gains a +2 bonus on Intimidate and Stealth checks.
The Dreambound Canvas grants a +2 bonus to the Caster Level of allies within 30 feet of themselves for the purpose of overcoming spell resistance.

Aetheria: For every point of Aetheria imbued the following occurs:
Decrease the level difference by 1.
Increase the bonus to Intimidate and Stealth checks by +2.
Increase the bonus to Caster Level by +2.

Mind: The Dreambound Canvas, as a standard action, selects a foe who is within 30 feet of themselves. The selected creature must make a Will save or be frightened for one round. A creature who makes the save is shaken instead for one round. This ability can be used once every 1d6 rounds and affects creatures normally immune to fear effects.
Voice: The Dreambound Canvas, as a standard action, makes a ranged touch attack against a foe who is within 30 feet of themselves. If the attack succeeds the Dreambound Canvas deals 3d6 damage every round for two rounds to the foe, healing an amount of hit points equal to the damage dealt. If the Dreambound Canvas moves out of its current square or the foe moves outside of 30 feet from the Dreambound Canvas the ability ends immediately. This ability can be used once every 1d6 rounds.
Soul: The Dreambound Canvas, as a standard action, makes a ranged touch attack against a foe who is withing 30 feet of themselves. This attack takes the form of a black crow that will attack up to 4 other foes who are within 10 feet of the original target using the same attack roll. If there are not enough targets in range the crow will attack those in range multiple times. The crow deals 5d6 points of damage and those damaged by it are treated as if under the Silence spell for one round. This ability can be used once every 1d8 rounds.
Essence: Once per encounter, the Dreambound Canvas can select one square within 60 feet of themselves as a standard action. The Dreambound Canvas then teleports to the selected square and is surrounded by a swirling aura in the shape of a murder of crows. This aura extends in a 20 foot radius from the Dreambound Canvas and lasts 1d4+1 rounds. Any foes in the radius of the aura takes 7d6 damage each round they remain inside of it.


Ice Devil
A jagged spear made of blue steel is scrawled upon your body. As you fill it with power and Aetheria, ice begins to cover the spear until it is eventually encased completely.

The Dreambound Canvas gains Cold Resistance 5.
The Dreambound Canvas gains a +2 bonus on Perception and Sense Motive checks.
The Dreambound Canvas gains Spell Resistance equal to 5+their character level.

Aetheria: For every point of Aetheria imbued the following occurs:
Increase the Cold Resistance by 5.
Increase the bonus to Perception and Sense Motive checks by +2.
Increase the Spell Resistance by 1.

Mind: The Dreambound Canvas' weapons and natural attacks become coated with supernatural ice, dealing 1d6 extra cold damage.
Voice: The Dreambound Canvas' weapons and natural attacks cause sluggishness in their victims. Those hit by a Dreambound Canvas' weapons or natural attacks must succeed on a Fortitude save or be affected as if by the Slow spell for 1d6 rounds.
The Dreambound Canvas gains a Fly speed equal to their base land speed.
Soul: The Dreambound Canvas can cast Cold of Cone, Ice Storm and Wall of Ice as spell-like abilities at-will.
The Dreambound Canvas gains DR 10/Good and immunity to poison.
Essence: The Dreambound Canvas gains a Fear Aura out to 30 feet. Foes who enter the aura must make a a Fortitude save or be panicked for 1d6 rounds. Those who save against it are immune to the aura for 24 hours but still take a -2 on all rolls while in the range of the aura.
The Dreambound Canvas gains Regeneration 5 (Good) and is immune to Fire damage.


Madman of Zaun
A capital M scrawled in purple ink is printed on your skin. As you gain more power and Aetheria, more letters join the first, eventually writing, "MUNDO GOES WHERE HE PLEASES!"

The Dreambound Canvas gains Fast Healing 1. This only functions when the Dreambound Canvas has less than half health.
The Dreambound Canvas gains a +2 bonus on Intimidate and Knowledge (Arcana) checks.
The Dreambound Canvas gains Darkvision out to 60 feet.

Aetheria: For every point of Aetheria imbued the following occurs:
Increase the Fast Healing by 1.
Increase the bonus to Intimidate and Knowledge (Arcana) checks by +2.
Increase the range of the Darkvision by 10 feet.

Mind: The Dreambound Canvas, as a standard action, gains a bonus on attack rolls and damage rolls equal to one quarter their level in this class. This bonus lasts until the end of the Dreambound Canvas' next turn. This ability can be used once every 1d4 rounds and costs 10% of the Dreambound Canvas' total hit points to use.
Voice: The Dreambound Canvas, as a standard action, may make a range touch attack against a foe they have line of sight and effect to. They throw a cleaver shaped construct of energy at the foe which deals 6d6 slashing damage. If the attack hits, the target is treated as if under the effects of a Slow spell for 1 round. This ability can be used once every 1d4 rounds and costs 20% of the Dreambound Canvas' total hit points to use.
Soul: The Dreambound Canvas, as a standard action, may generate an aura that has a 10 foot radius. Foes in this aura's range take 1d6 points of damage for every round they remain within it and the Dreambound Canvas lessens the duration of any negative effect they are suffering from by one quarter its duration (maximum 1 round) as long as this aura is active. It can be suppressed as a free action and may only be used again after 1d6 rounds. This ability costs 5% of the Dreambound Canvas' total hit points for every round that it's active.
Essence: Once per encounter, the Dreambound Canvas may sacrifice 20% of their total hit points to gain the following effects for 1d6 rounds:
Regeneration equal to twice the sacrificed amount of hit points that can't be suppressed.
The Dreambound Canvas' base land speed is doubled.


Monk
An a human monk is tattooed on your body, her legs spread and her guard up. As you pour Aetheria and power into its form she begins to relax, eventually taking a sitting position, deep in meditation.

The Dreambound Canvas receives the benefits of the Improved Unarmed Strike feat and gains the Unarmed Strike progression of a Monk of their level-5.
The Dreambound Canvas gains the Flurry of Blows progression of a Monk of their level-5.
The Dreambound Canvas gains the AC Bonus progression of a Monk of their level-5.

Aetheria: For every point of Aetheria imbued the following occurs:
Decrease the level difference by 1.

Mind: The Dreambound Canvas gains Evasion, a +10 bonus to their base land speed and a +2 bonus to saving throws against enchantment spells and effects.
Voice: The Dreambound Canvas gains a bonus to jump checks equal to their class level, immunity to all diseases and can heal, as a standard action, an amount of damage equal to twice their class level once every 2 hours.
Soul: The Dreambound Canvas gains Improved Evasion and immunity to poison.
The Dreambound Canvas can cast Dimension Door as a spell-like ability at-will.
Essence: The Dreambound Canvas gains immunity to aging effects, spell resistance equal to 11+their class level and can speak with any living creature.
The Dreambound Canvas can cast Etherealness as a spell-like ability at-will.


Ninja
A Ninja, poised in the limb of a tree, is tattooed upon your flesh. As Aetheria and power suffuse it the Ninja gains notice of those watching it, disappearing in a large cloud of smoke.

The Dreambound Canvas gains the Sneak Attack progression of a Ninja (http://www.d20pfsrd.com/classes/alternate-classes/ninja) of their level-5.
The Dreambound Canvas gains the No Trace progression of a Ninja of their level-5.
The Dreambound Canvas gains a +2 bonus on Sleight of Hand and Stealth checks.

Aetheria: For every point of Aetheria imbued the following occurs:
Decrease the level difference by 1.
Increase the bonus to Sleight of Hand and Stealth checks by +2.


Mind: The Dreambound Canvas gains Poison Use, a +10 bonus to their base land speed and a +2 bonus on Perception checks.
Voice: The Dreambound Canvas gains the Light Steps class feature, Uncanny Dodge and once per encounter may make an extra attack at their highest attack bonus as part of a full attack action.
Soul: The Dreambound Canvas gains Improved Uncanny Dodge, Evasion and gains access to the Assassinate Master Trick.
Essence: The Dreambound Canvas, when gyving this Ardent Tether, may select 5 ninja tricks (no more than 2 of which can be Master Tricks). The Dreambound Canvas gains the use of these tricks for as long as they have this Ardent Tether gyved.


Owl
A slumbering barn owl is scrawled on the surface of your body. As power and Aetheria enter its form one eye lazily opens, followed by another, the owl soon staring intently at whomever is currently watching it.

The Dreambound Canvas can grow a rending beak and a pair of vicious talons. As a standard action they gain a bite attack and two claw attacks that deal damage for a creature of their size.
The Dreambound Canvas gains a +2 bonus on Perception and Stealth checks.
The Dreambound Canvas gains Darkvision out to 60 feet.

Aetheria: For every point of Aetheria imbued the following occurs:
The Dreambound Canvas receives a +1 bonus to attack rolls with their bite and each claw.
Increase the bonus to Perception and Stealth checks by +2.
Increase the range of the Darkvision by 10 feet.

Mind: The Dreambound Canvas may move their full base land speed while making a Stealth check with no penalty.
Voice: The Dreambound Canvas may grow a pair of downy wings. As a standard action they gain a flight speed equal to their base land speed with a maneuverability of average.
The Dreambound Canvas gains Sneak Attack +3d6 while this Ardent Tether is gyved.
Soul: The Dreambound Canvas constantly produces an effect similar to the spell Silence.
The Dreambound Canvas may take a 10 on Stealth checks even when otherwise not allowed.
Essence: The Dreambound Canvas, when gyving this Ardent Tether, may select an amount of creatures equal to their Constitution modifier (minimum 1). The selected creatures are treated as if under the effects of the Silence spell for as long as this Ardent Tether is gyved.
The Dreambound Canvas may use a charge or a run action when using the Stealth skill.
The Dreambound Canvas gains Sneak Attack +8d6 while this Ardent Tether is gyved.


Ozodrin
The likeness of an innocent, raven haired girl is scrawled into your skin. But as Aetheria and power are poured into her she begins to warp and change, devolving finally into a terrible, cthonic mass of eyes, teeth and tentacles.

The Dreambound Canvas gains the Manifest Form of an Ozodrin (http://www.giantitp.com/forums/showthread.php?t=153536&highlight=Ozodrin) of their level-5.
The Dreambound Canvas gains the Form Points of an Ozodrin of their level-5 (using their Constitution and amount of Aetheria imbued in place of Charisma and amount of Aberrant feats respectively).
The Dreambound Canvas gains the Menacing Demeanor of an Ozodrin of their level-5.

Aetheria: For every point of Aetheria imbued the following occurs:
Decrease the level difference by 1.

Mind: The Dreambound Canvas gains a bonus on will saves against the natural abilities of Aberrations equal to their class level.
The Dreambound Canvas gains access to the Feature (Mouth) class feature of the Ozodrin class.
Voice: The Dreambound Canvas gains to the Strange Anatomy and Unearthly Power class feature of the Ozodrin class.
The Dreambound gains access to Features (Spike, Limb and Tentacles) class features of the Ozodrin class.
Soul: The Dreambound Canvas gains access to the Budding Body class features of the Ozodrin class.
The Dreambound Canvas gains access to Features (Flesh, Special Eyes and Fin) class features of the Ozodrin class.
Essence: The Dreambound Canvas gains access to the Shifting Shape, Rapid Form (using Constitution in place of Charisma) and Naught Morality class features of the Ozodrin class.
The Dreambound Canvas gains access to Features (Lure Trap and Puppet) class features of the Ozodrin class.


Phasm
A pus colored blotch is etched into your skin. As Aetheria and pour enters the tattoo is slowly begins to change color before becoming a pulsing rainbow.

The Dreambound Canvas can grow a fearsome weapon. As a standard action they gain one natural weapon of their choice.
The Dreambound Canvas, when gyving this Ardent Tether, may select one saving throw. They gain a +2 bonus on the chosen saving throw.
The Dreambound Canvas, when gyving this Ardent Tether, may select Darkvision, Lowlight vision or Scent. They gain the chosen sensory mode out to 60 feet.

Aetheria: For every point of Aetheria imbued the following occurs:
The Dreambound Canvas can grow one extra natural weapon.
Increase the saving throw bonus by +2.
Increase the range of the sensory mode by 10 feet.

Mind: The Dreambound Canvas can cast Beast Shape I as a spell-like ability at-will.
Voice: The Dreambound Canvas gains Fortification 25% and immunity to poison and stunning.
Soul: The Dreambound Canvas can cast Beast Shape IV as a spell-like ability at-will.
The Dreambound Canvas gains Fortification 50% and can delay any negative transmutation effect for 1 round.
Essence: The Dreambound Canvas gains the Seeming class feature of an 11th level Nagual (http://www.giantitp.com/forums/showthread.php?t=216407) (including any improvements the Nagual would have to their Seeming class feature, such as Skittering Dark, Kitten Soul and Natural Mystery but not Shifting Defense, Morphic traits or Fluid Seeming).


Phoenix

An egg the color of fire is etched into your flesh. As your power and Aetheria grow, cracks begin to form on the egg and fire licks out from these fractures.

The Dreambound Canvas can grow a rending beak and a pair of vicious talons. As a standard action they gain a bite attack and two claw attacks that deal damage for a creature of their size.
The Dreambound Canvas gains Fire Resistance 5.
The Dreambound Canvas gains Spell Resistance equal to 5+their character level

Aetheria: For every point of Aetheria imbued the following occurs:
The Dreambound Canvas receives a +1 bonus to damage caused by their bite and each claw.
Increases the Fire Resistance by 5.
Increases the Spell Resistance by 1.

Mind: The Dreambound Canvas' weapons and natural attacks become wreathed with supernatural fire, dealing 1d6 extra damage. Half of this damage is fire and the other half is untyped.
Voice: The Dreambound Canvas may grow a pair of smoldering wings. As a standard action they gain a flight speed equal to their base land speed with a maneuverability of average.
The Dreambound Canvas can cast Continual Flame, Detect Magic and Detect Poison as spell-like abilities at-will.
Soul: The Dreambound Canvas, as a standard action, can causes its feathers to break off and constantly regrow like embers floating from a fire. All foes within 10 feet of the Dreambound Canvas must make a reflex save each round they are within 10 feet of the Dreambound Canvas or take 4d6 points of damage (half of the damage being fire, the other half untyped). A foe who attacks the Dreambound 1d6 points of damage (half fire and half untyped) if using a non-reach weapon or a natural attack. The Dreambound Canvas can suppress this ability as a free action.
Essence: The Dreambound Canvas becomes difficult to kill. If the Dreambound Canvas is slain by any ability or effect that leaves behind physical remains it returns after 1d4 rounds. The Dreambound Canvas is fully healed and emerges from the remains, being treated as if brought back by the Resurrection spell.
The Dreambound Canvas gains Regeneration 5 (Cold or Evil).


Rabble Rouser
A wooden cask of alcohol has been tattooed upon you. As more Aetheria and power fill it, the cask begins to buckle and bulge, violet liquid seeping out until the cask bursts outward.

During combat, whenever the Dreambound Canvas uses one of the abilities granted by this Ardent Tether, they may create and drink a beverage as a free action. The Dreambound Canvas heals 1d4 points of damage when drinking this concoction.
The Dreambound Canvas gains a +2 bonus on Fortitude saves.
The Dreambound Canvas gains a +4 bonus on Craft (Alchemy) and Profession (Brewer) checks

Aetheria: For every point of Aetheria imbued the following occurs:
The Dreambound Canvas heals an extra die of damage.
Increase the bonus to Fortitude saves by +2.
Increase the bonus to Craft (Alchemy) and Profession (Brewer) checks by +4.

Mind: The Dreambound Canvas, as a standard action, selects one square within 30 feet of themselves. They then create and roll a cask of alcohol that detonates when it reaches the selected square, dealing 3d6 points of damage to all foes within 10 feet of the selected square. This ability can only be used once every 1d6 rounds.
Voice: The Dreambound Canvas, as a standard action, creates and guzzles from a cask of alcohol. For the next three rounds the Dreambound Canvas gains Damage Reduction 5/- and is treated as if under the Haste spell. This ability can only be used once every 1d6 rounds.
Soul: The Dreambound Canvas, as a standard action, selects a foe within 60 feet of themselves. They then charge towards the selected foe and collide with them, dealing 10d6 points of damage. Any foe within 20 feet of the selected foe takes half this amount of damage as well. All foes damaged by this ability are treated as if under the Slow spell for the next two rounds. This ability can only be used once every 1d8 rounds.
Essence: Once per encounter, the Dreambound Canvas may select a square within 30 feet of themselves as a standard action. They then create and toss a cask of alcohol that detonates upon landing. Foes within 30 feet of the selected square take 15d6 points of damage and are knocked 10 feet away from the selected square and fall prone. A successful reflex save halves this damage and prevents the creature from being knocked prone.


Samurai
A tattoo of a noble Samurai is etched upon you, caught in deep meditation. As more Aetheria and power flows, the Samurai rises from his revere, charging head-long into battle and ignoring the arrows that pierce his chest.

The Dreambound Canvas can use the Challenge class feature of the Samurai (http://www.d20pfsrd.com/classes/alternate-classes/samurai) once per day.
The Dreambound Canvas can use the Resolve class feature once per day .
The Dreambound Canvas receives a +2 bonus on saving throws against Fear and Fear effects.

Aetheria: For every point of Aetheria imbued the following occurs:
The Dreambound Canvas can use the Challenge class feature one extra time per day.
The Dreambound Canvas can use the Resolve class feature one extra time per day.
Increase the bonus to saving throws by +2.

Mind: The Dreambound Canvas receives the benefits of the Quick Draw feat with any weapon they are proficient with an receive a +2 bonus to confirm critical hits with a weapon.
Voice: The Dreambound Canvas grants all allies within 60 feet of themselves a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge.
The Dreambound Canvas gains immunity to fear.
Soul: The Dreambound Canvas gains the Greater Resolve class features and may make an Honorable Stand two times per day.
Essence: The Dreambound Canvas grants allies within 60 feet of themselves a +2 morale bonus on saving throws against mind-affecting effects.
The Dreambound Canvas gains the Demanding Challenge and True Resolve class features.


Spellbook
An innocuous book is printed on the skin of your body. As you pour power and Aetheria into the tattoo the book's pages begin to splay open and display an aura of arcane power.

The Dreambound Canvas, when gyving this Ardent Tether, may select one 0th level spell from the Sorcerer/Wizard spell list. The Dreambound Canvas can cast this spell as a spell-like ability at-will.
The Dreambound Canvas gains a +2 bonus on Spellcraft and Knowledge (Arcana) checks.
The Dreambound Canvas gains Spell Resistance equal to 5+their character level.

Aetheria: For every point of Aetheria imbued the following occurs:
The Dreambound Canvas can select one extra 0th level spell.
Increase the bonus to Spellcraft and Knowledge (Arcana) checks by +2.
Increase the Spell Resistance by 1.

Mind: The Dreambound Canvas, when gyving this Ardent Tether, may select two 1st level spells from the Sorcerer/Wizard spell list. The Dreambound Canvas can cast these spells as spell-like abilities at-will.
Voice: The Dreambound Canvas, when gyving this Ardent Tether, may select two 3rd level spells from the Sorcerer/Wizard spell list. The Dreambound Canvas can cast these spells as spell-like abilities at-will.
Soul: The Dreambound Canvas, when gyving this Ardent Tether, may select two 6th level spells from the Sorcerer/Wizard spell list. The Dreambound Canvas can cast these spells as spell-like abilities three times per day.
Essence: The Dreambound Canvas, when gyving this Ardent Tether, may select one 8th level spell and one 7th level spell from the Sorcerer/Wizard spell list. The Dreambound Canvas can cast these spells as spell-like abilities two times per day.


Sun
A small sun tattoo is etched in your skin, it rarely pulsing with a warm glow. As more Aetheria and power is bound inside of it the tattoo grows in size, warmth pouring to bolster your body. The calming heat it puts into you eventually becomes so intense it almost pours off of you.

The Dreaming Canvas can cast Flare Burst as a spell-like ability. This ability is centered on the Dreaming Canvas and affects only those who they designate as foes.
The Dreaming Canvas gains Fire Resistance 5.
The Dreaming Canvas can produce a soothing light as a free action. This light functions as a torch, its light extending in a 10 foot radius around the Dreaming Canvas. Allies who are in the range of this ability automatically stabilize.

Aetheria: For every point of Aetheria imbued the following occurs:
Increase the radius of the Flare Burst by 10 feet.
Increase the Fire Resistance by 5.
Increase the radius of the light produced by 10 feet.

Mind: The Dreambound Canvas, as a standard action, lets forth a burst of light that deals 2d6 damage as a ranged touch attack. If used on an ally, they are healed 1d6 points of damage instead but can not be healed above half health.
Voice: The Dreambound Canvas gains Immunity to Fire and any foe that is in the area of the light they put off takes 1d6 points of damage every round. Half of this damage is Fire and half is untyped.
Soul: The Dreambound Canvas can summon a Huge Fire Elemental (as the spell Summon Monster VI) as a standard action. Half the damage the Elemental deals with its slam attacks is untyped and the damage from its Burn special attack is untyped.
Essence: The Dreambound Canvas produces extreme desert conditions within a 100 foot radius of themselves. The temperature band in that area rises by two steps or to severe heat, whichever produces the hotter result (See Sandstorm pg. 12). This ability only effects those that the Dreambound Canvas designates as foes and can be suppressed as a free action. When gyving this Ardent Tether the Dreambound Canvas may select an amount of creatures equal to their Constitution modifier (minimum 1). The selected creatures gain immunity to fire as long as this Ardent Tether is gyved.


Sun Wukong
An egg made of jade is scrawled upon your body. As you gain more power and Aetheria the egg's shell begins to crack until it shatters completely, revealing an Adamantine staff in its center.

The Dreambound Canvas gains a +1 Dodge bonus to AC.
The Dreambound Canvas gains a +2 bonus on Bluff and Sleight of Hand checks.
The Dreambound Canvas gains the Flurry of Blows progression of a Monk of their level-5.

Aetheria: For every point of Aetheria imbued the following occurs:
Increase the Dodge bonus by 1.
Increase the bonus to Bluff and Sleight of Hand checks by +2.
Decrease the level difference by 1.

Mind: The Dreambound Canvas gains Damage Reduction 5/Adamantine and can cast Alter Self as a spell-like ability three times per day.
Voice: The Dreambound Canvas can, as a full round that provokes attacks of opportunity, create 1d4 copies of themselves. These copies are real, physical entities that have half the Hit Dice and class level of the Dreambound Canvas but are otherwise identical. These copies last for an amount of rounds equal to 1+1/2 the Dreambound Canvas' Constitution modifier. These copies gain none of the abilities granted by this Ardent Tether.
Soul: The Dreambound Canvas can cast Magic Circle Against Evil and Hold Monster as spell-like abilities at-will.
The Dreambound Canvas gains the carrying capacity as if they were a Colossal sized creature for as long as this Ardent Tether is gyved and receive a +10 bonus on strength checks.
Essence: The Dreambound Canvas can cast Control Weather and Cloud Chariot as spell-like abilities at will.
The Dreambound Canvas' copies have the same Hit Dice and Class levels as the Dreambound Canvas and possess all the powers of this Ardent Tether. The copies may not use the Essence Ardent Form's copy ability but may use the Voice Ardent Form's.


Swordsage
A half-elf warrior in leather armor sits in a crouched position upon your flesh. As Aetheria and power flow within him he rises and unsheathes his weapon, executing one of the fabled techniques of the Sublime Way.

The Dreambound Canvas, when gyving this Ardent Tether, may select one weapon they are proficient with. As long as this Ardent Tether is gyved they receive a +1 bonus on attack rolls with the selected weapon.
The Dreambound Canvas gains a +2 bonus on saving throws against spells and spell-like abilities.
The Dreambound Canvas gains a +1 bonus on Initiative checks.

Aetheria: For every point of Aetheria imbued the following occurs:
Increase the bonus to attack rolls by 1.
Increase the bonus to saving throws by +2.
Increase the bonus on Initiative checks by 1.

Mind: The Dreambound Canvas, when gyving this Ardent Tether, may select one of the following Martial Disciplines: Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon and Tiger Claw. As long as this Ardent Tether is gyved they know three maneuvers from the chosen discipline and can ready two of them.
The Dreambound Canvas' Initiator level is equal to their levels in this class. The Dreambound Canvas recovers maneuvers as a Swordsage.
Voice: The Dreambound Canvas may now select two disciplines when gyving this Ardent Tether. They now know six maneuvers from the chosen disciplines and can ready three of them.
Soul: The Dreambound Canvas may now select three disciplines when gyving this Ardent Tether. They now know eight maneuvers from the chosen disciplines and can ready four of them.
Essence: The Dreambound Canvas may now select four disciplines when gyving this Ardent Tether. They now know eleven maneuvers from the chosen disciplines and can ready five of them. The Dreambound Canvas also can select one stance granted by one of the chosen disciplines and remain within it while gyving this Ardent Tether.

Tanuki Tales
2011-10-13, 12:17 AM
Character Options


Feats

Aetheria Feats
Feats with the "[Aetheria]" tag can only be taken by characters who possess the ability to gyve Ardent Tethers. An Aetheria feat, like an Ardent Tether, can be imbued with Aetheria to increase the power of the feat. But unlike an Ardent Tether, any Aetheria imbued into an Aetheria feat is locked into the feat for 24 hours and cannot be reassigned.

Dreamforged Body [Aetheria]
Prerequisite: Warforged
Benefit: Once per day, you can imbue Aetheria into this feat, gaining an enhancement bonus to the AC granted by your Composite Plating racial feature equal to the amount of Aetheria imbued into this feat.
You gain 1 point of Aetheria.
Special: This feat can only be taken at 1st level.

Dreamspun Cruelty [Aetheria]
Prerequisite: Constitution 13
Benefit: Once per day, you can imbue Aetheria into this feat, gaining an insight bonus on attack rolls to confirm a critical hit equal to the amount of Aetheria imbued within this feat.
You gain 1 point of Aetheria.

Dreamspun Dodge[Aetheria]
Prerequisite: Constitution 13, Dexterity 13
Benefit: Once per day, you can imbue Aetheria into this feat, gaining a dodge bonus to your Armor Class equal to the amount of Aetheria imbued within this feat.
You gain 1 point of Aetheria.
Special: Dreamspun Dodge can be used in place of the Dodge feat to qualify for a feat, prestige class or other special ability.

Dreamspun Expertise [Aetheria]
Prerequisite: Constitution 13, Intelligence 13, Combat Expertise
Benefit: Once per day, you can imbue Aetheria into this feat, gaining an insight bonus on Combat Maneuver checks for tripping or disarming and feint actions equal to the amount of Aetheria imbued within this feat. Additionally you receive an insight bonus of the same amount to AC when using the Combat Expertise feat.
You gain 1 point of Aetheria.

Dreamspun Fortification [Aetheria]
Prerequisite: At least one other Aetheria feat
Benefit: You gain 2 hit points for every Aetheria feat you posses. Whenever you take a new Aetheria feat you gain an additional 2 hit points.
You gain a +4 bonus on Fortitude saves against death from massive damage.
You gain 1 point of Aetheria.

Dreamspun Fortitude [Aetheria]
Prerequisite: Constitution 13
Benefit: Once per day, you can imbue Aetheria into this feat, gaining an insight bonus on Fortitude saving throws equal to the amount of Aetheria imbued within this feat.
You gain 1 point of Aetheria.
Special: Dreamspun Fortitude can be used in place of the Great Fortitude feat to qualify for a feat, prestige class or other special ability.

Dreamspun Heart [Aetheria]
Prerequisite: Character level 16, Constitution 13
Benefit: You gain an amount of hit points equal to the size of your Aetheria pool. If you later gain a larger Aetheria pool this feat grants the new size of your Aetheria pool in hit points.
You gain 1 point of Aetheria.

Dreamspun Mercy [Aetheria]
Prerequisite: Constitution 13, Heal 1 rank
Benefit: Once per day, you can imbue Aetheria into this feat. You can then heal either yourself or an ally an amount of times per day equal to the amount of Aetheria imbued. This is a swift action for yourself, a standard action for an ally and heals 10 hit points for each point of Aetheria imbued in this feat.
You gain 1 point of Aetheria.

Dreamspun Reflexes [Aetheria]
Prerequisite: Constitution 13
Benefit: Once per day, you can imbue Aetheria into this feat, gaining an insight bonus on Reflex saving throws equal to the amount of Aetheria imbued within this feat.
You gain 1 point of Aetheria.
Special: Dreamspun Reflexes can be used in place of the Lightning Reflexes feat to qualify for a feat, prestige class or other special ability.

Dreamspun Savagery [Aetheria]
Prerequisite: Constitution 13, Strength 13
Benefit: Once per day, you can imbue Aetheria into this feat, gaining an insight bonus on Combat Maneuver checks for bullrushing, overrunning or sundering equal to the amount of Aetheria imbued within this feat. Additionally you receive an insight bonus of the same amount to damage when using the Power Attack feat.
You gain 1 point of Aetheria.

Dreamspun Sprint[Aetheria]
Prerequisite: Constitution 13, Dexterity 13
Benefit: Once per day, you can imbue Aetheria into this feat. For every point of Aetheria imbued you move five times your normal speed (if wearing medium, light or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). Additionally, if you make a jump after a running start you gain a +4 bonus per point of Aetheria imbued to the Acrobatics check. While running you retain your Dexterity bonus to AC.
You gain 1 point of Aetheria.
Special: Dreamspun Sprint can be used in place of the Run feat to qualify for a feat, prestige class or other special ability.

Dreamspun Toughness [Aetheria]
Prerequisite: Constitution 13
Benefit: Once per day, you can imbue Aetheria into this feat, gaining 5 times the Aetheria imbued in temporary hit points. These temporary hit points recover at a rate per hour equal to the amount of Aetheria imbued within this feat.
You gain 1 point of Aetheria.
Special: Dreamspun Toughness can be used in place of the Toughness feat to qualify for a feat, prestige class or other special ability.

Dreamspun War Training[Aetheria]
Prerequisite: Constitution 13
Benefit: Once per day, you can imbue Aetheria into this feat. When you do so, select one weapon you are proficient with. You gain an insight bonus on attack rolls and damage rolls equal to the amount of Aetheria imbued in this feat.
You gain 1 point of Aetheria.
Special: Dreamspun War Training can be used in place of the Weapon Focus and Weapon Specialization feats to qualify for a feat, prestige class or other special ability.

Dreamspun Will [Aetheria]
Prerequisite: Constitution 13
Benefit: Once per day, you can imbue Aetheria into this feat, gaining an insight bonus on Will saving throws equal to the amount of Aetheria imbued within this feat.
You gain 1 point of Aetheria.
Special: Dreamspun Will can be used in place of the Iron Will feat to qualify for a feat, prestige class or other special ability.

Tanuki Tales
2011-10-13, 12:18 AM
Reserved for much later use.

Tanuki Tales
2011-10-13, 12:19 AM
Reserved for much much later use.

Tanuki Tales
2011-10-13, 12:20 AM
Reserved for much^3 later use.

Tanuki Tales
2011-10-13, 01:05 AM
Alright, got 1 Ardent Tether up before turning in for the night.

Like most the class it's rough and raw but meh. Work in progress and all that. *shrugs*

Tanuki Tales
2011-10-13, 10:35 AM
Got a second Ardent Tether up! Got some ideas for more but I'm always up for suggestions!

Volthawk
2011-10-13, 11:01 AM
Wait, the limit is Con modifier minus 10? So you need at least a 32 (+11 modifier) in Con to use your class feature? If you meant to use Incarnum's limit, it's Con score minus ten.

Tanuki Tales
2011-10-13, 11:09 AM
Wait, the limit is Con modifier minus 10? So you need at least a 32 (+11 modifier) in Con to use your class feature? If you meant to use Incarnum's limit, it's Con score minus ten.

And thank you for finding that.

Fixing now.

Volthawk
2011-10-13, 11:12 AM
For Bear, perhaps you should spell out how much damage it does, since among the same size, natural attack damage can vary, and it's just more convenient to have it with the Tether that gives you it.

Also, maybe you should give a source for Flare Burst (since it doesn't seem to be in core).

Tanuki Tales
2011-10-13, 11:30 AM
For Bear, perhaps you should spell out how much damage it does, since among the same size, natural attack damage can vary, and it's just more convenient to have it with the Tether that gives you it.

The problem with that is that larger DBC's will gain little to no benefit from gyving that Tether if they can just pick up a normal weapon and deal more damage on average.


Also, maybe you should give a source for Flare Burst (since it doesn't seem to be in core).

Right, it's from Advanced Player's Guide; I'll go add a link.

Pyromancer999
2011-10-13, 11:37 AM
What is a gyve? or to gyve?

Tanuki Tales
2011-10-13, 11:40 AM
What is a gyve? or to gyve?


gyve
noun \ˈjīv, ˈgīv\
Definition of GYVE
: fetter, shackle
gyve transitive verb

From Merriam-Webster.

Volthawk
2011-10-13, 11:43 AM
The problem with that is that larger DBC's will gain little to no benefit from gyving that Tether if they can just pick up a normal weapon and deal more damage on average.

No, I mean do it like Totemist soulmelds do. Give the damage for Medium creatures, so then it just scales up and down depending on size, like normal natural attacks.

Djinn_in_Tonic
2011-10-13, 11:53 AM
Deleted as requested to preserve your formatting, but re-posted 'cause it still entertains me. :smallbiggrin:


...I haven't read this yet (it looks incredibly interesting, so I definitely will read it), but a quick browse had me cracking up.

Why? My mind replaced every instance of "gyve" with "jive." Hilarity ensued. :smallbiggrin:

Tanuki Tales
2011-10-13, 12:24 PM
Another Ardent Tether up!

@Volt: Well, the Universal Monster rules dictate the dice size for Natural attacks based on size. Now, certain monsters vary on a case by case basis, but I think it might just be a little redundant to list the size for medium creatures. But I'll mull over your suggestion.

@Djinn: I'm glad you're amused. xD

And I'm honored that someone of your reputation has graced my thread and 'brew.

Djinn_in_Tonic
2011-10-13, 12:47 PM
@Djinn: I'm glad you're amused. xD

And I'm honored that someone of your reputation has graced my thread and 'brew.

I amuse easily when I'm sleep deprived. As for the rest, now I'm all embarrassed. But I'll give you a critique, embarrassment notwithstanding. :smalltongue:

First things first, I really loved the flavor blurb on this class. So much did I enjoy it that the class that followed felt like a bit of a letdown. Allow me to explain.

The chassis for the class is an unusual one, and I was puzzled by the full base attack bonus, but the real issue is the class features. Seeing so few class features, and, of those few, 100% of them being directly related to Ardent Tethers, I was expecting a system more flavorful and more in-depth than the Vestige binding that Binders utilize. Instead you've posted some rather bland and shapeless theme-oriented abilities with rather pitiful scaling every 5 levels.

Further, the class tops dead at 17th level...there's no reason to progress past that point, unless you really, really want more Ardent Tethers.

The main problem I have, however, is that every level of this class seems rote, bland, and underpowered. This is exacerbated by the fact that the class itself seems to want to have a myriad of really unique flavor, and a host of crazy, dream-like abilities strewn liberally across all the levels. So while I love the class in concept, I feel you need to go back to the drawing board for the execution. It currently plays like the Tattooed Monk (never a very interesting or intriguing class), but reads like it wants to be the bastard child of the Binder and the Ardent...which is something I would be fully in support of.

Tanuki Tales
2011-10-13, 12:53 PM
I amuse easily when I'm sleep deprived. As for the rest, now I'm all embarrassed. But I'll give you a critique, embarrassment notwithstanding. :smalltongue:

First things first, I really loved the flavor blurb on this class. So much did I enjoy it that the class that followed felt like a bit of a letdown. Allow me to explain.

The chassis for the class is an unusual one, and I was puzzled by the full base attack bonus, but the real issue is the class features. Seeing so few class features, and, of those few, 100% of them being directly related to Ardent Tethers, I was expecting a system more flavorful and more in-depth than the Vestige binding that Binders utilize. Instead you've posted some rather bland and shapeless theme-oriented abilities with rather pitiful scaling every 5 levels.

Further, the class tops dead at 17th level...there's no reason to progress past that point, unless you really, really want more Ardent Tethers.

The main problem I have, however, is that every level of this class seems rote, bland, and underpowered. This is exacerbated by the fact that the class itself seems to want to have a myriad of really unique flavor, and a host of crazy, dream-like abilities strewn liberally across all the levels. So while I love the class in concept, I feel you need to go back to the drawing board for the execution. It currently plays like the Tattooed Monk (never a very interesting or intriguing class), but reads like it wants to be the bastard child of the Binder and the Ardent...which is something I would be fully in support of.

Yeah, I fully expected this kind of response when I went into posting and designing this class before posting and really expected it after throwing up my first few Tethers for critiquing.

As you said, I and the class know what it wants to be I just don't know how exactly to go about doing it. So for the time being this class will just have to be built bit and bit and hopefully it'll eventually become something more deserving the original concept it embodies. I sadly just don't know how I'm going to do that as of yet. :smallfrown:

Djinn_in_Tonic
2011-10-13, 01:21 PM
Ideas that come to mind for expanding upon the dream-like qualities...these will be nebulous ideas off the top of my head, but they may help.

I would cut the Ardent Tethers completely: in my mind, they will be exceptionally limited, as each will only do as much as you have it do. Instead, I would opt for a three-fold approach: Delusions, Phantasms, and Horrors.

Delusions
Delusions would be self-improving or group-improving buffs: a Dreamer who believes he can fly with enough fervor finds himself able to do so. A dream who believes his allies can fly finds they can as well, as his mind bends reality to accommodate. Delusions are almost entirely statically granted abilities, but require invested Aetheria to maintain.

Chimeric Delusions: A sub-category of delusions, focused on shape-shifting. A dreamer who manifests chimeric delusions envisions himself a new body of twisted dream-stuff, allowing him to spend Aetheria to manifest aspects straight out of the dreaming: multiple limbs, inhuman reach, dozens of wings, twin heads, bodies comprised of smoke, and other forms of alien anatomy may all be possible.


Phantasms
Phantasms affect non-creature entities or are area-of-effect attacks that are vaguely physical (balls of fire and the like): terrain, objects, weather, illusory images, and all other environmental effects. Some Phantasms require actions, and some are static, but all require invested Aetheria to gain access to.

Horrors
Horrors are targeted effects that debilitate other creatures, usually by afflicting them with nightmarish physical or mental effects. Horrors require actions to perform, and require invested Aetheria to have access to.


How this system would work
You'd have a number of known Delusions, Phantasms, and Horrors, and a set amount of Aetheria that you would have access to. Delusions, Phantasms, and Horrors would have ranks (4-5), and a minimum level required to know effects of that rank.

As a Swift action, you can swap around your invested Aetheria, changing up which of your known Delusions, Phantasms, and Horrors you have access to during that round. One round I might throw up a bunch of Chimeric Delusions and wade into combat, and the next round I might activate a teleportation Phantasm, teleport back into my allies, and throw up a bunch of group-buff Delusions, and the next round I might give up enough Aetheria to gain access to a mind-draining Horror, and spend my standard action attacking a foe with it.

This would give you a very dream-like class capable of changing its abilities from moment to moment, changing the world around it, and even changing itself. You'd have a maximum of player choice at any moment: which powers to take, which to have active every round, and which to use at any given moment. You don't limit yourself to themes: I could take any Delusions I wanted for my Delusions, any Phantasms I want for my Phantasms, and so on.

Tanuki Tales
2011-10-13, 01:21 PM
Ok, I scrapped two of the three Tethers and went about re-writing and restructuring the Sun Tether as a whole. I'm taking a look at the Binder right now and will flip over to the Ardent next and I may take hints from the both of them when I flesh out the class features more and make new Tethers.

What do you think?

Edit: I was also thinking of maybe having the Ardent Form not only grant that Form's ability and the standard abilities but that Form's ability and all lesser ones. What do you think?

Djinn_in_Tonic
2011-10-13, 01:25 PM
Ok, I scrapped two of the three Tethers and went about re-writing and restructuring the Sun Tether as a whole. I'm taking a look at the Binder right now and will flip over to the Ardent next and I may take hints from the both of them when I flesh out the class features more and make new Tethers.

What do you think?

Better. There's more there now, and thus it'll be more interesting.


Edit: I was also thinking of maybe having the Ardent Form not only grant that Form's ability and the standard abilities but that Form's ability and all lesser ones. What do you think?

This might also be a good idea, 'cause it means that you gain all the benefits of your highest (and thus probably favorite) tether. I'd say go for it, provided you don't get TO crazy with the combos possible.

Tanuki Tales
2011-10-13, 01:32 PM
Better. There's more there now, and thus it'll be more interesting.

Thanks. Do you feel that direction is getting closer to the concept?




This might also be a good idea, 'cause it means that you gain all the benefits of your highest (and thus probably favorite) tether. I'd say go for it, provided you don't get TO crazy with the combos possible.

I'll keep this in mind.

If you don't mind I'll most likely take your Delusions/Phantasms/Horrors concepts and turn them into either Ardent Tethers or flat class features.

Djinn_in_Tonic
2011-10-13, 01:38 PM
Thanks. Do you feel that direction is getting closer to the concept?

No, but that's my own dislike of the rigidity of the Tether concept contrasted with my perceived fluidity of dreams. It does, however, make the class less boring.


If you don't mind I'll most likely take your Delusions/Phantasms/Horrors concepts and turn them into either Ardent Tethers or flat class features.

Certainly. Just don't be TO surprised if you see the concept pop up on a class of my own one day. :smallbiggrin:

Tanuki Tales
2011-10-13, 01:43 PM
No, but that's my own dislike of the rigidity of the Tether concept contrasted with my perceived fluidity of dreams. It does, however, make the class less boring.

Well, the basic idea of this class is to make a front-line combat class that has scaling class features that doesn't make it suffer if it can't be a Magic Item Christmas tree (such as in a low magic campaign or the World's Largest Dungeon).

I wasn't aiming to make a caster so that's why the idea is more rigid than what you were assuming it'd be.




Certainly. Just don't be TO surprised if you see the concept pop up on a class of my own one day. :smallbiggrin:

Hey, you made the concepts first, I got no gripe. xD

Tanuki Tales
2011-10-13, 02:39 PM
Alright, got 2 new class features up to help round out the class. I have an idea for another one and I'm starting to get an idea for a capstone. I'll probably look towards adding in some more Ardent Tethers next.

DracoDei
2011-10-13, 03:04 PM
Picking three knowledge skills to be class skills is odd... and perhaps a bit at odds with Echoes from Within (while also keeping it somewhat more under control).


A Dreambound Canvas can only imbue an amount of Aetheria equal to one quarter their total levels in this class into any single Ardent Tether or other valid option.
I assume this should be "an amount of Aetheria equal to one quarter their total levels in this class (minimum 1)"? Otherwise it seems like they have it from class level 1, but can't USE it until class level 4.

Ardent Reinforcement (Su): The Dreambound Canvas, through practice and discipline, has learned to bind with their Ardent Tethers on a much deeper level. Whenever a Dreambound Canvas has at least one Tether gyved in an Ardent Form they benefit from one of the following:


+5 hit points
+1 insight bonus to any ability score (save Constitution)
+1 insight bonus to AC
+1 insight bonus to saving throws
They know and may speak any one language
+1 insight bonus to attack rolls
+1 insight bonus to damage rolls
+1 insight bonus to any skill
+10 insight bonus to their base land speed
+2 insight bonus to initiative checks


The ability to select a language is nice flavor-wise, in that it is utility, rather than combative. You should probably also specify if they can WRITE it, because as it stands they can currently speak, understand verbally, probably understand it in written form, but not write it. The +1 to a skill is mostly only useful for exceeding skill-caps (especially in combination with their bonus to knowledge skills from Echoes from Within). Don't know how much play it would see (Theoretical optimization OTOH MIGHT get lots of mileage out of it).

Tanuki Tales
2011-10-13, 03:13 PM
Picking three knowledge skills to be class skills is odd... and perhaps a bit at odds with Echoes from Within (while also keeping it somewhat more under control).

Well, the fluff of the class is warrior-poety and since the fluff is also dreams I couldn't just tie down the knowledges to three specific choices. The skills represent things that the Dreambound Canvas has learned and studied while Echoes from Within is knowledge that they don't remember learning and studying.



I assume this should be "an amount of Aetheria equal to one quarter their total levels in this class (minimum 1)"? Otherwise it seems like they have it from class level 1, but can't USE it until class level 4.

Ugh, knew I missed something else. Thanks; this has been fixed.


Ardent Reinforcement (Su): The Dreambound Canvas, through practice and discipline, has learned to bind with their Ardent Tethers on a much deeper level. Whenever a Dreambound Canvas has at least one Tether gyved in an Ardent Form they benefit from one of the following:


+5 hit points
+1 insight bonus to any ability score (save Constitution)
+1 insight bonus to AC
+1 insight bonus to saving throws
They know and may speak any one language
+1 insight bonus to attack rolls
+1 insight bonus to damage rolls
+1 insight bonus to any skill
+10 insight bonus to their base land speed
+2 insight bonus to initiative checks


The ability to select a language is nice flavor-wise, in that it is utility, rather than combative. You should probably also specify if they can WRITE it, because as it stands they can currently speak, understand verbally, probably understand it in written form, but not write it. The +1 to a skill is mostly only useful for exceeding skill-caps (especially in combination with their bonus to knowledge skills from Echoes from Within). Don't know how much play it would see (Theoretical optimization OTOH MIGHT get lots of mileage out of it).

The concept came from Pact Augmentation from the Binder but I didn't want it to just be a carbon copy so I added things that fit the flavor of the class more. But I'll be sure to add in them being able to write a chosen language as well.

Tanuki Tales
2011-10-13, 03:14 PM
Oh, and the Bear Ardent Tether is up!

DracoDei
2011-10-13, 03:36 PM
Sun:
The ability to out-damage a warlock in his own shtick (ranged touch attacks, ?and ignoring AMFs?) and do unlimited healing at level 2, PLUS whatever the basic ability of your other Tether is, plus AoE flare, plus Fire Resistance 5 (not huge, but Swordsages have to use their stance to get this at that level), plus the light (fairly trivial, but at that level not completely so), may be a bit overpowered (not sure what you were aiming for). Comparatively, level 1 is looking fairly balanced.

Bear:
Con to AC(stacking with light armor) + Claws: Compare this to the monk at 1st level... lower damage if you don't use aetheria (1/2 STR instead of STR), and you have to spend a feat(rather important!) to get it down to -2/-2 instead of -4/-8... but after you do that, you have 1 more point of BAB. At later levels you need to invest Aetheria to keep up on damage and MAYBE to stay ahead on AC. In any case, it is generally agreed that making the PHB monk cry is a good thing.
Soft Cover to the mage or fighter/rogue (depending on if you are meleeing with the claws or blasting with Searing Light or another ranged ability) is nothing to sneeze at either, although the rogue is going to be caught in a dilemma between wanting to be in flanking position with you and getting the AC bonus. This can generally be resolved by pumping Aetheria into it although diagonal flanks may still be a problem. Still, options are always nice, and Tumbling and 5' steps can help with this.

In summary you MIGHT cut them back to 1 Tether at 1st level, but maybe not, and the Sun+Mind combination is looking overpowered at lower levels.

Tanuki Tales
2011-10-13, 04:08 PM
Sun:
The ability to out-damage a warlock in his own shtick (ranged touch attacks, ?and ignoring AMFs?) and do unlimited healing at level 2, PLUS whatever the basic ability of your other Tether is, plus AoE flare, plus Fire Resistance 5 (not huge, but Swordsages have to use their stance to get this at that level), plus the light (fairly trivial, but at that level not completely so), may be a bit overpowered (not sure what you were aiming for). Comparatively, level 1 is looking fairly balanced.

I might change it so the healing from the Mind feature only heals up to half health, but it'll have to stay as is till I have some more Tethers up to judge it by.


Bear:
Con to AC(stacking with light armor) + Claws: Compare this to the monk at 1st level... lower damage if you don't use aetheria (1/2 STR instead of STR), and you have to spend a feat(rather important!) to get it down to -2/-2 instead of -4/-8... but after you do that, you have 1 more point of BAB. At later levels you need to invest Aetheria to keep up on damage and MAYBE to stay ahead on AC. In any case, it is generally agreed that making the PHB monk cry is a good thing.
Soft Cover to the mage or fighter/rogue (depending on if you are meleeing with the claws or blasting with Searing Light or another ranged ability) is nothing to sneeze at either, although the rogue is going to be caught in a dilemma between wanting to be in flanking position with you and getting the AC bonus. This can generally be resolved by pumping Aetheria into it although diagonal flanks may still be a problem. Still, options are always nice, and Tumbling and 5' steps can help with this.

Pathfinder has primary natural attacks (which claw attacks are) giving full strength, not half. And it is natural armor, not just straight Con to AC (which is better since that applies to Touch AC).

Though I may beef up the claws by giving them the benefits of parts of the TWF chain as part of the Ardent Forms for the Bear Ardent Tether.



In summary you MIGHT cut them back to 1 Tether at 1st level, but maybe not, and the Sun+Mind combination is looking overpowered at lower levels.

Duly noted, but as I said, these are decisions I'll make once I have more tetthers up to compare them by.

Tanuki Tales
2011-10-13, 04:15 PM
Alright, the Bear now grants TWF.

Tanuki Tales
2011-10-13, 04:36 PM
Falcon Ardent Tether is up, but be warned that there could be spelling errors and a few rough spots in it because I'm currently at work.

Tanuki Tales
2011-10-13, 11:31 PM
Another Ardent Tether is up!

Tanuki Tales
2011-10-14, 02:18 PM
Yet another Ardent Tether added!

Tanuki Tales
2011-10-14, 04:27 PM
2 new Ardent Tethers and a new class feature has been added.

Tanuki Tales
2011-10-14, 04:57 PM
Since this is a class that is going to be in the front lines of combat and only has light armor (without any stat being added to their AC) should I bump up the HD?

Or is the fact their Main stat is Con enough to cover it?

Tanuki Tales
2011-10-15, 09:51 AM
New class feature added.

Tanuki Tales
2011-10-15, 03:55 PM
New class feature added.

And for an encore: ^

Tanuki Tales
2011-10-15, 08:31 PM
Another Ardent Tether up. Was going to be two but I had to scrap the Turtle one since I couldn't think of any Ardent Forms for it.

Tanuki Tales
2011-10-15, 08:40 PM
Alright, I'm bumping the HD up to a d10. Unlike some other light armor base classes, this one doesn't have something to cover its AC (like a Monk or Swordsage who get Wis to Armor) and I don't know if having Con as your important stat really covers that missing gap. But please feel free to show me otherwise.


Also, I am taking suggestions for new Ardent Tethers to work on and anyone who wishes to help add things to this class are more than welcome to as long as they understand that they're more or less giving up any claims to material added and it will only be noted (either in the suggestion itself on the class or in the comments section) that they helped to contribute to the class.

Tanuki Tales
2011-10-16, 09:32 AM
New Ardent Tether added.

And the class finally has enough Ardent Tethers listed to allow you to gyve your max amount allotted by the class. :smallbiggrin:

Amechra
2011-10-16, 09:41 AM
You need a Nightmare Tether. And one that allows you to put people to sleep/manipulate their dreams.

Tanuki Tales
2011-10-16, 09:52 AM
You need a Nightmare Tether. And one that allows you to put people to sleep/manipulate their dreams.

Well, the Slumberforge class feature does eventually allow almost all of that, but I do plan to make a few Tethers for such things.

Or did you mean the horse?

Amechra
2011-10-16, 10:15 AM
I meant more of a Tether based around becoming a creature of nightmares. You know, that kind of thing.

Tanuki Tales
2011-10-16, 10:18 AM
I meant more of a Tether based around becoming a creature of nightmares. You know, that kind of thing.

Well, I need to toddle off to work now but just leave me a post on here about what you'd like to see such a Tether accomplish and I'll see what I can whip up.

Amechra
2011-10-16, 10:48 AM
-Gaining some Form points (from the Ozodrin base class) based off how much Aetheria you have invested.
-Slowly gains some unique Forms (think in terms of metaphors and such).

Thanks for even considering this, by the way.

Tanuki Tales
2011-10-16, 12:33 PM
Huzzah for manning the computer room for an hour!


-Gaining some Form points (from the Ozodrin base class) based off how much Aetheria you have invested.

Who was the original creator of that class? I've seen so many things by so many people that I honestly don't know who's permission I need to get. :smallredface:


-Slowly gains some unique Forms (think in terms of metaphors and such).

Is this part of the Ozodrin or...?

Because it's doable, but I don't know if it could be part of the same Ardent Tether; that might need to be something that has an Ardent Tether devoted just to itself.


Thanks for even considering this, by the way.

Hey, think nothing of it. I'm always receptive to new suggestions and it really helps when I'm either out of ideas or have so many that I can't decide which to concentrate on. :smalltongue:

Amechra
2011-10-16, 01:22 PM
The Ozodrin is by Owrtho.

Form points and Features (I meant features, not forms, in the last post, by the way) are both from the Ozodrin class.

And I'm pretty sure Owrtho will allow you to use it; he's generally open about the use of his 'brewing.

If you want to look through my 'brews and use something, feel free to do so.

Tanuki Tales
2011-10-16, 06:39 PM
Alright, per request, the Ozodrin Ardent Tether is now up.

But I honestly have naught a clue if it's under or overpowered; I just hope it meets expectations.

Tanuki Tales
2011-10-16, 10:48 PM
New Ardent Tether is up.

TravelLog
2011-10-16, 11:22 PM
This has definitely peaked my interest. I look forward to seeing the finished product.

Tanuki Tales
2011-10-17, 11:09 AM
This has definitely peaked my interest. I look forward to seeing the finished product.

Well thank you kindly. ^_^

Tanuki Tales
2011-10-18, 11:12 AM
The class now has 4 unique feats for itself up.

Tanuki Tales
2011-10-19, 02:10 PM
Two new Ardent Tethers and a new class feature have been added.

Tanuki Tales
2011-10-19, 03:19 PM
Alright, did some minor restructuring of the class. You can view what in the Change log.

In other news, the class is approaching 1,000 page views! Huzzah!

But like my previous work, not too much commenting going on. :smalltongue:

Though after the sad excuse this class originally was at the get-go, that might be for the best. :smallfrown:

Edit: Bleh, enough ruminating. Need to make more feats and Ardent Tethers. *skitters back to work*

C'nor
2011-10-19, 03:27 PM
Having gone and read the class features, I want to see how one of these interacts with the Lake of Dreams, but that would require getting someone to adapt it to a freeform system and play it. :smallfrown:

Tanuki Tales
2011-10-19, 03:29 PM
Having gone and read the class features, I want to see how one of these interacts with the Lake of Dreams, but that would require getting someone to adapt it to a freeform system and play it. :smallfrown:

Lake of Dreams?

C'nor
2011-10-19, 03:36 PM
It's a location I made in the Nexus game over in the FFRP section of the forum. Basically, you can focus on a specific dream that you've had, and it appears in the lake, or you can have a set of specifications, and the dream that someone's had that's most closely resembles them appears in it. If no-one's focusing on it, then it just shows random snatches of dreams. Either way, if you step into the water, you're physically transported into the dream it's currently showing.

Tanuki Tales
2011-10-19, 06:46 PM
It's a location I made in the Nexus game over in the FFRP section of the forum. Basically, you can focus on a specific dream that you've had, and it appears in the lake, or you can have a set of specifications, and the dream that someone's had that's most closely resembles them appears in it. If no-one's focusing on it, then it just shows random snatches of dreams. Either way, if you step into the water, you're physically transported into the dream it's currently showing.

Interesting.

I guess I could give the class Planeshift as part of the Slumberforge weapon, but I don't know what planes (other than Dal Quor) would be appropriate.

C'nor
2011-10-19, 06:49 PM
Hm? I was mostly thinking about how they would interact with the specific place. Unless you're looking for a reason one might get to the Nexus?

Tanuki Tales
2011-10-19, 07:21 PM
Oh, no, I thought you were talking about how to adapt the class to doing the dream travel.


Anyways, 5 new feats added.

C'nor
2011-10-19, 07:26 PM
Hey, if you want to make them go into dreams, and pull others there too, that would be cool. But I was just wondering what would happen if one of these went there.

Tanuki Tales
2011-10-20, 11:44 AM
And the class finally has a capstone!

Tanuki Tales
2011-10-20, 02:38 PM
Made some minor changes to the Ardent Reinforcement class feature.

Tanuki Tales
2011-10-21, 11:49 AM
Three new feats added.


And if anyone has an Ardent Tether they'd like to see, please don't hold it back. I need some inspiration and would be glad to do requests.

Kallisti
2011-10-21, 03:17 PM
And if anyone has an Ardent Tether they'd like to see, please don't hold it back. I need some inspiration and would be glad to do requests.

I just can't believe there aren't yet any based on Neil Gaiman's Sandman.

Also, I have not yet worked up the energy to read the whole class, but what I've seen in skimming is glorious.

TravelLog
2011-10-21, 03:30 PM
And if anyone has an Ardent Tether they'd like to see, please don't hold it back. I need some inspiration and would be glad to do requests.

Off the top of my head:

Dragon
Phoenix
Blink Dog
Gelugon
Illithid
Something that has Earth Glide
Yugoloth
Archon
Inevitable

Tanuki Tales
2011-10-21, 03:42 PM
A New Ardent Tether and two new feats have been added.


I will also be playtesting this class infrequently starting tomorrow if anyone is interested to know how it goes.

Tanuki Tales
2011-10-21, 03:46 PM
I just can't believe there aren't yet any based on Neil Gaiman's Sandman.

Now, the thought may not have crossed my mind, but the reason I would be... hesitant to make any based on anything from Sandman is because I revere him and Alan Moore as gods and I would be utterly disgusted in myself to mar even the concept of their work with my own fumblings.

But if requested, I could try to hobble something together.


Also, I have not yet worked up the energy to read the whole class, but what I've seen in skimming is glorious.

Um....

Well...

Wow, thanks. That's the highest compliment any of my 'brew has yet to receive. :smallredface:


Off the top of my head:

Dragon
Phoenix
Blink Dog
Gelugon
Illithid
Something that has Earth Glide
Yugoloth
Archon
Inevitable


Will do.

Any specific Dragon, Illithid, Yugoloth, Archon or Inevitable you'd like to see?

Tanuki Tales
2011-10-21, 03:48 PM
While it's in my head, does anyone have anything to say about the classes' current capstone? Because I was also toying around with the idea of it giving a limited version of the "Alter Reality" Salient Divine ability instead of what it currently gives.

TravelLog
2011-10-21, 04:22 PM
Now, the thought may not have crossed my mind, but the reason I would be... hesitant to make any based on anything from Sandman is because I revere him and Alan Moore as gods and I would be utterly disgusted in myself to mar even the concept of their work with my own fumblings.



Will do.

Any specific Dragon, Illithid, Yugoloth, Archon or Inevitable you'd like to see?

First, from what I seen you're incredibly capable. Sooner or later you would get the right of it.

As for specifics, I hadn't even thought of that. General dragons are always great, but perhaps subtype variations could be offered. Of course, Force and Time dragons are old favorites. No specifics for Archons or Inevitables. Illithids are nice in general, but you might want to consider Elder Brains. As for Yugoloths, I would love to see a Baernoloth.

Keep up the excellent work.

Edit: I like the capstone as is. But maybe post the new idea and we could give feedback on it and go from there?

Tanuki Tales
2011-10-21, 05:05 PM
First, from what I seen you're incredibly capable. Sooner or later you would get the right of it.

Um, thanks. :smallredface:


As for specifics, I hadn't even thought of that. General dragons are always great, but perhaps subtype variations could be offered. Of course, Force and Time dragons are old favorites. No specifics for Archons or Inevitables. Illithids are nice in general, but you might want to consider Elder Brains. As for Yugoloths, I would love to see a Baernoloth.

Will do.


Keep up the excellent work.

Thanks. :smallbiggrin:


Edit: I like the capstone as is. But maybe post the new idea and we could give feedback on it and go from there?

On second thought, it would end up being just as wordy and needing of definition as the current capstone, so I'll keep it as is for now.

Tanuki Tales
2011-10-21, 07:27 PM
Two new Ardent Tethers added.

Tanuki Tales
2011-10-21, 08:21 PM
So, if anyone out there is looking in or just lurking, could someone do me a super awesome solid and give an in-depth critique of everything so far pretty please? :smallbiggrin:

As I said, tomorrow will be the first playtest of this guy and I'd like to get any landmines out of the way at the get-go.

Tanuki Tales
2011-10-22, 11:57 PM
Well, playtest is being put on hold for at least two weeks. But for those interested this is the stat block for the PC:


Jinto of the Iron Blue Coat
Pan'Do Dreambound Canvas 4
NG Medium humanoid (Pan'Do)
Init +3; Senses Low-light vision, Darkvision 60 ft.; Perception +9
DEFENSE
AC 18, touch 12, flat-footed 17 (+6 Armor, +1 Dex, +1 Dodge)
hp 60 + 5 Temporary Hit Points (4d10+5)
Fort +10, Ref +5, Will +6
DR 5/Adamantine
OFFENSE
Speed 30 ft.
Melee Unarmed Strike +9 (1d6+3) or Flurry of Blows +7/+7 (1d6+3)
STATISTICS
Str 15, Dex 12, Con 21, Int 13, Wis 14, Cha 9
Base Atk +4; CMB +6; CMD 17 (21 against Bull Rush or Trip)
Feats Dreamspun Fortification, Dreamspun Toughness, Dreamspun War Training
Skills Acrobatics +5, Bluff +3, Diplomacy +5, Heal +3, Knowledge (Arcana) +7, Knowledge (History) +7, Linguistics +5, Perception +9, Sense Motive +11, Sleight of Hand +5, Stealth +2, Survival +3
Languages Common, Halfling, Pan'Do
SQ Ardent Form (Sun Wukong), Aetheria Pool: 8 (6), Creature of Dreams, Dreamgyving (Corpse, Monk, Sun Wukong, Swordsage), Echoes from Within, Eternal Hope, Fearless, Hardy, Slumberforge, Stability, Suppress the Signs
Gear +2 Mithral Chain Shirt, Dagger, Monk's outfit, Wandermeal (12), Backpack (Common), Everburning Torch


Pan'Do
Humanoid (Pan'Do)
+4 Constitution, -2 Charisma: The Pan'Do are an incredibly resilient race but their conservative and strict society damages their ability to socially interact.
Medium: Pan'Do are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Pan'Do have a base speed of 30 feet.
Low-Light Vision: Pan'Do can see twice as far as humans in conditions of dim light.
Eternal Hope: Pan'Do receive a +2 racial bonus on saving throws against Fear and Despair effects. Additionally, once per day, they may re-roll the result of a 1 on a d20 roll.
Fearless: Pan'Do receive a +2 racial bonus on saving throws against Fear effects. This ability stacks with Eternal Hope.
Hardy: Pan'Do receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Social Training: Pan'Do receive a +2 racial bonus on Diplomacy and Sense Motive skill checks.
Stability: Pan'Do receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Languages: Pan'Do begin play knowing Pan'Do.
Pan'Do with high intelligence scores may choose from the following: Common, Goblin, Halfling and Sylvan.


Edit: This had to be scrapped. I'll have the new playtest PC up when it's ready.

Tanuki Tales
2011-10-25, 02:54 PM
Added a new Ardent Tether.

Tanuki Tales
2011-10-26, 03:26 PM
Two new Ardent Tethers added.

The second is the herald for the possibility of an entire line of themed Ardent Tethers.

Tanuki Tales
2011-10-27, 12:24 PM
New Ardent Tether up.

Tanuki Tales
2011-10-27, 01:47 PM
Well, I was planning on making some hybrid feats but then I stopped and realized that it would be inappropriate since Ardent Tethers would more or less end up giving a Dreambound Canvas the same benefits that a multiclassed character with the same feat would receive.

Ah well, another idea scrapped.

Tanuki Tales
2011-10-28, 02:01 PM
Three new Ardent Tethers have been added and with them is the last of Travel's specifically requested Ardent Tethers (except the Baernoloth. I couldn't find statistics for it anywhere).

So if anyone else has any request, feel free to voice them!

mrcarter11
2011-10-28, 02:13 PM
Well.. I finally decided to look at this thread.. And I admit I do like it. I haven't read any thing other than the last few posts on this page and the class itself, but I'm guessing it was deemed balanced enough. If you want help on trying to think of tethers, besides just doing requests, I would suggest looking at blood lines..

Tanuki Tales
2011-10-28, 02:44 PM
Well.. I finally decided to look at this thread.. And I admit I do like it. I haven't read any thing other than the last few posts on this page and the class itself, but I'm guessing it was deemed balanced enough. If you want help on trying to think of tethers, besides just doing requests, I would suggest looking at blood lines..

Erm...thank you, I think? Your language choice is just a little ambiguous so I'm not sure if that was meant as a compliment or...

And what do you mean by bloodlines? Do you mean the ones from 3.5 which are Monster classes lite or do you mean the homebrew ones that crop up on here? Or some third thing?

mrcarter11
2011-10-28, 03:12 PM
Wasn't really meant as a compliment or not. Just meant as in, I like the class. Perhaps I'll even find a chance to play test against some PC's soon.

And I had meant the bloodlines from UA, which I guess could kinda be considered monster classes lite.. But yes several homebrew ones have popped up as of late. How about a Giant tether.. Or a Displacer Beast. A Mimic tether would be entertaining. Since we have a Bear, a Wolf would be nice. A Pit Fiend, Balor and Gloom would also go a long way.

TravelLog
2011-10-28, 03:12 PM
Three new Ardent Tethers have been added and with them is the last of Travel's specifically requested Ardent Tethers (except the Baernoloth. I couldn't find statistics for it anywhere).

So if anyone else has any request, feel free to voice them!

Awesome. There are no official 3.5e stats for a baernoloth that I know of. Here, however, are a couple different takes on them:
Example One (http://locitp.mornproductions.com/Baernoloth)
Example Two (http://www.dnd-gate.de/gate3/page/index.php?id=1525)
Example Three (http://www.lomion.de/cmm/yugobaer.php)
Example Four (http://www.geocities.ws/paranoidus_maximus/Baernaloth.htm)

Pick whichever seems best, or combine as desired.

Thanks for doing my requests as well :smallsmile: If you get a chance, I'd still love to see an Archon (or member of the Hebdomad) and Inevitable (let's say, Kolyarut or Marut).

edit: Also an ethergaunt tether could be interesting.

Tanuki Tales
2011-10-28, 05:50 PM
Awesome. There are no official 3.5e stats for a baernoloth that I know of. Here, however, are a couple different takes on them:
Example One (http://locitp.mornproductions.com/Baernoloth)
Example Two (http://www.dnd-gate.de/gate3/page/index.php?id=1525)
Example Three (http://www.lomion.de/cmm/yugobaer.php)
Example Four (http://www.geocities.ws/paranoidus_maximus/Baernaloth.htm)

Pick whichever seems best, or combine as desired.

So what I'm getting from all of those is that Baernoloths are basically Fiendish versions of the Sarrukh?


Thanks for doing my requests as well :smallsmile: If you get a chance, I'd still love to see an Archon (or member of the Hebdomad) and Inevitable (let's say, Kolyarut or Marut).

edit: Also an ethergaunt tether could be interesting.

You're very welcome and I'll see what I can manage.


Edit:


And I had meant the bloodlines from UA, which I guess could kinda be considered monster classes lite.. But yes several homebrew ones have popped up as of late. How about a Giant tether.. Or a Displacer Beast. A Mimic tether would be entertaining. Since we have a Bear, a Wolf would be nice. A Pit Fiend, Balor and Gloom would also go a long way.

Definitely will make a Gloom one and I'll add the rest to the list. But what kind of Giant would you like in particular?

mrcarter11
2011-10-28, 06:07 PM
Giant. My first though would be enlarge, and I think everyone would share that. Throw Anything could be nice, something like a toned down hurler..

For the Gloom, if you could get something like sneaking up and raiding someone's dream that would be pure win.

EDIT: After rereading the class itself.. Your limited to benefiting from a single essence per tether and you can't benefit from the same one twice? Do I have that right?

Tanuki Tales
2011-10-28, 06:12 PM
Giant. My first though would be enlarge, and I think everyone would share that. Throw Anything could be nice, something like a toned down hurler..

I'm trying my best not to do generic things as concepts for Ardent Tethers because someone may request a specific iteration of the concept or I may want to make a specific iteration and that would require either a reworking of the original or just removing it entirely.

mrcarter11
2011-10-28, 06:16 PM
That seems fair enough. So scratch that idea for the time being. Also though, see my edit in the post above yours.

TravelLog
2011-10-28, 06:35 PM
So what I'm getting from all of those is that Baernoloths are basically Fiendish versions of the Sarrukh?


I wouldn't have thought to put it that way, but I suppose yes, in a sense they are. Or more accurately, they have the capabilities of a Sarrukh in addition to other equally dreadful powers.

Tanuki Tales
2011-10-28, 07:40 PM
That seems fair enough. So scratch that idea for the time being. Also though, see my edit in the post above yours.

Technically, you can benefit from 2 Ardent Form (Essence) through Ardent Synthesis. But that applies to all of the Ardent Forms.

I'm not sure what you mean by the "same one twice" though.

Tanuki Tales
2011-10-28, 08:06 PM
Another Ardent Tether is up.