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View Full Version : My Counterpart to BoED and BoVD- The Book of What's In It For Me? (PEACH)



NeoSeraphi
2011-10-30, 08:58 PM
The Book of What's In It For Me? is a tome of true neutrality. All forms of moral ambiguity are welcomed here, from the Lawful Neutral Judge to the the True Neutral animal/Mary Sue, to the Chaotic Neutral "My character wouldn't have any problems doing that because he's Chaotic Neutral".

PEACH and suggestions are very much appreciated, I have no idea what I'm doing, it's Sunday night and I'm bored out of my mind.

Why Am I Doing This: Inspired by this post (http://www.giantitp.com/forums/showpost.php?p=12128175&postcount=9).


The Goal: I want to make Neutral feats, Neutral prestige classes, at least one Neutral base class, a Paladin of Neutrality, and so on. (Maybe a balance weapon enhancement as a counterpart to holy and unholy)

A Note on Incarnum: I am going to go right out and say it: I am not planning on making a True Neutral Incarnate. It goes against all the fluff, and not in my typical "screw WotC, I'm awesome" way.

So that's what this post is for. Please post something if you're reading this. I don't care how insignificant you think your suggestion or support is, this is kind of a hefty project and I could use all the input I can get.

NeoSeraphi
2011-10-30, 08:59 PM
Feats

A Note on Balance Feats: feats are the Neutral equivalent of [Vile] and [Exalted] feats. An unstated prerequisite for taking a feat is that the character must be Neutral on the Good-Neutral-Evil axis.

[B]Balance of Energy [Balance]
Prerequisites: Able to spontaneously cast cure or inflict spells, Caster Level 3
Benefit: You may now spontaneously cast cure and inflict spells. This works as the cleric class feature, except that you have the option of sacrificing any prepared spell in order to cast a cure or inflict spell of the spell's level or lower. Additionally, your mastery over the balance between positive and negative energy grants you the ability to spontaneously cast harm and heal as well.
Normal: A cleric may only spontaneously cure or inflict, he may not do both.

[B]Opportune Sneak Attack [Balance]
Prerequisites: Sneak Attack +1d6, Sleight of Hand 4 ranks
Benefit: When you successfully Sneak Attack a creature with at least one possession, you may make a Disarm check as a free action without provoking an attack of opportunity. You make a Sleight of Hand check opposed by your opponent's modified attack roll. If you succeed, you snatch an item from the creature (you can either target something you see, or you can target an area you think might have items, like his pockets, in which case the DM will tell you what you get, if anything) and pocket it as a free action, unless it is a weapon, in which case you may either hold on to it, or drop it in your square as a free action.

This ability requires a free hand to execute. You cannot steal armor or clothing that a creature is wearing. (A quiver of arrows/bolts is considered clothing if it is securely fastened)

You may not steal rings, robes, cloaks, gloves, boots or mantles in this manner, but you may take necklaces, periapts, belts, glasses, goggles, or masks.



Consummate Diplomat [Balance]- TravelLog
Prerequisites: Diplomacy 15 ranks, True Neutral alignment, One other feat, Skill Focus: Diplomacy.
Benefit: During diplomacy checks, you never receive a penalty for being of a differing alignment from those you are trying to sway with your diplomacy checks. Furthermore, all targets of your diplomacy checks are considered one step closer to helpful if their stance toward you would be negative.


Spell Focus (Neutral) [Balance]
Prerequisites: None
Benefit: Add +2 to the DC of any spells you cast with the [Neutral] descriptor. This bonus does not stack with the Spell Focus or Greater Spell Focus feats.
Special: A nongood, nonevil wizard may select Spell Focus (Neutral) as one of her wizard bonus feats.


Expert Haggler [Balance]
Prerequisites: Diplomacy 15 ranks, True Neutral alignment, Consummate Diplomat, One other [Balance] feat, Skill Focus (Diplomacy)
Benefit: When using the Diplomacy skill to Haggle (see Complete Scoundrel or Complete Adventurer, can't remember which), you may make three separate Diplomacy checks and stack the results. (So if you had 15 ranks, a +3 bonus from your Skill Focus feat, and 10 Charisma, you would roll 3d20 and add 54 to it, and that total would be your total Diplomacy roll for the Haggle check).
Normal: A character who attempts to Haggle prices only makes one Diplomacy check.

[B]False Conviction [General]-Prime32
In the eyes of others you have a noble calling, but deep down it's meaningless to you.
Prerequisites: Neutral alignment on either axis.
Benefit: Select one alignment. You are treated as that alignment for the purposes of prerequisites, in addition to your original alignment. You gain a +4 bonus on checks made to disguise your alignment as that alignment.
Special: You may select this feat multiple times, choosing a different alignment each time.

Pragmatist [General]-Prime32
Prerequisites: Neutral alignment on either axis.
Benefit: Use Magic Device is always a class skill for you, and you gain a +4 bonus on checks made to emulate an alignment.

Sheol Fear [General]- Prime32
Prerequisites: Bardic music ability, Knowledge (religion) 4 ranks, Perform (sing) 8 ranks, Neutral alignment on either axis.
Benefit: As a full-round action you may expend a use of bardic music to choose an alignment and daze all creatures of that alignment within 30ft for 1 round. You cannot choose your own alignment. There is no saving throw against this effect, but creatures with higher Hit Dice than the user or Int scores lower than 3 are unaffected. This otherwise follows the normal rules for bardic music.

Forsake Origin - Prime32
Prerequisites: Must have an alignment subtype.
Benefit: You lose one or more alignment subtypes, chosen when you select this feat.


Paths to Power [Balance]- TravelLog
Prerequisites: Knowledge (Arcana) or Knowledge (Religion) 10 ranks, must be able to deal either positive or negative energy damage
Benefit: You may, at the beginning of each day, decide whether you will be healed by positive or negative energy damage. When using offensive abilities that feature the one you select for that day, any saving throw is increased by 2. If used to heal allies, it heals 10% more hit points.
Normal: You are healed by either positive or negative energy damage, based on your creature type/subtype.

Balance of Power [Balance]- TravelLog
Prerequisites: Knowledge (Arcana) or Knowledge (Religion) 15 ranks, Balance of Energy, one other [Balance] feat.
Benefit: As a result of your studies into positive and negative energy, you may now draw on both simultaneously for a power source. You are healed by both positive and negative energy damage, and any offensive abilities have their saving throw increased by an additional 2 (stacking with Balance of Energy). If used to heal allies, your positive/negative energy abilities heal 20% more hit points (this does not stack with the 10% from Balance of Energy, it overwrites it).
Normal: You are only healed by either positive or negative energy damage, but not both.

NeoSeraphi
2011-10-30, 09:00 PM
Base Classes

The Arbiter- Submitted by TravelLog

Many thanks to Amechra and NeoSeraphi for their help and contributions.


The Arbiter
http://mtg.takaratomy.co.jp/others/column/yonemura/20071206/img/Balance.jpg

An Arbiter, standing ready to defend the balance.


“What is the universe but one Great Scale, ever seeking equilibrium against the currents of good and evil, law and chaos? Where one side begins to prevail, the universe itself grows to suffer. The truth above all, and the path to harmony, is balance. An equality of forces, ever opposed. That is balance, and the salvation of life.”
--Introduction, The Book of True Balance


Adventures: The road is but one way for Arbiters to seek Balance. As embodiments of moral neutrality, arbiters neither favor nor spurn the path of adventure, seeing it as one of many means toward their ends and desires for universal balance. As such, it is no surprise to see them among adventuring parties, though neither is it a common sight.

Characteristics: In general, Arbiters are unique in that they fight not for any single cause other than Balance between good and evil. They can be found among vile torturers and devoted saints, common thieves and powerful lords. Arbiters are everywhere, for what they seek cannot be found in any one place. They wander the planes acting to bring the multiverse into a state of perfect symmetry and harmony, with good and evil in perfect opposition to one another, each one providing the counterpoint to the other and serving to weave the filaments of the universe together.

Alignment: Arbiters are, without exception, neutral on the moral axis (Good-Evil). They are followers and believers in the Great Balance, and side with neither good nor evil. Some arbiters seek Balance using solely lawful means, while others are not above personal interference and the pushing aside of "legal" behavior if it means the overall balance of good and evil is maintained. Their role is that of the scale, acting as an equalizer between opposing forces in an effort to attain universal equilibrium.

Races: Arbiters tend to come from races that value detachment and dedication, as diametrically opposed as that may sound. Arbiters both hold themselves distant from the world, and hold to the Balance. As such, many long lived races, like Elves, often choose the path of the Arbiter, as do seekers of inner peace. Finally, Elans also tend to feel an affinity for the role of an Arbiter. Humans and other such races have Arbiters among them, though they are decidedly more uncommon.

Other Classes: As with all aspects of their outlook, Arbiters regard other classes in terms of how they reflect upon universal balance. They do not feel contempt for the murderous barbarian, disgust for the cruel necromancer, or even admiration for the dedicated paladin. Instead, an arbiter sees them and smiles at the knowledge that here he sees but one representation of the universal current, but one aspect of the Great Balance. That said, Arbiters are categorically opposed to anyone who seeks to upset that balance one way or the other, and will do anything within their powers to maintain that Balance.

Role: Arbiters are unique in that they have the potential to act as spellcasters while also managing to survive in combat. While this is true, their strength comes mainly from their spellcasting and their unique abilities. As such, should an Arbiter wish to engage in combat, it is best he makes use of spells and abilities to aid him in doing so.


GAME RULE INFORMATION
Arbiters have the following game statistics.

Abilities: Wisdom is the most important ability for Arbiters, as most of their abilities, including their spellcasting, are keyed off of Wisdom. Those wishing to participate in melee more often will find Strength useful, while those wishing to aid their allies with support abilities will favor Charisma. As with any character, Constitution is also an important statistic.

Alignment: Any Neutral on the moral axis (LN, TN, CN)

Hit Die: d8



{table=head]
TABLE: The Arbiter
{table=head]Level|Base Attack|Fort|Ref|Will|Special
1st|+0|+1|+1|+1|Aura of Neutrality, Friendly Arbitration
2nd|+1|+1|+1|+1|Shared Knowledge
3rd|+2|+2|+2|+2|Sight of the Balance
4th|+3|+2|+2|+2|Shifting the Scales
5th|+3|+3|+3|+3|Shared Resolve, Advanced Learning
6th|+4|+3|+3|+3|Level the Field
7th|+5|+3|+3|+3|Improved Aura of Neutrality
8th|+6/+1|+4|+4|+4|Bonus Feat
9th|+6/+1|+4|+4|+4|
10th|+7/+2|+5|+5|+5|Shoulder the Burden, Advanced Learning
11th|+8/+3|+5|+5|+5|
12th|+9/+4|+6|+6|+6|Parity of Strength
13th|+9/+4|+6|+6|+6|Negation
14th|+10/+5|+6|+6|+6|Greater Aura of Neutrality
15th|+11/+6/+1|+7|+7|+7|Advanced Learning
16th|+12/+7/+2|+7|+7|+7|Bonus Feat
17th|+12/+7/+2|+8|+8|+8|Turning the Tables
18th|+13/+8/+3|+8|+8|+8|
19th|+14/+9/+4|+9|+9|+9|
20th|+15/+10/+5|+9|+9|+9|Exarch of True Balance
[/table]
[/table]


Spells Per Day:


Spells
{table=head]Level|0|1|2|3|4|5|6
1|2|-|-|-|-|-|-
2|3|0|-|-|-|-|-
3|3|1|-|-|-|-|-
4|3|2|0|-|-|-|-
5|3|3|1|-|-|-|-
6|3|3|2|-|-|-|-
7|3|3|2|0|-|-|-
8|3|3|3|1|-|-|-
9|3|3|3|2|-|-|-
10|3|3|3|2|0|-|-
11|3|3|3|3|1|-|-
12|3|3|3|3|2|-|-
13|3|3|3|3|2|0|-
14|3|3|3|3|3|1|-
15|4|3|3|3|3|1|-
16|4|4|3|3|3|2|-
17|4|4|4|3|3|2|0
18|4|4|4|4|3|3|1
19|4|4|4|4|4|3|2
20|4|4|4|4|4|4|3

[/table]


CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
An Arbiter’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Heal (Wis), Jump (Str), Kn. Arcana (Int), Kn. Geography (Int), Kn. History (Int.), Kn. Religion (Int), Kn. The Planes (Int), Listen (Wis), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)

Designer’s Note:

You will undoubtedly notice that the Arbiter is exactly average in all ways (with the sole exception of skill points, which could not be made average without being an odd number). This is based both upon fluff and upon abilities, as you will see. Since they have spellcasting, though limited, I went with the lower amount of skill points. Uniquely I believe, they have all average saves as well as ¾ BAB. This may change depending on PEACHing, but I’ve chosen it as the sensible starting point for a class whose entire premise is based around “balance the scales.”


CLASS FEATURES

Weapon and Armor Proficiency: The Arbiter is proficient with all simple and martial weapons, as well as light armor and shields (except tower shields).

Spellcasting: An Arbiter casts divine spells, which are drawn from the Arbiter spell list (found at the bottom of this post). He knows all the spells from the Arbiter spell list of levels that he can cast and may cast the spells he knows without preparing them ahead of time.

To prepare or cast a spell, an arbiter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arbiter’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, an arbiter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Arbiter. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Arbiter indicates that the arbiter gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

As noted above, an arbiter need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Designer’s Note:

You will immediately notice that the Arbiter has both arcane and divine spells on his list, yet casts all of his spells as divine. This is intentional, as the Arbiter is True Neutral and respects all outlooks, methodologies, and even casting methods equally. Furthermore, it greatly enhances his potential as a buffer/debuffer and general support caster. His fluff is distinctly divine in nature, and so all spells are cast as though divine.


Aura of Neutrality (Ex): As an exemplar of neutrality, an Arbiter at all times radiates an aura of neutrality. As a result, the arbiter's aura grants a +1 bonus to the AC and attacks rolls of allies within 5 feet per arbiter level. This bonus is increased by +1 every four arbiter levels after 4th (8th, 12th, 16th, 20th).


All aura effects on the arbiter’s allies persist for one round after they leave the area of effect

Code of Conduct: As a part of his dedication to true neutrality, the arbiter has entered into a form of contract. If his alignment ever shifts such that it is no longer has at least one neutral alignment component, he may no longer progress as an Arbiter until his alignment has an element of neutrality once again.


A Note on Bonuses: Many of the arbiter's abilities rely on spreading out various bonuses from himself or from enemies. He may only transfer untyped, morale, circumstance, competence, perfection, enhancement, sacred, profane, deflection, natural armor, size, and dodge bonuses and penalties.

Friendly Arbitration (Ex): At 1st level, an Arbiter is just beginning to understand the power granted him by the Great Balance, and has learned that he may influence the connection of others to that balance. As a move action, the arbiter may reallocate any of the above listed bonuses currently affecting his AC, attack/damage rolls, or his ability scores (to the same ability score) among his allies for a number of rounds equal to his ½ his Wisdom modifier.

At 3rd level, he may allocate the bonus among his allies and add an additional +2 to the bonus pool. This increases by an additional +2 for every 4 levels after 3rd (7th, 11th, 15th, 19th).

At 7th level, he may now reallocate numerical bonuses affecting any of his allies, as well as himself. He may now also reallocate miss chances, speed bonuses, and bonuses to initiative. This ability now merely requires a swift action.

At 11th level, he may now reallocate energy resistance and damage reduction.

Shared Knowledge (Ex): At 2nd level, an arbiter may take a penalty to any one of his skill bonuses (up to his ranks in that skill) in order to grant an equal amount as a bonus to the same skill of one of his allies. This effect lasts for up to a number of rounds equal to the Arbiter’s Charisma modifier. The arbiter may select any number of rounds during that time frame, but once he has done so, the time frame is locked and may not be changed even if the arbiter so wishes. During this time, the Arbiter may not restore his lowered skill bonus to its normal value by any means. At 6th level, he may allocate the bonus granted among multiple allies, though the total bonus allocated among them must be exactly equal to the penalty taken by the arbiter, and can still only affect the same skill.

Sight of the Balance (Ex): At 3rd level, the arbiter is granted enhanced vision as a result of his connection to the Balance. As such, a number of times per day equal to his Wisdom modifier, as a free action, he may enhances his vision such that he may detect if any being is currently benefiting from numerical bonuses of a magical nature. By spending a full round action, he may learn the exact benefits the creature is receiving, as well as their source. This ability lasts a number of minutes equal to 5x the arbiter's Wisdom modifier.

Shifting the Scales (Su): At 4th level, an Arbiter has begun to understand the power of Balance is limited not just to one’s allies, but also one’s enemies. As a standard action, the arbiter may select an enemy who currently benefits from any of the bonuses listed under "A Note on Bonuses" to AC, attack/damage rolls, or ability scores. Using the power granted him, the Arbiter may then attempt to reallocate a portion of that bonus equal to his Wisdom modifier (to a maximum of half the bonus, rounded down) to himself. The enemy is entitled to a Will save with a DC equal to (10+Wisdom modifier+1/2 Arbiter levels). A successful save results in only ¼ if the amount he would have taken being available for reallocation.

At 8th level, the arbiter may also reallocate miss chances, speed bonuses, and bonuses to initiative and may now target an additional enemy with this ability, though the total bonus taken may not be greater than 1.5x his Wisdom modifier. This ability is now a move action.

At 12th level, he may now reallocate energy resistance, damage reduction and may also transfer a single positive status effect from the enemy to himself or an ally. He may reallocate an additional positive status effect for every 3 levels after 11th (14th, 17th, 20th). A successful save now results in only ½ the amount he would have taken being available for reallocation, rather than just 1/4.

At 16th level, the arbiter may target four enemies with this ability, and the total bonus taken may not be greater than 2.5x his Wisdom modifier.

Shared Resolve (Ex): At 5th level, an arbiter may take a penalty to any one of his saves in order to grant an equal amount as a bonus to that save belonging to one of his allies. This effect lasts for up to a number of rounds equal to the Arbiter’s Charisma modifier. The arbiter may select any number of rounds during that time frame, but once he has done so, the time frame is locked and may not be changed even if the arbiter so wishes. During this time, the Arbiter may not restore his lowered save to its normal value by any means. At 8th level, he may allocate the bonus granted among multiple allies, though the total bonus allocated among them must be exactly equal to the penalty taken by the arbiter, and can still only affect the same save.

Advanced Learning (Ex): At 5th, 10th, and 15th levels, an arbiter may choose to add a new spell to his spell list as a result of personal study. He may select to add any sorcerer/wizard spell from the [Abjuration], [Transmutation], or [Divination] schools or any spell from the [Protection], , [Competition] and domains.

[B]Level the Field (Su): (Credit to Amechra for this ability) At 6th level, an arbiter gains the ability to emit an aura of enforced balance; within this aura, the actions of their allies and enemies gain a little bit of a bias towards the middle of probability.

All allies within the aura treat the value on the following table as if it were the minimum they can possibly roll on a d20; if they roll lower than that value, they are treated as if they rolled that number instead. Equally, all enemies treat the listed value as if it were the HIGHEST value they can possibly roll; if they roll higher, than they are treated as if they instead rolled that amount.

{table=head]Arbiter Level|Aura Radius|Ally Value|Enemy Value
6-7|10'|2|19
8-9|15'|3|18
10-12|20'|4|17
13-14|25'|5|16
15-17|30'|6|15
18-19|35'|7|14
20|40'|8|13[/table]

Improved Aura of Neutrality (Ex): Having grown in power, and found within themselves an unbreakable link to the Great Balance, a 7th level arbiter’s aura increases in strength and is now able to affect enemies. Enemies within 5 feet/Arbiter level of the arbiter take a -1 penalty to their AC and attack rolls for every 4 arbiter levels, rounded down. Furthermore, the bonus to allies now affects damage rolls in addition to AC and attack rolls.

Bonus Feat (Ex): At 8th level, and again at 16th, an Arbiter may gain a bonus feat whose prerequisites he satisfies. He may not choose a Metamagic feat or any feats with the [Exalted] or [Vile] descriptors.

Shoulder the Burden (Su): As time has passed, the arbiter has improved his ability to affect other being’s connection to the Great Balance. At 10th level, the Arbiter may spend a standard action to shift one effect (whether positive or negative) from any one combatant to another (though he may not shift the dead or unconsciousness statuses). When using this ability to shift a positive effect from an opponent to ally or to shift a negative effect from an ally to an enemy, that enemy is entitled to a Will save equal to (10+Wisdom modifier+1/2 Arbiter levels). At 12th level this becomes a move action.

At 11th level, the Arbiter may shift a number of status effects equal to 1/3rd his Wisdom modifier. This can be in any combination of positive effects and negative effects among allies or enemies, though the enemies still are entitled to saving throws for each positive effect being taken from them and each negative effect being given them.


The effects that the arbiter may shift are as follows: blinded, confused, cowering, dazed, dazzled, deafened, entagled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered and stunned. No other conditions may be selected or shifted using this ability.


Parity (Su): At 12th level, the arbiter has gained a greater understanding of the ways in which he may personally affect the balance, as opposed to acting through others. He may select one of the following abilities. This choice is permanent and may not be changed.



[i]Parity of Strength: After successfully damaging a foe with a melee weapon, the Arbiter may, as a swift action, choose to equalize any enhancement bonuses effect the enemy’s weapons or armor (he must select one, but not both). If the enemy fails a will save with a DC equal to the (10+Wisdom modifier+1/2 arbiter levels), then the enhancement bonus is split equally between the arbiter and the foe. At 15th level, he may apply this effect to both the enemy’s weapons and armor (though he may elect to simply apply the effect one or the other if he so chooses).

Parity of Purpose: After successfully transferring an effect from an opponent using his Shoulder the Burden ability, an Arbiter may attempt to sway that enemy to aid the Arbiter in defense of the balance. Using a swift action, the Arbiter may force the enemy to make a will save with a DC equal to (10+Charisma modifier+1/2 arbiter levels). If the save fails, the creature is dominated as the spell, for a number of rounds equal to ½ the Arbiter’s wisdom modifier.

Parity of Power: After successfully inflicting an enemy with one of his spells, an Arbiter may choose to level the field between the enemy and himself. To that end, he may make a single use of one of the opponent’s natural abilities (this does not include class features) that counts against that creature’s total for the encounter/day/week/etc. Because the ability is an inherent part of the creature, it is far more difficult than normal to succeed in balancing it. Thus, while the creature has to succeed on a will saving throw with a DC equal to (10+Wis+1/2 arbiter level), the Arbiter himself must also succeed on a save with a DC equal to (10+Creature’s Con+1/2 HD). Only if the arbiter succeeds and the creature fails does this ability have its intended effect. A failure does nothing.


Negation (Ex): Through his studies, the arbiter has learned how to channel the force of the balance directly, rather than indirectly through an aura or through the allocation of bonuses or penalties. At 13th level, the arbiter gains a pool of Negation points equal to 1/5th his class level, rounded down. By using these points, which refresh themselves at the beginning of each day, the arbiter may negate any one action taken by a single foe which would affect the arbiter or his allies. In essence, the arbiter is providing an equal and opposite force to counteract whatever ability the opponent uses that might destabilize the balance in his or her own favor. This requires an action on the part of the Arbiter equal to the required action taken by the other creature (i.e. if the Arbiter negated a spell requiring a standard action to cast, it would require a standard action on his part to negate it). On a negated action, the targeted creature simply does nothing, though maneuvers, spells, spell-like abilities, etc. are still spent as normal. Each negation costs one point from the arbiter's negation pool. After using this ability, the Arbiter is treated as fatigued for one hour.

Greater Aura of Neutrality (Ex): Once again, the arbiter has strengthened his connection to the Great Balance and his ability to channel its power. At 14th level, his aura now grants the same penalty to enemy damage rolls that it would to their AC and attack rolls. Further, allies within 5’/four arbiter levels (rounded down) gain a 5’ increase to their movement speed. Likewise, enemies within the same range take a 5’ penalty to their movement speed.

Turning the Tables (Su): At 17th level, the Arbiter has gained an inherent understanding of the balance between the universe’s many different forms of beings, some of unimaginable power, others far weaker. As such, he may, once per day, choose to attempt to reverse and equalize this imbalance. By spending a full round in meditation, he may select any one creature within his line of sight and attempt to exchange his type and subtype with those of the creature for a number of minutes equal to ½ his wisdom modifier. The creature is entitled to a Will save with a DC equal to (10+Wis+1/2 arbiter levels). If the save succeeds, nothing happens and the creature becomes aware of the arbiter’s attempt and learns of the arbiter’s location. If the save fails, the subject loses consciousness for one second. Upon returning to consciousness, the type and subtype of the creature are now the arbiter’s and vice-versa. During this ability, the effect may not be negated by anything short of a wish or miracle. All of the creatures abilities remain the same, even if they would normally be dependent of their type/subtype. However, they now only have the resistances/immunities that the Arbiter would have possessed and vice-versa.

Exarch of True Balance (Ex): By 20th level, the Arbiter has become a living conduit to the Great Balance. His body and soul have become channels by which the Great Balance makes itself manifest in the world. To that end, the Arbiter has been granted powers beyond those of mortal men. His Negation pool is now equal to half his class level, rather than one-quarter, and the bonus/penalty to movement speed granted by his Greater Aura of Nobility now becomes 10’. Furthermore, enemies who make a successful save against his Shifting the Scales ability now have ¾ rather than ½ of the bonus taken. He continuously operates as if under freedom of movement, as the agent of the balance must be unfettered at all times, that he might serve to equalize the scales, lest the universe suffer. The true boon granted by his newfound power, however, is two-fold.

First, the Arbiter is forevermore treated as a Native Outsider with the [Neutral] subtype and gains all the benefits of such status. Along with this, he gains a fly speed with perfect maneuverability equal to his land speed. Finally, once per day, he may cause time to stop altogether for the duration of one full round. During this round, the Arbiter may freely reallocate any and all numerical bonuses on the field to a number of points equal to 3x his Wisdom modifier. He may also shift any three status effects from any one participant in the battle to another, with no save, though he may not shift the dead or unconsciousness statuses. He may reposition any and all participants as he sees fit, as long as the total amount of distance, in feet, the participants are shifted (whether friend or foe) does not exceed 10x his Wisdom modifier. He may not use this ability to move participants vertically. Finally, the Arbiter may select any number of enemies and drain hit points from them such that the total amount of hit points fully heals one of the Arbiter’s allies. The total amount drained may not exceed the ally’s maximum hit points for any reason, and can be divided across any number of foes.

Arbiter Spell List

0th level: Mage Hand, Mending, Flare, Light, Detect Poison, Detect Magic, Resistance, Guidance, Virtue, Amanuensis**, Caltrops**, Stick**

1st level: Protection from X, Shield, Identify, True Strike, Charm Person, Enlarge Person, Expeditious Retreat, Magic Weapon, Reduce Person, Lesser Deflect*, Dispel Ward**, Resist Planar Alignment**, Benign Transposition* Targeting Ray*, Incite*, Inhibit*, Ebon Eyes*, Nerveskitter*, Portal Beacon*, Ray of Clumsiness*, Shield Bearer*, Spell Flower*, Bane, Bless, Doom, Entropic Shield, Conviction**, Vision of Glory**, Blessed Aim**, Ironguts**, Resurgence**, Lesser Vigor**

2nd level: Protection from Arrows, Resist Energy, Detect Thoughts, See Invisibility, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Owl’s Wisdom, Eagle’s Splendor, Fox’s Cunning, Levitate, Deflect*, Dispelling Touch*, Master’s Touch*, Animalistic Power*, Share Talents*, Daggerspell Stance**, Dissonant Chant**, Distracting Ray**, Earth Lock**, Baleful Transposition**, Chain of Eyes**, Ray of Stupidity**, Belker Claws**, Earthbind**, Earthen Grasp**, Swift Fly**, Lively Step**, Scale Weakening**, Wings of Air**, Lesser Restoration, Shield Other, Remove Paralysis, Insight of Good Fortune*, Curse of Ill Fortune**, Divine Protection**, Living Undeath**, Quick March**, Stabilize**, Wave of Grief**

3rd level: Dispel Magic, Magic Circle Against X, Protection from Energy, Arcane Sight, Tongues, Clairaudience/Clairvoyance, Wind Wall, Blink, Fly, Gaseous Form, Haste, Greater, Magic Weapon, Keen Edge, Slow, Energy Aegis*, Energy Vulnerability*, Alter Fortune*, Crown of Might*, Crown of Protection*, Curse of Arrow Attraction*, Halt*, Avoid Planar Effects**, Reverse Arrows**, Amorphous Form**, Deeper Darkvision**, Diamondsteel**, False Gravity**, Girallon’s Blessing**, Shadow Phase**, Mass Snake’s Swiftness**, Spell Vulnerability**, Tremorsense**, Spidersilk**, Blindness/Deafness, Remove Curse, Remove Disease, Remove Blindness/Deafness, Hesitate*, Mass Aid**, Cloak of Bravery**, Mass Conviction**, Downdraft**, Hamatula Barbs**, Mass Resurgence**, Spark of Life**, Tremor**, Vigor**, Mass Lesser Vigor**

4th level: Dimensional Anchor, Lesser Globe of Invulnerability, Remove Curse, Stoneskin, Detect Scrying, Locate Creature, Scrying, Lesser Geas, Mass Enlarge Person, Mass Reduce Person, Stoneshape, Stifle Spell*, Baleful Blink*, Call of Stone*, Mystic Surge*, Dispelling Screen**, Forceward**, Ray Deflection**, Greater Resistance**, Mass Resist Energy**, Wall of X**, Assay Spell Resistance**, Know Vulnerabilities**, Battle Hymn**, Backlash**, Mass Darkvision**, Voice of the Dragon**, Greater Wings of Air**, Death Ward, Restoration, Spell Immunity, Castigate**, Delay Death**, Panacea**, Recitation**

5th level: Break Enchantment, Dismissal, Contact Other Plane, Prying Eyes, Rary’s Telepathic Bond, Animal Growth, Fabricate, Overland Flight, Passwall, Telekinesis, Transmute Rock to Mud, Transmute Mud to Rock, Permanency, Field of Resistance*, Dance of Blades*, Swift Etherealness*, Indomitability**, Planar Tolerance**, Refusal**, Wall of Dispel Magic**, Zone of Respite**, Mass Fire Shield**, Greater Blink**, Greater Enlarge Person**, Mass Fly**, Greater Reduce Person**, Mass Surefooted Stride**, Vulnerability**, Xorn Movement**, Atonement, Mark of Justice, Renewed Vigor*, Mass Curse of Ill Fortune**, Divine Agility**, Life’s Grace**, Incorporeal Nova**, Doomtide**, Mass Sanctuary**, Great Vigor**, Zone of Revelation**, Vulnerability**

6th level: Antimagic Field, Greater Dispel Magic, Globe of Invulnerability, Repulsion, Guards and Wards, Analyze Dweomer, Legend Lore, True Seeing, Geas/Quest, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Owl’s Wisdom, Mass Eagle’s Splendor, Mass Fox’s Cunning, Disintegrate, Flesh to Stone, Move Earth, Control Water, Tenser’s Transformation, Chasing Perfection*, Aura of Evasion**, Ruby Ray of Reversal**, Seal Portal**, Superior Resistance**, Probe Thoughts**, Freezing Fog**, Cloak of the Sea**, Make Manifest**, Stone Body**, Subvert Planar Essence**, Heroes Feast, Energy Immunity**, Rejection**, Vigorous Circle**


Key:
*Player’s Handbook II
**Spell Compendium



Change Log:

1.0: Original version.
1.1: Clarified Negation, heal/harm removed from spell list, clarified restrictions on Friendly Arbitration and Shifting the Scales, added restriction to Shared Knowledge.
1.2: Made alignment "any neutral", reduced the skill list, granted full martial weapons proficiency, added Eclectic Learning, altered the saves of Shoulder the Burden and Shifting the Scales, listed the Orisons/Cantrips, moved Shoulder the Burden to 8th level (and it's improvement to 12th).
1.3: Fixed fluff and typos, moved Shared Knowledge to 2nd level and Shifting the Scales to 4th, added Eclectic Learning, clarified Shoulder the Burden and moved it to 9th level. Added Parity and Turn the Tables.
1.4: Added Level the Field and changed Eclectic Learning to Advanced Learning. Also added clarification about bonuses. Added Sight of the Balance.

NeoSeraphi
2011-10-30, 09:01 PM
Neutral Items

Empathy Poisons:

An empathy poison preys on the ability of a creature to be sympathetic towards the ideals of good or evil. While neutral creatures do have some form of empathy towards either or both causes, they are generally not passionate enough to be affected.

An empathy poison affects all creatures who are good or evil, including creatures who are immune to ability damage, such as undead, and creatures who are immune to poisons, such as devils and demons. A racial bonus on saving throws against poison (such as those possessed by dwarves, angels, and the incredibly hardy dwarven angels) does not apply to saving throws against empathy poisons. All of this is arbitrarily because I say so, because good must triumph over evil, but we made all the evil creatures immune to poisons so let's just make poisons evil and then we'll make "good" poisons, which do the same thing as normal poisons but only to evil creatures!...Er...I mean, I have perfectly logical reasons for why empathy poisons get around immunities, I just don't feel like typing them all.

Empathy Poisons:
{table]Name| Affects | Method | DC | Damage | Cost
Valor's Bitterness | Good | Ingest | Fort DC 17 | 1d4 Cha/1d4 Cha | 200 gp
Vengeance's Disappointment | Evil | Injury | Will DC 17 | 1d4 Cha/1d4 Cha|200 gp
Justice's Bane | Good | Injury | Will DC 19 | 1d6 Str/1d6 Str | 500 gp
Hatred's Backlash | Evil | Inhale | Fort DC 19 | 1d6 Con/paralysis | 500 gp [/table]


Balance- Mr. Bookworm

A balance weapon brings destruction to those who err far from the path of harmony. It deals an extra 2d6 points of damage against all that do not have at least one Neutral component in their alignment, i.e. Lawful Good, Chaotic Good, Lawful Evil, and Chaotic Evil characters. It bestows one negative level on any that do not have at least one Neutral component in their alignment. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow this power upon their ammunition.

Moderate evocation; CL 7th; Craft Magic Arms and Armor, harmonic strike, creator must be neutral on at least one axis; Price +2 bonus

NeoSeraphi
2011-10-30, 09:03 PM
Neutral Prestige Classes

The Master Thief

Prerequisites: To become a Master Thief, you must meet the following prerequisites:

Class: Spellthief Level 10 (Complete Adventurer)
Alignment: Any nongood, nonevil

Hit Dice: d6

Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points: 6+Int Per Level

{table=head]Level|BAB|Fort|Ref|Will|Special|Sneak Attack

1st|+0|+0|+2|+2|Selfish Magic| +1d6

2nd|+1|+0|+3|+3|Selfish Wands| +2d6

3rd|+2|+1|+3|+3|Steal Spell (5th)| +3d6

4th|+3|+1|+4|+4|Improved Steal Spell Effect | +4d6

5th|+3|+1|+4|+4|Steal Spell (6th) | +5d6

6th|+4|+2|+5|+5|Discover Spells | +6d6

7th|+5|+2|+5|+5|Steal Spell (7th) | +7d6

8th|+6|+2|+6|+6|Selfish Absorb Spell | +8d6

9th|+6|+3|+6|+6|Steal Spell (8th) | +9d6

10th|+7|+3|+7|+7|The End Justifies My Means | +10d6
[/table]

Class Features:

Weapon and Armor Proficiency: The master thief gains no additional proficiencies.

Selfish Magic (Ex): A master thief doesn't bother with shrinking his opponents or saving his friends. He has only a few spells available to him, and they're reserved for him and him alone. A master spellthief adds his class level to his spellthief caster level to determine his spellthief caster level, but only when casting spells that have a range of personal, or a range of touch that the master thief targets himself with (For the purposes of this class feature, the master thief is defined as the entity that is performing the ability. He does not receive the benefit of this feature when targeting a simalcrum or some other such nonsense). Additionally, the master thief adds his class level to his spellthief class level for the purpose of the check made to Absorb Spells.

Sneak Attack (Ex): At every level, a master thief gains an additional dice of Sneak Attack damage (see the spellthief class feature of the same name). All sources of Sneak Attack damage stack with each other.

Alternatively, a master thief may sacrifice his sneak attack progression. If he does so, he continues progressing his spellcasting from his spellthief class, as if the master thief prestige class was a full spellcasting progression PrC.

Selfish Wands (Ex): A master thief is able to utilize magic items to an amazing extent, but only when he targets himself with them. This comes from the spellthief's natural ability to absorb and recast spells.

When a master thief of 2nd level or higher makes a Use Magic Device check to attempt to activate a scroll or wand, he receives a perfection bonus on the check equal to his class level, but only if the only target of the spell he is casting is himself. Additionally, if those conditions are met, the master thief may always take 10 on his Use Magic Device checks, regardless of whether he is under stress or threatened (For the purposes of this class feature, the master thief is defined as the entity who is performing the ability, he does not gain the benefits of this feature when targeting a simalcrum or some other such nonsense).

Steal Spell (Su): As the spellthief ability of the same name.

Improved Steal Spell Effect (Su): Starting at 4th level, whenever a master thief steals a spell effect, he may steal up to 1 extra spell effect per 2 class levels (maximum of 5 extra spell effects at level 10) instead (if he is drawing from a willing target, the target must be willing to give away each spell effect).

Discover Spells (Ex): As the spellthief ability of the same name.

Selfish Absorb Spell (Su): Starting at 8th level, a master thief may absorb any spell that is cast within 100 feet, as long as that spell has a single target. This ability is an immediate action. To do this, the master thief must have line of sight and effect to the target of the spell and to the caster. He must be able to see and hear the caster who is casting the spell. He rolls a d20, and adds his spellthief level+his master thief level to that. If his total roll beats the DC (Caster level+11), he becomes the new target of the spell (Even if he is outside the spell's range).

If the spell is harmful, the master thief may succeed his save and absorb it as usual. If the spell is harmless, he may allow it to be cast on him and enjoy its benefits as if he were the target all along. The spellthief may absorb spells from any caster, willing or unwilling, enemy or ally.

The End Justifies My Means (Su): A master thief will do anything to protect his own life. Anything at all. Starting at 10th level, the master thief may use his ability to absorb magic to absorb the life essence of all creatures around him.

Activating this ability is a full-round action that does not provoke an attack of opportunity. All creatures within 60 feet of him (including allies), must make a Will save (DC 20+the master thief's Charisma modifier) or take 5d6+10 points of negative energy damage. (A successful Will save negates the effect)

The master thief may only affect up to twenty different creatures with this ability, starting with the ones closest to him. If a choice needs to be made because there are too many creatures but they are equally far from the spellthief, the DM selects who the ability drains from.

The master thief recovers hit points equal to the total amount of damage dealt to all creatures.

Doing this is both deadly and exhausting. The master thief may not perform this ability again for one hour, and during that time, his ability to absorb spells is completely negated.

NeoSeraphi
2011-10-30, 09:04 PM
[Neutral] Spells

Spells with the [Neutral] descriptor are neutrally-aligned spells. Casting a [Neutral] spell is by default a neutral act, and is therefore neither good nor evil, unless your DM rules that your reason for doing so was for a good/evil reason. A divine caster who is good or evil may not cast [Neutral] spells. Additionally, only neutral deities may offer these spells to their clerics. A Lawful Neutral cleric of Heironeous could not cast a [Neutral] spell, as Heironeous himself is Lawful Good.

Harmonic Strike- Mr. Bookworm
Evocation [Neutral]
Level: Balance 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1 round); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each creature in the area with a neutral component in their alignment (or 1d6 points of damage per caster level, maximum 10d6, to an outsider without a neutral component in their alignment) and causes it to become dazed for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.

The spell deals only half damage to creatures who have a neutral component to their alignment, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

Tongue of the Diplomat - TravelLog
Transmutation [Neutral]
Level: Arbiter 3, Brd 3
Components: S
Casting time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)

Your speech becomes more elegant and persuasive. You gain a +30 bonus on Diplomacy checks made to convince another of the validity of your position.
If a magical effect is used against you that would detect your unnatural persuasiveness, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your unusual eloquence.

Protection from Morality
Abjuration [Neutral]
Level: Cleric 1, Balance 1, Sorc/Wiz 1

This spell functions as protection from good and protection from evil simultaneously.


Detect Morality
Divination [Neutral]
Level: Cleric 1, Sorc/Wiz 1

This spell functions as detect good and detect evil simultaneously.

Dispel Morality
Abjuration [Neutral]
Level: Cleric 5, Balance 5

This spell functions as dispel good and dispel evil simultaneously.

Magic Circle Against Morality
Abjuration [Neutral]
Level: Cleric 3, Balance 3, Sorc/Wiz 3

This spell functions as magic circle against good and magic circle against evil simultaneously.

NeoSeraphi
2011-10-30, 09:11 PM
Okay! So the floor is open. Even though I've gotten the basic idea in my head...well, the truth is I have no idea where to start. So, any suggestions?

Edit: Also this post is reserved for new Inevitables!

Tanuki Tales
2011-10-30, 09:16 PM
So, we going to see some new Inevitables from this project? And if so, are you going with the 3.5 Constructs or with the Pathfinder Outsiders with Constructed traits?

Grod_The_Giant
2011-10-30, 09:18 PM
Some stuff for the Druid would be a good place to start- he's probably the most neutral-y of the base classes, along with the monk. Maybe some love for the shapeshift variant?

For the paladin of neutrality... I'm thinking somewhat reduced healing and smiting damage, but the ability to switch between positive and negative channeling at will?

A neutral base class could be focused on balance- if you use an offensive ability one turn, you have to balance it out with a defensive one within a few turns.

gabrion
2011-10-30, 09:25 PM
I don't know if it would be a feat, a spell, a class feature, a PrC, or what, but I'd like to some sweet anti-divination effect that benefits neutral characters.

It should be pretty sweet, but maybe the balancing factor could be that it only works agains foes who deviate from from the characters alignment on the axis which they are neutral (which would be nice as it would benefit true neutral characters the most since it would work against any other non-TN).

TravelLog
2011-10-30, 09:34 PM
I'd love to see an "Arbiter" class that acts to balance battles. All the enemies have buffs? The arbiter has an ability that equally distributes all on-field buffs from the enemies. Allies have negative status? The arbiter has an ability that forces enemies to shoulder half the burden.

All that kind of stuff.

NeoSeraphi
2011-10-30, 09:42 PM
So, we going to see some new Inevitables from this project? And if so, are you going with the 3.5 Constructs or with the Pathfinder Outsiders with Constructed traits?

All my Homebrew is 3.5, with one notable exception. As for Inevitables, hell yes.


I'd love to see an "Arbiter" class that acts to balance battles

That's brilliant!


sweet anti-divination effect that benefits neutral characters.
Hmmm...that would probably be an item, I'll have to think about it.

TravelLog
2011-10-30, 09:46 PM
As for Inevitables, hell yes.

It's about time we get more!



That's brilliant!

I've really been meaning to do something of this nature myself, but between midterms and other stuff, I just haven't had the time. Still, I'd be happy to serve as a board for you to bounce ideas off of, or consult or some such.

Valwyn
2011-10-30, 09:48 PM
As far as spells go, the only Neutral ones I could find were Weighed in the Balance and Word of Balance.

WEIGHED IN THE BALANCE
Necromancy
Level: Balance 9
Components: V
Casting Time: 1 standard action
Range: 30 ft.
Area: Creatures in a 30-ft.-radius
spread centered on you
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You speak the words of power, and a warm orange fire radiates from you, aiding those that believe in the true balance, and harming all others.

This spell harms or heals creatures within its area based on their alignments and life status. The effect does the most harm to those creatures most extreme in alignment and most out of balance with the natural world.

For living creatures that have an alignment with no neutral component (LG, CG, LE, or CE), this spell acts as an inflict critical wounds spell (PH 244).

For living creatures that have an alignment with a neutral component and one other (NG, LN, CN, or NE), this spell acts as an inflct moderate wounds spell (PH 244).

For living creatures that have a neutral alignment (N) and all undead creatures, this spell acts as a heal spell (PH 239), dealing damage to undead but acting as a beneficial spell to neutral creatures.

WORD OF BALANCE
Evocation [Sonic]
Level: Balance 7, druid 7
Components: V
Casting Time: 1 standard action
Range: 30 ft.
Targets: Creatures in a 30-ft.-radius
spread centered on you
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: Yes

You utter the elder words of balance. Those who stray too far from the path of even-handedness pay the price for their sins as the words judge them.

Any lawful good, chaotic good, lawful evil, or chaotic evil creature that hears a word of balance suffers ill effects according to its Hit Dice, as given below, with no saving throw. These effects are cumulative.

HD Effect
Equal to caster level Nauseated
Up to caster level –1 Weakened, nauseated
Up to caster level –5 Paralyzed, weakened, nauseated
Up to caster level –10 Killed

Nauseated: The creature is limited to a single move action for 1 round but can defend itself normally.

Weakened: The creature’s Strength decreases by 2d6 points for 2d4 rounds.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.

Killed: The creature dies if living or is destroyed if undead.

If you are on your home plane when you cast this spell, every lawful good, chaotic good, lawful evil, and chaotic evil elemental and outsider within the area is instantly banished back to its home plane unless it makes a successful Will saving throw at a –4 penalty. Creatures so banished cannot return for at least 24 hours. The banishment effect occurs whether or not the creatures actually hear the word of balance, though those that do also suffer the appropriate effects (see above).

Creatures whose HD exceed your caster level are unaffected by word of balance.

Maybe there could also be a Protection From Neutral and the like, which would be useful when dealing with elementals and other Neutral outsiders.

As far as prestige classes go, I could see an organization dedicated not to tip the scales in favor of Good-Evil or Law-Chaos, but to help the losing side long enough for it to get on its feet again. If it looks like the paladins might overthrow an evil dictator in an otherwise peaceful land, the members of the PrC would help the dictator. If an undead army is kicking everyone's butt, the members of the PrC would save the day. Members of this class are probably not very popular, though, so they'd likely take a hit to Diplomacy (penalty = levels in PrC?). It'd probably allow anyone who is Neutral Something in (so no paladins), and might have Iron Will as a prerequisite (to show their dedication towards Neutrality). I'm not sure what kind of abilities the class would have, though.

I don't really know enough about the game to homebrew, but maybe this will give you some ideas.

Tanuki Tales
2011-10-30, 09:48 PM
All my Homebrew is 3.5, with one notable exception. As for Inevitables, hell yes.

Maybe make another? :smallwink:

Inevitables got a nice beef up in Pathfinder, so I like pushing that version of them. :smalltongue:

Elfstone
2011-10-30, 09:49 PM
This, this is genius. I look forward to the first reveal.

NeoSeraphi
2011-10-30, 09:52 PM
This, this is genius. I look forward to the first reveal.

It's going to have to wait a while, unfortunately. I finally decided to get off my butt and write an Extended Homebrew signature, and as it turns out, I made a lot of effing homebrew for this site! :smalleek:

Elfstone
2011-10-30, 09:55 PM
Yeah.. You have. I noticed. Can't be THAT hard, as you have all your threads in Threads I created. Unless, of course you osted them in threads you didn't create.

That might be a challenge.

SamBurke
2011-10-30, 09:58 PM
It's going to have to wait a while, unfortunately. I finally decided to get off my butt and write an Extended Homebrew signature, and as it turns out, I made a lot of effing homebrew for this site! :smalleek:

You just now figured this out? You crank out two or three classes a week... (all of which rock, btw). It's like optimization: every little bit adds up.

Also, great idea, following. Classes: maybe some NPC classes? A magic shop owner or merchant would make a lot of sense as True Neutral.

Maybe a couple of neutral gods? A neutral domain? A "Give Logic" spell that warps your mind closer to neutrality?

Something with the word "neutron" randomly thrown in?

The possibilities are endless.

NeoSeraphi
2011-10-30, 10:16 PM
You just now figured this out? You crank out two or three classes a week... (all of which rock, btw). It's like optimization: every little bit adds up.


Yeah.. You have. I noticed.

Dear sweet merciless Asmodeus! :smalleek: OKAY! It's done! My Extended Homebrewer signature is open for business!


Also, great idea, following. Classes: maybe some NPC classes? A magic shop owner or merchant would make a lot of sense as True Neutral.


Good idea, but I want to clarify here: This is not a True Neutral book (just in case you might have been thinking that). It's just neutral on the morality axis.



Maybe a couple of neutral gods? A neutral domain? A "Give Logic" spell that warps your mind closer to neutrality?


Actually, the Balance Domain from the Spell Compendium is a neutral domain.


The possibilities are endless.

Indeed they are. *gulps* Maybe I shouldn't have done this...

Noctis Vigil
2011-10-30, 10:23 PM
Am I allowed to post a class here? I'm still working on it, but after I finish? It's not a TN class, but it has to be morally N, and is "most likely to be N as opposed to L or C, though there are exceptions".

I call it the Redead.

NeoSeraphi
2011-10-30, 10:28 PM
Am I allowed to post a class here? I'm still working on it, but after I finish? It's not a TN class, but it has to be morally N, and is "most likely to be N as opposed to L or C, though there are exceptions".

I call it the Redead.

Absolutely! This tome is open to the public and to public editing! If you post a class here I will add it to the Class section with your full credit of course.

As a side note, I just finished the first Balance feat and have posted it, still working on things but I left one up to test the waters and see how you all like the idea...

Grod_The_Giant
2011-10-30, 10:37 PM
As a side note, I just finished the first Balance feat and have posted it, still working on things but I left one up to test the waters and see how you all like the idea...

Needs a TN alignment requirement. Otherwise seems good.

I might take a stab at that class idea I mentioned earlier, if I have time.

NeoSeraphi
2011-10-30, 10:47 PM
Needs a TN alignment requirement. Otherwise seems good.

I might take a stab at that class idea I mentioned earlier, if I have time.

It's a [Balance] feat, so the Neutral alignment is already required to take it. A Lawful Neutral or Chaotic Neutral cleric qualifies for the feat (The Book of What's In It For Me is only about Good-Neutral-Evil Neutral)

TravelLog
2011-10-30, 11:15 PM
Absolutely! This tome is open to the public and to public editing! If you post a class here I will add it to the Class section with your full credit of course.

As a side note, I just finished the first Balance feat and have posted it, still working on things but I left one up to test the waters and see how you all like the idea...

You know what? This has motivated me. I'll try to get an Arbiter class together and post it this upcoming weekend. If I can't manage it by then feel free to try a crack at it. Any desire for it to either be a base class or PrC?

NeoSeraphi
2011-10-30, 11:22 PM
You know what? This has motivated me. I'll try to get an Arbiter class together and post it this upcoming weekend. If I can't manage it by then feel free to try a crack at it. Any desire for it to either be a base class or PrC?

Hey hey! Now that's what I'm talking about! The more people we have working on this project, the better! And you're a pretty skilled homebrewer, so I expect...er...whatever the neutral version of the word "great" is..things from you!

As for base class or PrC, what do you want?

TravelLog
2011-10-30, 11:27 PM
Hey hey! Now that's what I'm talking about! The more people we have working on this project, the better! And you're a pretty skilled homebrewer, so I expect...er...whatever the neutral version of the word "great" is..things from you!

As for base class or PrC, what do you want?

I appreciate the compliment. :smallsmile: As for whether its a PrC or base class, I was just trying to figure out abilities. On the one hand, it could be a class that advances casting (probably along 9/10 lines) and maybe knight/paladin class features if I go the Judgemaster from Final Fantasy route. On the other hand, it could be a totally unique base class with it's own spell list, probably to 7th or 8th level.

The first would be more of the gish variety, the other would be caster with lots of unique abilities. Or maybe even also a gish. I have tons of ability ideas, figuring out the chassis is the hard part on this one I think.

Also, hilarious as it may be, I believe a "neutral" word for bad/good, awful/great might be "mediocre", "perfectly average", or "balanced".

NeoSeraphi
2011-10-30, 11:30 PM
Added the first two empathy poisons (as well as another Balance feat about an hour ago)

NeoSeraphi
2011-10-30, 11:33 PM
Edit: Okay...I'm not crazy...there was a post here...I quoted it!....maybe I've been cranking out too much awesome homebrew lately...

Anyway, I realized I left out the explanation of why empathy poisons ignore immunities, so I added that in at the bottom of the immunities paragraph.

Noctis Vigil
2011-10-30, 11:50 PM
er...whatever the neutral version of the word "great" is..

I believe the word you're looking for is "meh". :smalltongue:

For the record, I have the base class chassis for Redead somewhat coherent; I should have it up in a day or three, depending of free time. It is essentially a class that believes in a balance between life and death, resulting in several abilities including (but not limited to) spellcasting (with a twist of my own evil designs), negative level inducing touch attacks much akin to sneak attack, and a...special HP system.

Amechra
2011-10-31, 01:21 AM
I remember attempting this kinda project! Neutral luck, my acquaintance, to seeing this to it's sorta-completion!

I've always wondered why there isn't a Book of Exquisite Law or a Book of Anarchic Joy (or whatever you'd call them; still, playing a paragon of Law or Chaos is SO much harder than playing an Exalted or Vile character...)

NeoSeraphi
2011-10-31, 01:26 AM
I've always wondered why there isn't a Book of Exquisite Law or a Book of Anarchic Joy (or whatever you'd call them; still, playing a paragon of Law or Chaos is SO much harder than playing an Exalted or Vile character...)

The problem with Law and Chaos is they're so radically different from Good and Evil in how different they are. See, when applied to a Good or Evil character, Law and Chaos are just the methods to the madness, as it were (at least, from what I've seen)

A Lawful Good character and a Chaotic Good character may share core ideals and just disagree on the proper method to get them done. And Lawful Evil and Chaotic Evil? They may hate each other (demons and devils) but there's no questioning how incredibly evil they are.

Meanwhile, a Lawful Good and a Lawful Evil character are vastly different, as are Chaotic Good and Chaotic Evil. (Try comparing a solar to a pit fiend).

The-Mage-King
2011-10-31, 01:28 AM
An empathy poison affects all creatures who are good or evil, including creatures who are immune to ability damage, such as undead, and creatures who are immune to poisons, such as devils and demons. A racial bonus on saving throws against poison (such as those possessed by dwarves, angels, and the incredibly hardy dwarven angels) does not apply to saving throws against empathy poisons. All of this is arbitrarily because I say so, because good must triumph over evil, but we made all the evil creatures immune to poisons so let's just make poisons evil and then we'll make "good" poisons, which do the same thing as normal poisons but only to evil creatures!...Er...I mean, I have perfectly logical reasons for why empathy poisons get around immunities, I just don't feel like typing them all.

...Sarcastic much?

:smalltongue:


Anyway, I might think of somethings to submit to this, but don't get your hopes up.

Mr.Bookworm
2011-10-31, 02:29 AM
The BoED had the various non-god Big Goods of the setting and the BoVD had the various non-god Big Bads of the setting. Who are the Big Neutrals of D&D? All I can think of are the Slaadi Lords and Primus.

If you want this to succeed, you also need a philosophy section tying it all together. You really need to sell the Neutral philosophies of life or lack thereof. While I'm not as huge a hater of the BoVD/BoED philosophy hours as a lot of people seem to be, it does need to be Not Stupid (the last thing we need is more Stupid Balance Druids, Stick-Up-the-Arse Lawfuls, or Chaotic Jackasses).

Hm. This has given me some ideas. I'll try to whip something up later. Also, for a balance enchantment, how about a sword that does the standard holy/unholy schtick against any of the four extreme alignments (LG, CG, LE, CE)?

NeoSeraphi
2011-10-31, 02:32 AM
The BoED had the various non-god Big Goods of the setting and the BoVD had the various non-god Big Bads of the setting. Who are the Big Neutrals of D&D? All I can think of are the Slaadi Lords and Primus.


I suppose "The Tarrasque" wouldn't be an appropriate answer, despite your amazing fix? :smallamused:



If you want this to succeed, you also need a philosophy section tying it all together. You really need to sell the Neutral philosophies of life or lack thereof. While I'm not as huge a hater of the BoVD/BoED philosophy hours as a lot of people seem to be, it does need to be Not Stupid (the last thing we need is more Stupid Balance Druids, Stick-Up-the-Arse Lawfuls, or Chaotic Jackasses).


...Yeah.



Hm. This has given me some ideas. I'll try to whip something up later. Also, for a balance enchantment, how about a sword that does the standard holy/unholy schtick against any of the four extreme alignments (LG, CG, LE, CE)?

Edit: No, I can't do that. The holy/unholy weapons give persistent negative levels and stuff...I don't want to punish a LN or CN character who holds a balance weapon. No, this tome has nothing to do with Law or Chaos, so I'll make it basically a stacked holy/unholy weapon. Should it be +2 or +3 in that case?

Mr.Bookworm
2011-10-31, 02:57 AM
I suppose "The Tarrasque" wouldn't be an appropriate answer, despite your amazing fix? :smallamused:

Heh. Maybe, actually, if you want to include a monster as a representative of the "animal" TN.

Though one of the other ideas I had for similarly themed monsters (masters of one particular discipline) was a sort of Inevitable Prime (with a literal diamond mind). Could do something with that.


Edit: No, I can't do that. The holy/unholy weapons give persistent negative levels and stuff...I don't want to punish a LN or CN character who holds a balance weapon. No, this tome has nothing to do with Law or Chaos, so I'll make it basically a stacked holy/unholy weapon. Should it be +2 or +3 in that case?

No, no, it wouldn't do anything to a LN or CN creature. The only alignments it would affect would be those without a Neutral component, or LG/CG/CE/LE.

As a formal write-up, would look something like this:

Balance

A balance weapon brings destruction to those who err far from the path of harmony. It deals an extra 2d6 points of damage against all that do not have at least one Neutral component in their alignment, i.e. Lawful Good, Chaotic Good, Lawful Evil, and Chaotic Evil characters. It bestows one negative level on any that do not have at least one Neutral component in their alignment. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow this power upon their ammunition.

Moderate evocation; CL 7th; Craft Magic Arms and Armor, harmonic strike, creator must be neutral on at least one axis; Price +2 bonus

This strikes me as relatively balanced (yuk yuk). Holy and unholy are pretty good because you can generally guess what sort of foes you'll be facing depending on the campaign. If you're a Do-Gooder, you're going to be fighting a lot of Evil guys, and vice versa. This gives you a broader in-universe applicability for your weapon, but also strips a bit away from the meta applicability of the weapon.

Alternatively, if you feel that's too strong, you could buff it up a bit to make it a +3 enhancement.

NeoSeraphi
2011-10-31, 02:59 AM
No, no, it wouldn't do anything to a LN or CN creature. The only alignments it would affect would be those without a Neutral component, or LG/CG/CE/LE.

As a formal write-up, would look something like this:

Balance

A balance weapon brings destruction to those who err far from the path of harmony. It deals an extra 2d6 points of damage against all that do not have at least one Neutral component in their alignment, i.e. Lawful Good, Chaotic Good, Lawful Evil, and Chaotic Evil characters. It bestows one negative level on any that do not have at least one Neutral component in their alignment. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow this power upon their ammunition.

Moderate evocation; CL 7th; Craft Magic Arms and Armor, harmonic strike, creator must be neutral on at least one axis; Price +2 bonus

This strikes me as relatively balanced (yuk yuk). Holy and unholy are pretty good because you can generally guess what sort of foes you'll be facing depending on the campaign. If you're a Do-Gooder, you're going to be fighting a lot of Evil guys, and vice versa. This gives you a broader in-universe applicability for your weapon, but also strips a bit away from the meta applicability of the weapon.

Alternatively, if you feel that's too strong, you could buff it up a bit to make it a +3 enhancement.

I'm not familiar with the harmonic strike spell.

Mr.Bookworm
2011-10-31, 03:33 AM
I'm not familiar with the harmonic strike spell.

A completely hypothetical counterpart with a quickly made-up name to the holy smite/unholy blight spells.

NeoSeraphi
2011-10-31, 03:34 AM
A completely hypothetical counterpart with a quickly made-up name to the holy smite/unholy blight spells.

Ah, that would explain everything. Sure, let's go with that. Alright, I'll put that in the Items section then.

Edit: Added your balance item in and gave you credit. Thank you for your contribution.

hamishspence
2011-10-31, 05:22 AM
The BoED had the various non-god Big Goods of the setting and the BoVD had the various non-god Big Bads of the setting. Who are the Big Neutrals of D&D? All I can think of are the Slaadi Lords and Primus.

There's the rilmani (Fiend Folio) but they're more "outsider Neutral exemplars"- though their leaders could be Big Neutrals.

For neutral special items- Arms & Equipment Guide has the Regalia of Neutrality.

The Faerun book Underdark has the Book of Perfect Balance (sacred to any divine spellcaster of neutral alignments- NG, LN, N, CN, CE) and the Talisman of Pure Neutrality (only usable by TN characters- creates a crack that can swallow non-neutral (LG, LE, CG, CE) enemy divine spellcasters.

It also has the Balance divine domain.

Epic Handbook has the Libram of Silver Magic (works for nongood, nonevil arcane casters- LN, N, CN) and its good and evil counterparts.

Eldan
2011-10-31, 05:48 AM
I'd love to see some new Rilmani, actually. They were sadly neglected in third edition, as far as I can see. Much like any outsider that wasn't a demon or devil, really. Or some new material on the outlands and the spire.

Valwyn
2011-10-31, 07:28 AM
How about a prestige class that gives you Favored Enemies based on alignment? It could go something like this:

Hit dice: d8
Skills: Balance, Bluff, Climb, Diplomacy, Hide, Intimidate, Jump, Knowledge (any, taken individually), Liste, Move Silently, Ride, Search, Sense Motive, Spot, Survival, Swim, Use Rope.
Skill points: 4 + Int
Proficiencies: Martial Weapons

Level 1: Philosophical Foe I, Detect Alignment
Level 2: Balancing Strike
Level 3:
Level 4: Track Philosophical Foes
Level 5:
Level 6: Philosophical Foe II
Level 7:
Level 8: Know Your Foe
Level 9:
Level 10: Counterweight

Philosophical Foe I (Ex): As Favored Enemy, but must choose a specific alignment (LG/LE/CG/CE)

Detect Alignment (Su): As Detect Evil (at will), but detects specific alignment (LG/LE/CG/CE)

Balancing Strike (Su): As Smite Evil (3/encounter), but against non-neutrals (LG/LE/CG/CE)

Track Philosophical Foes (Su): As Track, but only against Philosophical Foes. Requires Detect Alignment to work (if DA is bloqued, TPF doesn't work. DC?)

Philosophical Foe II (Ex): As Philosophical Foe I. (Maybe force the character to choose the opposite alignment?)

Know Your Foe (Ex): Add PrC level to Knowledge checks to determine the strengths and weaknesses of creatures of choosen alignment. (Can make checks untrained?)

Counterweight (Su): 2/day, the character might kill, destroy or banish an enemy of his choosen alignment. He can only spend one attempt againt his PFI, the other must be spent against his PFII. (Type of save? DC?)


It needs a lot of work (and fluff), but it seems possible. What do you think?

TravelLog
2011-10-31, 11:00 AM
I think we should consider a name that fits in with BoED and BoVD.
Possibilities:
--Book of Unbiased Detachment (continuing the trend of Bo_D)
--Book of Impartial Observation
--Book of Unyielding Dispassion
--Book of True Balance
Or any combination therein.

Garryl
2011-10-31, 11:03 AM
Opportune Sneak Attack [Balance]
Prerequisites: Sneak Attack +1d6, Sleight of Hand 4 ranks
Benefit: When you successfully Sneak Attack a creature with at least one possession, you may make a Sleight of Hand check as a free action. Your opponent opposes you with an opposed Strength check, as if you were attempting to Disarm him. If you succeed, you snatch an item from the creature (you can either target something you see, or you can target an area you think might have items, like his pockets, in which case the DM will tell you what you get, if anything) and pocket it as a free action, unless it is a weapon, in which case you may either hold on to it, or drop it in your square as a free action.

This ability requires a free hand to execute. You cannot steal armor or clothing that a creature is wearing. (A quiver of arrows/bolts is considered clothing if it is securely fastened)

You may not steal rings, robes, cloaks, gloves, boots or mantles in this manner, but you may take necklaces, periapts, belts, glasses, goggles, or masks.

How does this even work? A straight Strength check will always lose to a skill check (which adds Dex + level + 3 + a variety of miscellaneous other factors that can be quite large). Plus, Disarm (http://www.d20srd.org/srd/combat/specialAttacks.htm#disarm) is not opposed by Strength checks, it's opposed by a modified attack roll (which does usually stay at a relevant value compared to skill checks before crazy +30 skill items and the like).

You could rewrite it as (shorter, simpler, and using existing rules instead of making new ones for things that already exist):

Opportune Sneak Attack [Balance]
Prerequisites: Sneak Attack +1d6, Sleight of Hand 4 ranks
Benefit: Whenever you make a successful Sneak Attack, you may make an unarmed Disarm attempt against that target as a free action without provoking attacks of opportunity, using a Sleight of Hand check in place of your modified attack roll. If you succeed and take an object of at least 2 size categories smaller than you, you may pocket it or or otherwise secure it on your person as a free action. You must have a free hand to attempt a free disarm this way and your target must be within your unarmed reach.

Shadow Lord
2011-10-31, 11:20 AM
I don't trust this thread... it's just so... neutral!Also, awesome

TravelLog
2011-10-31, 11:36 AM
I can't resist.

Consummate Diplomat [Balance]
Prerequisites: Diplomacy 15 ranks, True Neutral alignment, One other feat, Skill Focus: Diplomacy.
[B]Benefit: During diplomacy checks, you never receive a penalty for being of a differing alignment from those you are trying to sway with your diplomacy checks. Furthermore, all targets of your diplomacy checks are considered one step closer to helpful if their stance toward you would be negative.

NeoSeraphi
2011-10-31, 11:46 AM
I think we should consider a name that fits in with BoED and BoVD.
Possibilities:
--Book of Unbiased Detachment (continuing the trend of Bo_D)
--Book of Impartial Observation
--Book of Unyielding Dispassion
--Book of True Balance
Or any combination therein.

All of those suggest True Neutral rather than just moral Neutral. Moral Neutral is the self-serving, I do what I want Neutral.

Treblain
2011-10-31, 11:52 AM
I don't trust this thread... it's just so... neutral!Also, awesome

I have no strong feelings one way or the other.

TravelLog
2011-10-31, 11:53 AM
All of those suggest True Neutral rather than just moral Neutral. Moral Neutral is the self-serving, I do what I want Neutral.

Hmm...you are correct. *Pulls beard in thought*

Also, thoughts on "Like Switzerland"? It's meant to be a serious feat so we can definitely change the name.

To be fair however, I feel that there are other varieties of moral neutrality, like the philosopher who regards good and evil as theoretical concepts or the vigilante who sees them both as foolish absolutes without basis in the gritty reality of the world.

NeoSeraphi
2011-10-31, 11:58 AM
Hmm...you are correct. *Pulls beard in thought*

Also, thoughts on "Like Switzerland"? It's meant to be a serious feat so we can definitely change the name.


Yes, I like the feat, however, I would like you to change the name please. :smallsmile:


To be fair however, I feel that there are other varieties of moral neutrality, like the philosopher who regards good and evil as theoretical concepts or the vigilante who sees them both as foolish absolutes without basis in the gritty reality of the world.

Yes, there are. That's why I have trouble coming up with a serious name. (Besides, this thread's title is half the reason people are coming here to begin with)

TravelLog
2011-10-31, 12:02 PM
Yes, I like the feat, however, I would like you to change the name please.

Name changed to "Consummate Diplomat".

NeoSeraphi
2011-10-31, 12:04 PM
I'd love to see some new Rilmani, actually. They were sadly neglected in third edition, as far as I can see. Much like any outsider that wasn't a demon or devil, really. Or some new material on the outlands and the spire.

Are they in the AD&D Monster Manual, or where are they in a previous edition?


How about a prestige class that gives you Favored Enemies based on alignment? It could go something like this:

That looks really good (but I don't want to make too much stuff that's just anti-alignment, as that is more True Neutral than moral Neutral)

I'll try to clean it up over the next day or so and add it to the prestige class section. Thank you for your contribution!

hamishspence
2011-10-31, 12:12 PM
I'm not sure where they were in older editions- though I know they were in FF in 3E.

There's extra planar dragons in Dragon 321: one of which is associated with the rilmani- the concordant dragon.


All of those suggest True Neutral rather than just moral Neutral. Moral Neutral is the self-serving, I do what I want Neutral.

The Book of Perfect Balance comes close- being more "anti-extreme" where the extremes are alignments with no neutral component.

The Libram of Silver Magic is designed to cater to the morally neutral (LN, N, CN) but is arcane rather than divine.

Mr.Bookworm
2011-10-31, 12:16 PM
Yep, they were in Planescape. (http://en.wikipedia.org/wiki/Rilmani)

You could do the other three that didn't appear in the FF.

NeoSeraphi
2011-10-31, 12:17 PM
I'm not sure where they were in older editions- though I know they were in FF in 3E.

There's extra planar dragons in Dragon 321: one of which is associated with the rilmani- the concordant dragon.

Dragons? *facepalms* Oh man....this is what the people want...*takes a deep breath* I didn't honestly expect this to be so popular :smalleek: But I've gotta keep at it!




The Book of Perfect Balance comes close- being more "anti-extreme" where the extremes are alignments with no neutral component.

The Libram of Silver Magic is designed to cater to the morally neutral (LN, N, CN) but is arcane rather than divine.

And see, that's the thing. Balance isn't what I'm going for here, at least, not perfect balance. I just want to focus on the balance between good and evil, because this is a counterpart to BoED and BoVD.

sreservoir
2011-10-31, 12:30 PM
you must have elder arbiters to devote to, which grant bonus [Balance] feats at 1, 5, 10, .... you [i]must[i].

NeoSeraphi
2011-10-31, 12:36 PM
you must have elder arbiters to devote to, which grant bonus [Balance] feats at 1, 5, 10, .... you [i]must[i].

Elder Arbiters...Oh, you're talking about the Elder Evils from Exemplars of Evil? Okay.

Valwyn
2011-10-31, 01:46 PM
That looks really good (but I don't want to make too much stuff that's just anti-alignment, as that is more True Neutral than moral Neutral)

I'll try to clean it up over the next day or so and add it to the prestige class section. Thank you for your contribution!

Now that you mention it, yeah, it does look True Neutral. Maybe have the Philosophical Foes determined by your alignment? LN gets LG and LE, N gets NG and NE, and CN gets CG and CE. Or maybe LN gets the chaotic alignments while CN gets the lawful alignmnets. It's not perfect, and it reduces flexibility, but I guess it reflects a character who is focused on the Law-Neutral-Chaos aspect of alignment.

And you're welcome. Feel free to make any modifications you want. :smallsmile:

neilthrun
2011-10-31, 03:35 PM
The Book of Total Neutrality
The Book of Complete Apathy
The Book of Balance and Apathy
The Book of Unassuming Deeds
The Book of Flip-Floppers
The Book of Inscrutable Intentions

Elfstone
2011-10-31, 04:43 PM
I would make the balance of energy class feat drop your CL by one(to a min of 1) for both of those spells, to make it a little more balanced.

TravelLog
2011-10-31, 05:05 PM
Tongue of the Diplomat [Neutral]
Transmutation
Level: Arbiter 3, Brd 3
Components: S
Casting time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)

Your speech becomes more elegant and persuasive. You gain a +30 bonus on Diplomacy checks made to convince another of the validity of your position.
If a magical effect is used against you that would detect your unnatural persuasiveness, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your unusual eloquence.

Smokin Red
2011-10-31, 05:18 PM
I don't know how to 'brew' it, but how about an ability (or whole class?) that feeds on Evil/Good (or Chaos/Law, didn't understand which way you wanted to go :smallwink:)
For example auras from clerics, spells with an alignment descriptor or aligned attacks could heal you, or give you bonus spells, or DR...

Just an idea

NeoSeraphi
2011-11-01, 03:40 AM
I would make the balance of energy class feat drop your CL by one(to a min of 1) for both of those spells, to make it a little more balanced.

I don't understand. First of all, you have to be neutral, as a cleric, which means that you're forced to either play Lawful Neutral or Chaotic Neutral (unless you're worshipping a God that is True Neutral, of which there are few, iirc).

Lawful Neutral is by far the rarest alignment at my tables. In fact, I have never once seen any player play a lawful neutral character. Most clerics I've seen have been Lawful Good or Neutral Good. (Heironeous and Pelor are common deities in the games I play)

Secondly, you're a cleric. One of the most feat-starved casters in the game. Sure, you can get bonus feats via domains, from a select list that is limited by your alignment since you are playing a Neutral cleric, or you can trade domains for devotion feats (which takes away a full 9 spells from your spell list), but a cleric has very few feat slots and one of the best feat selections.

With feats like Divine Metamagic, Extra Turning, Extend Spell, Persistent Spell, Mastery of Day and Night, and prerequisite feats which are very common for divine prestige classes (which you will be taking), the ability to spontaneously cure or inflict isn't that great. I don't see why it should weaken your casting ability when it has to compete with well...all other feats.

You say you want the feat to be balanced. But it's comparatively weaker than the cleric's other feat options. (Keep in mind, that when you tell me to balance something, I don't balance it against pathetic feats like Dodge and Toughness, I do it against what the character in question is likely to take)

Jamin
2011-11-01, 03:55 AM
I don't understand. First of all, you have to be neutral, as a cleric, which means that you're forced to either play Lawful Neutral or Chaotic Neutral (unless you're worshipping a God that is True Neutral, of which there are few, iirc).

Lawful Neutral is by far the rarest alignment at my tables. In fact, I have never once seen any player play a lawful neutral character. Most clerics I've seen have been Lawful Good or Neutral Good. (Heironeous and Pelor are common deities in the games I play)



um.. How does this matter at all. In another group they could play all LN all the time. The likeliness of someone being Neutral should not be factored in at all. l am not saying the feat is op. Just that even if it is true that no one plays LN. It should not be an excuse to make the feat op

NeoSeraphi
2011-11-01, 04:02 AM
um.. How does this matter at all. In another group they could play all LN all the time. The likeliness of someone being Neutral should not be factored in at all. l am not saying the feat is op. Just that even if it is true that no one plays LN. It should not be an excuse to make the feat op

I'm not saying that it's an excuse for being overpowered. I'm just saying it's a partial balance point. (The Exalted and Vile feats are much stronger than normal feats as well, from giving your natural attacks a ravage that affects undead to giving you 11 exalted feats as bonus feats and granting you a +12 bonus to your AC to giving you a permanent calm emotions aura, and yes those are all Exalted feats, I'm too tired to look up any Vile feats at the moment)

Smokin Red
2011-11-01, 04:21 AM
I like my neutral Chars (see my sig :smallbiggrin: ). But lawful is soo against my style of play.
Don't you just need to be in one step of the alignment of your deity? That would mean for me, there are a lot more deities for TN clerics (again, see my sig). I don't think that feat is overpowered, but perhaps you could take CL 3 (or something) or 'True Believer' in a neutral deity as an additional prereq. So that you can't start with it.

NeoSeraphi
2011-11-01, 04:34 AM
I like my neutral Chars (see my sig :smallbiggrin: ). But lawful is soo against my style of play.
Don't you just need to be in one step of the alignment of your deity? That would mean for me, there are a lot more deities for TN clerics (again, see my sig). I don't think that feat is overpowered, but perhaps you could take CL 3 (or something) or 'True Believer' in a neutral deity as an additional prereq. So that you can't start with it.

Really? Clerics can't be True Neutral unless the deity they worship is True Neutral.

Edit: Added CL 3 to the prerequisites.

Smokin Red
2011-11-01, 04:46 AM
Really? Clerics can't be True Neutral unless the deity they worship is True Neutral.

WHAT? :smalleek: Please, don't tell my DM :smallamused:!

EDIT:
A cleric may not be neutral unless his deity’s alignment is also neutral. True neutral isn't mentioned?!

hamishspence
2011-11-01, 07:08 AM
True Neutral is a 2nd ed term- in 3rd ed "neutral" on its own tends to refer to "neutral on both the Good/Evil and Law/Chaos axis".

The splatbooks with deities, tend to show this, listing the allowed alignments for a cleric of, for example, a LN deity, as LN, LE and LG.

Or, for a LG deity: LG, LN, NG.

Smokin Red
2011-11-01, 07:25 AM
Grmble, so we need a feat for first level, to make this possible :smallwink:

Preacher of Balance
Prerequisites: 1st level cleric
Benefits: If your deity is partly neutral, you can be true neutral.

Hehe.

Ziegander
2011-11-01, 07:37 AM
I love the suggested name: Book of Inscrutable Intentions (from Neilthrun).

Mr.Bookworm
2011-11-01, 10:10 AM
I'm not saying that it's an excuse for being overpowered. I'm just saying it's a partial balance point. (The Exalted and Vile feats are much stronger than normal feats as well, from giving your natural attacks a ravage that affects undead to giving you 11 exalted feats as bonus feats and granting you a +12 bonus to your AC to giving you a permanent calm emotions aura, and yes those are all Exalted feats, I'm too tired to look up any Vile feats at the moment)

Are we reading the same books? :smalltongue:

I mean, of the three feats you mention, one is Touch of Golden Ice (one of the few worthwhile feats in the BoED), one is Vow of Poverty (do I really need to explain this one?), and the other one is Vow of Peace (powerful, but unless your game is unusual, it basically makes your character unplayable).

Exalted feats are weak as hell, with a few good ones scattered about. Vile feats are in the same boat, although I think there are a few more better ones in there.

So, uh, anyway. For a title? How about the Book of Immaculate Balance? Book of [x] Balance makes the most sense to me (I will admit to being completely OCD, and it would kind of bother me in a back of the head way if this didn't have it's signature feats named after the title of the book à la the BoED and the BoVD).

I guess I might as well write up harmonic strike while I'm in here, too.

Harmonic Strike
Evocation
Level: Balance 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1 round); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each creature in the area with a neutral component in their alignment (or 1d6 points of damage per caster level, maximum 10d6, to an outsider without a neutral component in their alignment) and causes it to become dazed for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.

The spell deals only half damage to creatures who have a neutral component to their alignment, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

---

And the skeleton of the Balance domain, I guess:

BALANCE DOMAIN
Deities: ?
Granted Power: Gain a +2 neutrality bonus on Balance checks. [/thisisajoke]

Balance Domain Spells


x
x
x
Harmonic Strike: Damages and dazes non-neutral creatures.
x
x
x
x
x

NeoSeraphi
2011-11-01, 10:46 AM
Are we reading the same books? :smalltongue:

I mean, of the three feats you mention, one is Touch of Golden Ice (one of the few worthwhile feats in the BoED), one is Vow of Poverty (do I really need to explain this one?), and the other one is Vow of Peace (powerful, but unless your game is unusual, it basically makes your character unplayable).

Exalted feats are weak as hell, with a few good ones scattered about. Vile feats are in the same boat, although I think there are a few more better ones in there.

So, uh, anyway. For a title? How about the Book of Immaculate Balance? Book of [x] Balance makes the most sense to me (I will admit to being completely OCD, and it would kind of bother me in a back of the head way if this didn't have it's signature feats named after the title of the book à la the BoED and the BoVD).

I guess I might as well write up harmonic strike while I'm in here, too.

Harmonic Strike
Evocation
Level: Balance 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1 round); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each creature in the area with a neutral component in their alignment (or 1d6 points of damage per caster level, maximum 10d6, to an outsider without a neutral component in their alignment) and causes it to become dazed for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.

The spell deals only half damage to creatures who have a neutral component to their alignment, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

---

And the skeleton of the Balance domain, I guess:

BALANCE DOMAIN
Deities: ?
Granted Power: Gain a +2 neutrality bonus on Balance checks. [/thisisajoke]

Balance Domain Spells


x
x
x
Harmonic Strike: Damages and dazes non-neutral creatures.
x
x
x
x
x


I dunno. I mean, there's an Exalted feat that allows you to deal nonlethal damage while you rage (which is a huge boon for frenzied berserkers, as well as a "righteous fury" type of barbarian). There's also Exalted Animal Companion and Exalted Wild Shape, I don't think those feats are too bad, do you?

The Balance Domain's granted power made me spit my drink out.

And everyone is getting on me to make a serious title...grumble grumble...Okay, how about the Book of Moral Acceptance? The way I've seen NGE Neutral characters played, they tend to be both a little good and a little evil, doing good things when it suits them, but also accepting that good isn't always the answer and sometimes you need to do something a little dark in order to accomplish your goals.

Mr.Bookworm
2011-11-01, 11:02 AM
I dunno. I mean, there's an Exalted feat that allows you to deal nonlethal damage while you rage (which is a huge boon for frenzied berserkers, as well as a "righteous fury" type of barbarian). There's also Exalted Animal Companion and Exalted Wild Shape, I don't think those feats are too bad, do you?

Righteous Rage is worth it (for entry into the excellent Champion of Gablaggaflagga PrC alone, although it's also pretty useful), Exalted Wild Shape is worth it, and Exalted Animal Companion is OK. Throw those together with Touch of Golden Ice, Nymph's Kiss, Words of Creation, maybe Sacred Strike. That's seven out of the 53 Exalted feats in the game. And not all of those work on the same character concept. So, yeah a couple worthwhile ones, but I feel pretty safe saying Exalted feats in general kind of suck (this is why VoP's Exalted bonus feats are so horrible, as you completely run out of anything good to take a few choices in).


And everyone is getting on me to make a serious title...grumble grumble...Okay, how about the Book of Moral Acceptance? The way I've seen NGE Neutral characters played, they tend to be both a little good and a little evil, doing good things when it suits them, but also accepting that good isn't always the answer and sometimes you need to do something a little dark in order to accomplish your goals.

NGE (the only thing I can think of is Neon Genesis Evangelion, but I don't think that's what you meant)?

TravelLog
2011-11-01, 11:06 AM
I guess I might as well write up harmonic strike while I'm in here, too.

Harmonic Strike
Evocation
Level: Balance 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1 round); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each creature in the area with a neutral component in their alignment (or 1d6 points of damage per caster level, maximum 10d6, to an outsider without a neutral component in their alignment) and causes it to become dazed for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.

The spell deals only half damage to creatures who have a neutral component to their alignment, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will




There should be a Cacophonic Strike version of this which only affects Neutral and Good creatures (rather than Neutral and Evil ones).


Also for a name, the Book of Gray Neutrality or Gray Morality might work.

NeoSeraphi
2011-11-01, 11:16 AM
NGE (the only thing I can think of is Neon Genesis Evangelion, but I don't think that's what you meant)?

Neutral-Good-Evil.

Mr.Bookworm
2011-11-01, 11:23 AM
There should be a Cacophonic Strike version of this which only affects Neutral and Good creatures (rather than Neutral and Evil ones).


Also for a name, the Book of Gray Neutrality or Gray Morality might work.

*facepalm*

I apparently completely forgot to edit that first part. Also left out an "-out" that changes the entire spell.

Harmonic Strike v. 2.0

Harmonic Strike
Evocation
Level: Balance 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1 round); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

You draw down the power of FAIRNESS to smite those who would threaten the neutral of heart (I will replace this sentence with something cooler as soon as I think of it). Only creatures without a neutral component in their alignment are affected.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each creature in the area without a neutral component in their alignment (or 1d6 points of damage per caster level, maximum 10d6, to an outsider without a neutral component in their alignment) and causes it to become dazed for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.

The spell deals only half damage to creatures who have a neutral component to their alignment, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save. True neutral creatures are completely unaffected by this spell.


And everyone is getting on me to make a serious title...grumble grumble...Okay, how about the Book of Moral Acceptance? The way I've seen NGE Neutral characters played, they tend to be both a little good and a little evil, doing good things when it suits them, but also accepting that good isn't always the answer and sometimes you need to do something a little dark in order to accomplish your goals.

Neutral-Good-Evil.

Ah.Weeeeeell. That's one possible philosophy for neutral characters, but it strikes me that this book will encompass several philosophies.

I also personally think it sounds kind of silly, but I dunno. Go with whatever you think is best.

Ooooh, wait, I know! The Book of the Balanced Approach. When you can balance a tack hammer on your head...

Smokin Red
2011-11-01, 12:28 PM
I think you should leave the title as it is, at least for now. You said it, people look at it - thats important. Names aren't

NeoSeraphi
2011-11-01, 07:55 PM
So, this project got really big really quickly so I'm going to do something I've never done on this site before: Post an update without something to show for it.

Look guys, I know you all piled on your requests and I'm happy about that because it's exactly what I asked for but tonight is not going to be a productive night. I had a 10 hour shift yesterday (ended at 3 this morning) and then a 5 hour shift that started 9 hours later, so in short, over the past 24 hours I have worked 15 of them, slept for 6, and spent an hour driving. My normally creative mind is shot.

I'll hopefully get to some requests tomorrow and put out some go-, I'm sorry, some neutral homebrew for this tome. Until then- zzzzzzzzz

SamBurke
2011-11-01, 10:15 PM
So, this project got really big really quickly so I'm going to do something I've never done on this site before: Post an update without something to show for it.

Look guys, I know you all piled on your requests and I'm happy about that because it's exactly what I asked for but tonight is not going to be a productive night. I had a 10 hour shift yesterday (ended at 3 this morning) and then a 5 hour shift that started 9 hours later, so in short, over the past 24 hours I have worked 15 of them, slept for 6, and spent an hour driving. My normally creative mind is shot.

I'll hopefully get to some requests tomorrow and put out some go-, I'm sorry, some neutral homebrew for this tome. Until then- zzzzzzzzz

Sleep, then, and may your sleep be restful. I refrain from quoting Hamlet here.

Domriso
2011-11-01, 10:38 PM
Woah. I saw this thing, looked away, and it tripled in size. o.O

Definitely interested and following. I might even pop some things in, if I get inspired.

Get so rest, Neo!

SamBurke
2011-11-02, 12:49 AM
Just found this class on the boards:

http://www.giantitp.com/forums/showthread.php?p=12072279#post12072279.

"Disciple of Balance." Just a suggestion.

Noctis Vigil
2011-11-02, 04:47 AM
Unfortunately, my post is no more useful than Seraphi's: life hit with a vengeance, and all my homebrewing is now on hold until at least next Monday. I will try to get my Redead class posted, but it's still bare bones, and I have 4 10 hour days in the next 5 days, plus a ton of other crap to do, so it's probably on hold till my weekend starts.

Dear Lord I hate holidays.

NeoSeraphi
2011-11-02, 10:56 PM
Update! Added Spell Focus (Neutral) and Expert Haggler. What do you guys think?

Edit: Update Part 2! Added protection from morality, magic circle against morality, dispel morality, and detect morality, my first four [Neutral] spells.

NeoSeraphi
2011-11-02, 11:03 PM
Righteous Rage is worth it (for entry into the excellent Champion of Gablaggaflagga PrC alone, although it's also pretty useful), Exalted Wild Shape is worth it, and Exalted Animal Companion is OK. Throw those together with Touch of Golden Ice, Nymph's Kiss, Words of Creation, maybe Sacred Strike. That's seven out of the 53 Exalted feats in the game. And not all of those work on the same character concept. So, yeah a couple worthwhile ones, but I feel pretty safe saying Exalted feats in general kind of suck (this is why VoP's Exalted bonus feats are so horrible, as you completely run out of anything good to take a few choices in).


You forgot the incredibly amazing Intuitive Strike feat. And um...Words of Creation is to the exalted bard what Power Attack is to two-handed fighters. Saying that exalted feats are terrible when that particular gem is included is pretty hard to do, wouldn't you say?

Noctis Vigil
2011-11-02, 11:12 PM
If you play a Monk, a Monk remix, or a Monk gestalt, Exalted feats are an amazing thing. I actually had one player who's character forsook meat in their diet already; I nudged him to one of the Vows (forget which the meat one is off the top of my head) and suddenly he had bonuses for something he was already doing. Remember: mechanically to an optimizer a lot of things are crap, but to someone playing for actual RP value, a Monk with VoP is a goldmine.

Eldan
2011-11-03, 05:04 AM
By the way, since you seem to be covering all the three non-good/evil alignments... are you using Modrons or Formians?

NeoSeraphi
2011-11-03, 02:01 PM
By the way, since you seem to be covering all the three non-good/evil alignments... are you using Modrons or Formians?

I'm sorry, I'm not familiar with either of those creatures.

Siosilvar
2011-11-03, 02:18 PM
I'm sorry, I'm not familiar with either of those creatures.

Modrons are from the plane Mechanicus, and are the Lawful counterparts to Slaadi.

Formians are giant sentient ants, and they're in the SRD.

NeoSeraphi
2011-11-03, 02:18 PM
Modrons are from the plane Mechanicus, and are the Lawful counterparts to Slaadi.

Formians are giant sentient ants, and they're in the SRD.

What book are Modrons in?

Eldan
2011-11-03, 02:27 PM
Web Enhancement somewhere. Manual of the Planes, I think? Wizards of the Coast took the Formian invasion following the fall of Nemausus, and pretended the Formians were always the exemplars of law. Too bad, really.

NeoSeraphi
2011-11-03, 02:32 PM
Web Enhancement somewhere. Manual of the Planes, I think? Wizards of the Coast took the Formian invasion following the fall of Nemausus, and pretended the Formians were always the exemplars of law. Too bad, really.

Okay. So when you say "will you be using them", what do you mean? Do you mean if I'll be using them in the fluff of the book, or if I'll be homebrewing new ones?

Eldan
2011-11-03, 02:35 PM
Well, the interesting parts to the BoVD and BoED were, to me, the updates and rewrites of the cosmology. I was wondering if you'd do something similar. Say, update the Aurumach (or add a higher tier above them), Slaad Lords and Primus or the Moderators for law.

NeoSeraphi
2011-11-03, 02:40 PM
Well, the interesting parts to the BoVD and BoED were, to me, the updates and rewrites of the cosmology. I was wondering if you'd do something similar. Say, update the Aurumach (or add a higher tier above them), Slaad Lords and Primus or the Moderators for law.

Writing the fluff for the Neutral Planes and things is going to come waaaaaay later. After I've done all the mechanics stuff. But possibly.

SamBurke
2011-11-03, 02:44 PM
The neutral planes... I'm not sure about that... :smalltongue:

TravelLog
2011-11-03, 04:52 PM
Hey everyone, the Arbiter (http://www.giantitp.com/forums/showthread.php?t=221399) is up, so give it a PEACH. Once it's finished, I'll post it here so it can be linked for the thread.

Siosilvar
2011-11-03, 05:29 PM
What book are Modrons in?

First edition's Fiend Folio IIRC, not sure what book for 2e, and there's a web enhancement for 3.5 here (http://www.wizards.com/default.asp?x=dnd/we/20010921a).

Prime32
2011-11-03, 06:49 PM
False Conviction [General]
In the eyes of others you have a noble calling, but deep down it's meaningless to you.
Prerequisites: Neutral alignment on either axis.
Benefit: Select one alignment. You are treated as that alignment for the purposes of prerequisites, in addition to your original alignment. You gain a +4 bonus on checks made to disguise your alignment as that alignment.
Special: You may select this feat multiple times, choosing a different alignment each time.

Pragmatist [General]
Prerequisites: Neutral alignment on either axis.
Benefit: Use Magic Device is always a class skill for you, and you gain a +4 bonus on checks made to emulate an alignment.


And something imbalanced which is definitely not a To Aru Majutsu no Index ripoff:

Sheol Fear [General]
Prerequisites: Bardic music ability, Knowledge (religion) 4 ranks, Perform (sing) 8 ranks, Neutral alignment on either axis.
Benefit: As a full-round action you may expend a use of bardic music to choose an alignment and daze all creatures of that alignment within 30ft for 1 round. You cannot choose your own alignment. There is no saving throw against this effect, but creatures with higher Hit Dice than the user or Int scores lower than 3 are unaffected. This otherwise follows the normal rules for bardic music.

Garryl
2011-11-03, 08:44 PM
What book are Modrons in?

Web Enhancement somewhere. Manual of the Planes, I think?
Here's the link: http://www.wizards.com/default.asp?x=dnd/we/20010921a
Download: http://www.wizards.com/dnd/files/modrons.zip

They were never officially updated to 3.5 as far as I know. The nature of modrons as a concept doesn't lead them to being expanded, but there are other creatures on Regulus that may be related, plus who knows what can happen with rogue modrons.

Amechra
2011-11-03, 09:48 PM
I love you for Sheol Fear, by the way.

Prime32
2011-11-03, 10:18 PM
They were never officially updated to 3.5 as far as I know.They were in Dragon. Or maybe Dungeon.

NeoSeraphi
2011-11-03, 10:32 PM
Added Prime32's feats to the feat index.

Noctis Vigil
2011-11-03, 11:58 PM
I will have to dig it out of my biggest homebrew WIP (the World of Threya), but in there I have an epic spell I created that creates an aura. IIRC, it's 1/10th of a mile per caster level radius aura that requires a Will save of 10+1/2CL to negate. On a failed save, you automatically default to TN in alignment.

The final boss in that campaign had it as an always-active thing (Permanency is beautiful) that required a will save of 70.

SamBurke
2011-11-04, 12:43 AM
Hey everyone, the Arbiter (http://www.giantitp.com/forums/showthread.php?t=221399) is up, so give it a PEACH. Once it's finished, I'll post it here so it can be linked for the thread.

Just posted a rambling explanation of the class IMO. Salvage what you can from the burning chunks of my prose.

Ingus
2011-11-04, 05:38 AM
The idea is very good.

In bold my lil correction



Harmonic Strike- Mr. Bookworm
Evocation [Neutral]
Level: Balance 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1 round); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each creature in the area without a neutral component in their alignment (or 1d6 points of damage per caster level, maximum 10d6, to an outsider without a neutral component in their alignment) and causes it to become dazed for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.

The spell deals only half damage to creatures who have a neutral component to their alignment, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

Prime32
2011-11-04, 09:28 AM
Added Prime32's feats to the feat index.Without making the formatting consistent or turning them into [Balance] feats which I probably should have done?

RAAAAAAGE

NeoSeraphi
2011-11-04, 11:34 AM
Without making the formatting consistent or turning them into [Balance] feats which I probably should have done?

RAAAAAAGE

Consistent formatting? In my BoWIIFM? I think not!

Noctis Vigil
2011-11-04, 10:15 PM
Consistent formatting? In my BoWIIFM? I think not!

It'll all even out in the end. :smalltongue:

Prime32
2011-11-05, 08:16 AM
Forsake Origin [General]
Prerequisites: Must have an alignment subtype.
Benefit: You lose one or more alignment subtypes, chosen when you select this feat.

NeoSeraphi
2011-11-05, 12:19 PM
Forsake Origin [General]
Prerequisites: Must have an alignment subtype.
Benefit: You lose one or more alignment subtypes, chosen when you select this feat.

That...that's a pretty powerful feat. I mean, you get to just drop a whole part of your existence and your planar heritage with a feat. I would feel better if you included some fluff or some reason on how an outsider manages to do this.

hamishspence
2011-11-05, 12:35 PM
There's a ritual in Savage Species that allows you to change your subtype, or gain a subtype- but it doesn't specify being able to lose it.

So- you could change the Evil subtype of a fiend to Good (or Lawful, or Chaotic)- though the fiend would have to pass a DC20 Will save or die, if the new subtype is opposed to its alignment.

Requires a 8th level cleric with the domain matching that ritual.

It wouldn't be that much of a stretch to allow a cleric of Balance (Underdark has that domain) to cast the same ritual to simply remove a subtype.

And, if the feat's a neutral counterpart to the Exalted and Vile feats, therefore supernatural, I could see a "entity of neutrality" such as a rilmani granting such a feat, with the same effects as casting that ritual.

NeoSeraphi
2011-11-05, 12:38 PM
There's a ritual in Savage Species that allows you to change your subtype, or gain a subtype- but it doesn't specify being able to lose it.

So- you could change the Evil subtype of a fiend to Good (or Lawful, or Chaotic)- though the fiend would have to pass a DC20 Will save or die, if the new subtype is opposed to its alignment.

Requires a 8th level cleric with the domain matching that ritual.

It wouldn't be that much of a stretch to allow a cleric of Balance (Underdark has that domain) to cast the same ritual to simply remove a subtype.

And, if the feat's a neutral counterpart to the Exalted and Vile feats, therefore supernatural, I could see a "entity of neutrality" such as a rilmani granting such a feat, with the same effects as casting that ritual.

Hm...that's interesting...helpful. Prime32, what do you think? (It is your feat after all)

TravelLog
2011-11-05, 01:24 PM
Arbiter has been heavily updated.

Prime32
2011-11-05, 08:38 PM
That...that's a pretty powerful feat. I mean, you get to just drop a whole part of your existence and your planar heritage with a feat. I would feel better if you included some fluff or some reason on how an outsider manages to do this.I spent a while messing around with stuff about "enlightened existence" and "transcendant moral philosophy", but in the end I got bored. :smalltongue: Really, I imagine the method would vary depending on the individual.

Mechanically it's not that powerful, it just stops succubus paladins from being vulnerable to every alignment-based spell at the same time.

Hm...that's interesting...helpful. Prime32, what do you think? (It is your feat after all)Eh? That's not a feat, that's a pre-existing way to do it. :smallconfused: You should never die by taking a feat.

hamishspence
2011-11-06, 12:12 PM
The ritual doesn't allow you to remove a subtype- only to change it- that was my extrapolation of what the ritual ought to be able to do in the hands of a Cleric of Balance.

And it shouldn't risk killing the being- since you're not granting it a subtype opposed to its alignment- you're just removing an existing subtype- that's less drastic.

All in all I'd say that the ritual could be updated to include that without unbalancing the game-

and a feat that simulates the effect of the updated ritual (but without risk of dying, and the requirement of finding a supernatural being to grant you it) isn't too out of whack.

NeoSeraphi
2011-11-06, 07:42 PM
Added two new empathy poisons, and I am now beginning work on my first Neutral prestige class!

NeoSeraphi
2011-11-06, 08:36 PM
Alright, my first neutral prestige class, the Master Thief, is open for business! Anyone got some PEACH for me?

Eldest
2011-11-06, 10:06 PM
Sneak Attack (Ex): At every level, a master thief gains an additional dice of Sneak Attack damage (see the spellthief class feature of the same name). All sources of Sneak Attack damage stack with each other.

Selfish Wands (Ex): A master thief is able to utilize magic items to an amazing extent, but only when he targets himself with them. This comes from the spellthief's natural ability to absorb and recast spells.

When a master thief of 2nd level or higher makes a Use Magic Device check to attempt to activate a scroll or wand, he receives a perfection bonus on the check equal to his class level, but only if the only target of the spell he is casting is himself. Additionally, if those conditions are met, the master thief may always take 10 on his Use Magic Device checks, regardless of whether he is under stress or threatened.

Steal Spell (Su): As the spellthief ability of the same name. A spellthief who becomes a master thief never gains the ability to steal 9th level spells.

+1d6 sneak attack per level is... alot. I have no idea if its a good thing or a bad thing, just know that it is different.

With Selfish Wands, if you (for example) cast Scorching Ray on yourself, could you absorb the spell? I don't know how Absorb Spell works.

For Steal Spell, why the clause that he never gets 9th level spells? If the character goes into epic levels it could easily finish out this prestige class and the base class too. What if it already had the ability to steal 9th level spells, would it retroactively lose that ability? Saying never is probably not a good idea.

NeoSeraphi
2011-11-06, 10:27 PM
+1d6 sneak attack per level is... alot. I have no idea if its a good thing or a bad thing, just know that it is different.

Spellthief 10 grants you +3d6, so you only end up with +13d6, barring optimization or items. That's only +3d6 more than an unoptimized rogue, and a rogue will be optimized.


With Selfish Wands, if you (for example) cast Scorching Ray on yourself, could you absorb the spell? I don't know how Absorb Spell works.


Absorb Spell only works if you successfully make a saving throw against a spell, and scorching ray specifically doesn't let you make a save.

I don't know if a spellthief can naturally absorb spells that he casts on himself, but if he can, that's a problem with the original base class and it has nothing to do with my Selfish Wands ability. I mean, sure it becomes easier for him to exploit it, but it doesn't allow him to exploit it to begin with.



For Steal Spell, why the clause that he never gets 9th level spells? If the character goes into epic levels it could easily finish out this prestige class and the base class too. What if it already had the ability to steal 9th level spells, would it retroactively lose that ability? Saying never is probably not a good idea.

I dunno. Completeness? I'll take it out, I guess.

Eldest
2011-11-06, 10:42 PM
Absorb Spell only works if you successfully make a saving throw against a spell, and scorching ray specifically doesn't let you make a save.

*checks SRD* Why so it does.
That wasn't actually my point, but I have changed my mind about the ability.

TravelLog
2011-11-06, 11:01 PM
Let's do this.

Hit Dice: As rogue. Duh.

Skills: Perhaps add Kn. Architecture and Engineering in cases of infiltration. Also, no Sleight of Hand or Balance?


Selfish Magic (Ex): A master thief doesn't bother with shrinking his opponents or saving his friends. He has only a few spells available to him, and they're reserved for him and him alone. A master spellthief adds his class level to his spellthief caster level to determine his spellthief caster level, but only when casting spells that have a range of personal, or a range of touch that the master thief targets himself with. Additionally, the master thief adds his class level to his spellthief class level for the purpose of the check made to Absorb Spells.

All good. But maybe make it so that he adds 1/2 his Master Spellthief levels for all other spells? That way he doesn't get juked sooo much, especially since Spellthief is a relatively low-power class as is.


Sneak Attack (Ex): At every level, a master thief gains an additional dice of Sneak Attack damage (see the spellthief class feature of the same name). All sources of Sneak Attack damage stack with each other.

Standard fare. Like a meal at your local diner, expected but still satisfying.



Selfish Wands (Ex): A master thief is able to utilize magic items to an amazing extent, but only when he targets himself with them. This comes from the spellthief's natural ability to absorb and recast spells.

When a master thief of 2nd level or higher makes a Use Magic Device check to attempt to activate a scroll or wand, he receives a perfection bonus on the check equal to his class level, but only if the only target of the spell he is casting is himself. Additionally, if those conditions are met, the master thief may always take 10 on his Use Magic Device checks, regardless of whether he is under stress or threatened.

I like it, but for all the "Selfish" features, you might want to note that it can't something that counts as "him" for other purposes, like Simulcra, etc.


Steal Spell (Su): As the spellthief ability of the same name.

Again, standard fare. I'll have the usual please.


Improved Steal Spell Effect (Su): Starting at 4th level, whenever a master thief steals a spell effect, he may steal up to 1d6+1 spell effects instead (if he is drawing from a willing target, the target must be willing to give away each spell effect).

Here is where things start to get interesting. It is however, very very powerful under certain circumstances. I might have it scale to one additional effect for each 2 Master Spellthief levels or something of that nature.


Discover Spells (Ex): As the spellthief ability of the same name.

I'll just go to my usual table.


Selfish Absorb Spell (Su): Starting at 8th level, a master thief may absorb any spell that is cast within 100 feet, as long as that spell has a single target. To do this, the spellthief must have line of sight and effect to the target of the spell and to the caster. He must be able to see and hear the caster who is casting the spell. He rolls a d20, and adds his spellthief level+his master thief level to that. If his total roll beats the DC (Caster level+11), he becomes the new target of the spell (Even if he is outside the spell's range).

If the spell is harmful, the master thief may succeed his save and absorb it as usual. If the spell is harmless, he may allow it to be cast on him and enjoy its benefits as if he were the target all along. The spellthief may absorb spells from any caster, willing or unwilling, enemy or ally.

Great, great ability. Hugely powerful in the right hands, but given the nature of the spellthief, that isn't a bad thing at all. In some ways, I might want to see this ability earlier, but scaled that so it can only be of a level of spell he would be ordinarily able to steal.

Whatever the result, I like this ability a lot.


The End Justifies My Means (Su): A master thief will do anything to protect his own life. Anything at all. Starting at 10th level, the master thief may use his ability to absorb magic to absorb the life essence of all creatures around him.

Activating this ability is a full-round action that does not provoke an attack of opportunity. All creatures within 60 feet of him (including allies), must make a Will save (DC 20+the master thief's Charisma modifier) or take 5d6+10 points of negative energy damage. (A successful Will save negates the effect)

The master thief recovers hit points equal to the total amount of damage dealt to all creatures.

Doing this is both deadly and exhausting. The master thief may not perform this ability again for one hour, and during that time, his ability to absorb spells is completely negated.

Now here is where things get iffy for me. Now, while it is a capstone, and thus meant to be powerful, I have no problem saying that I would hate to have a person who uses this ability on my team. The possibility of an ally dropping me in combat is something I don't ever want to deal with. Moreover, if the enemies are undead, this ability is 100% the worst thing the Master Spellthief could possibly do, since they get healed while his entire party gets smacked for up to a maximum of 40 damage each. While this isn't a huge number at level 20 (it's actually pretty low at that level), it just isn't something I want to risk.

Also, imagine being in a tavern brawl. Yeah, the bartender and every NPC in the tavern probably got killed by this seeing as they were low level commoners. Protecting a group of children, forget that the ability affects them too? Poof. You just slaughtered children sir.

Also, imagine a master thief just filling a bag of holding with rats. Low on health? No worries! Just HP drain 100 rats who have no chance whatsoever of succeeding on the save.

TL;DR the capstone needs a bit of revising.

NeoSeraphi
2011-11-06, 11:14 PM
Skills: Perhaps add Kn. Architecture and Engineering in cases of infiltration. Also, no Sleight of Hand or Balance?


I copied and pasted the spellthief's class skills. I don't really see a need to change them.



All good. But maybe make it so that he adds 1/2 his Master Spellthief levels for all other spells? That way he doesn't get juked sooo much, especially since Spellthief is a relatively low-power class as is.


The master thief does not advance the spellthief's spellcasting progression. The prerequisites mean that you must have 10 full levels of spellthief to enter it, so assuming the spellthief wanted to finish the class pre-epic, he would need to go spellthief 10/master thief 10.

A 10th level spellthief has one 1st level spell and 1 2nd level per day, then bonus spells per day for his high Charisma score. (He needs to have at least a 28 Charisma before he gets anything higher than +2 to each)

I don't really see why the spellcasting needs much of a boon.





I like it, but for all the "Selfish" features, you might want to note that it can't something that counts as "him" for other purposes, like Simulcra, etc.


Ah, good call. I'll do that.




Here is where things start to get interesting. It is however, very very powerful under certain circumstances. I might have it scale to one additional effect for each 2 Master Spellthief levels or something of that nature.


Well, I thought about that but that's...kind of predictable. I wanted something chaotic and random for this class.



Great, great ability. Hugely powerful in the right hands, but given the nature of the spellthief, that isn't a bad thing at all. In some ways, I might want to see this ability earlier, but scaled that so it can only be of a level of spell he would be ordinarily able to steal.


I suppose there's nothing wrong with that. Still, I don't know where to put it. I don't want to frontload any abilities.



Now here is where things get iffy for me. Now, while it is a capstone, and thus meant to be powerful, I have no problem saying that I would hate to have a person who uses this ability on my team. The possibility of an ally dropping me in combat is something I don't ever want to deal with. Moreover, if the enemies are undead, this ability is 100% the worst thing the Master Spellthief could possibly do, since they get healed while his entire party gets smacked for up to a maximum of 40 damage each. While this isn't a huge number at level 20 (it's actually pretty low at that level), it just isn't something I want to risk.

Also, imagine being in a tavern brawl. Yeah, the bartender and every NPC in the tavern probably got killed by this seeing as they were low level commoners. Protecting a group of children, forget that the ability affects them too? Poof. You just slaughtered children sir.

Also, imagine a master thief just filling a bag of holding with rats. Low on health? No worries! Just HP drain 100 rats who have no chance whatsoever of succeeding on the save.

TL;DR the capstone needs a bit of revising.

The idea is that, as the embodiment of neutrality, the master thief puts himself before all others. If he doesn't want to use it while his ally is in the way, he can just pop a wand of cure moderate wounds or something. By 10th level, he can easily take 10 and auto-succeed on low-level UMD checks.

As for "possibility of an ally dropping me in order to use his really powerful ability that will keep him alive and possibly kill some enemies"...well, let's just say I'm on the "Let me play the class the way I want and it won't come to that" side of the frenzied berserker fence. I mean, like you said, it's got a max of 40 points of damage. If I try to use that ability and you're within range and below 40 points, you can just point it out to me over the table and I'll stop.

And...if you forget the ability affects everyone around you, and your DM doesn't let you go back and change it, well...that's just really really bad playing on your part. Maybe it's because I'm a rules lawyer, but I always read an ability closely and know exactly when I shouldn't use it.

The part about the rats is true, but at the same time, you're still killing them. And if you kill too many creatures that were no threat to you, your alignment might shift to evil, which will of course mean you no longer qualify for the class, lose the class feature, and you've screwed yourself. So it's abusable, but only for as long as your DM is willing to put up with it.

TravelLog
2011-11-06, 11:25 PM
I copied and pasted the spellthief's class skills. I don't really see a need to change them.


Fair enough.




The master thief does not advance the spellthief's spellcasting progression. The prerequisites mean that you must have 10 full levels of spellthief to enter it, so assuming the spellthief wanted to finish the class pre-epic, he would need to go spellthief 10/master thief 10.

A 10th level spellthief has one 1st level spell and 1 2nd level per day, then bonus spells per day for his high Charisma score. (He needs to have at least a 28 Charisma before he gets anything higher than +2 to each)

I don't really see why the spellcasting needs much of a boon.


It doesn't need it, I've just always felt spell thieves could use a treat (which is why I use Jarian's version whenever it comes up).



Well, I thought about that but that's...kind of predictable. I wanted something chaotic and random for this class.


You could always give them something like Unpredictable Polymorph: "You turn into a random creature. No, seriously. Not even actual creatures. You roll a d100 in reference to a list of randomly selected creatures for choosing the appearance/function of each limb, your HD, spell-like abilities, feats, each ability score, etc. corresponding to those of the creature on the sheet whose number designation matches your roll."

Or alternatively, give them "Pick A Number". Pick a number 1-1 million. Something happens. No, I don't know what the options are. Just pick a number and we'll find out. AHHHHHHHH CTHULU!



The idea is that, as the embodiment of neutrality, the master thief puts himself before all others. If he doesn't want to use it while his ally is in the way, he can just pop a wand of cure moderate wounds or something. By 10th level, he can easily take 10 and auto-succeed on low-level UMD checks.

As for "possibility of an ally dropping me in order to use his really powerful ability that will keep him alive and possibly kill some enemies"...well, let's just say I'm on the "Let me play the class the way I want and it won't come to that" side of the frenzied berserker fence.

And...if you forget the ability affects everyone around you, and your DM doesn't let you go back and change it, well...that's just really really bad playing on your part. Maybe it's because I'm a rules lawyer, but I always read an ability closely and know exactly when I shouldn't use it.

The part about the rats is true, but at the same time, you're still killing them. And if you kill too many creatures that were no threat to you, your alignment might shift to evil, which will of course mean you no longer qualify for the class, lose the class feature, and you've screwed yourself. So it's abusable, but only for as long as your DM is willing to put up with it.

As the embodiment of Selfishness, not neutrality. :smalltongue:

Anyway, that's fair enough. I'll be avoiding your frenzied berserker though. I agree with you about forgetting for the ability, but Gygax knows there are people out there who don't think things all the way through, much less read all their notes.

And alright about the rats. I suppose it's one of those "it's abusable, but there's not much to do about it." The only possible suggestion might be limiting the number of creatures to something like twice your class level?

NeoSeraphi
2011-11-06, 11:36 PM
It doesn't need it, I've just always felt spell thieves could use a treat (which is why I use Jarian's version whenever it comes up).


I don't know. Let me just point out that in addition to all the features listed on the table I gave him Sneak Attack progression at every level. Do you still think that upping his caster level for all spells is balanced? If you do, then okay, I'll put it in.



You could always give them something like Unpredictable Polymorph: "You turn into a random creature. No, seriously. Not even actual creatures. You roll a d100 in reference to a list of randomly selected creatures for choosing the appearance/function of each limb, your HD, spell-like abilities, feats, each ability score, etc. corresponding to those of the creature on the sheet whose number designation matches your roll."

Or alternatively, give them "Pick A Number". Pick a number 1-1 million. Something happens. No, I don't know what the options are. Just pick a number and we'll find out. AHHHHHHHH CTHULU!


That's a little chaotic for the book of neutrality. :smalltongue: I guess I'll just change it to +1 every 2 levels.



As the embodiment of Selfishness, not neutrality. :smalltongue:




People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are committed to others by personal relationships. A neutral person may sacrifice himself to protect his family or even his homeland, but he would not do so for strangers who are not related to him

That's what the book says about neutrality. My personal take from that? "I'll do it, so long as I don't have to stick my neck out for you. I get a cut of the loot and a shot at the hot girls we meet along the way. Now let's go save your stupid princess and be done with it". That's the type of "selfishness" I'm trying to emulate here. Compassion, within reasonable limits, and a sense of self-preservation.



Anyway, that's fair enough. I'll be avoiding your frenzied berserker though. I agree with you about forgetting for the ability, but Gygax knows there are people out there who don't think things all the way through, much less read all their notes.


It's the same thing as casting a fireball in a crowded room. If you don't aim it properly, innocents die. If Gygax thought a wizard could handle that, I'm sure a master thief can handle it too.



And alright about the rats. I suppose it's one of those "it's abusable, but there's not much to do about it." The only possible suggestion might be limiting the number of creatures to something like twice your class level?

That's a good idea.

TravelLog
2011-11-07, 12:08 AM
I don't know. Let me just point out that in addition to all the features listed on the table I gave him Sneak Attack progression at every level. Do you still think that upping his caster level for all spells is balanced? If you do, then okay, I'll put it in.


That's definitely true. Maybe offer the ability to progress either spell casting or sneak attack? Otherwise, it's fine as is.


That's a little chaotic for the book of neutrality. :smalltongue: I guess I'll just change it to +1 every 2 levels.
Sigh. And here I was looking forward to that Unpredictable Polymorph.


On the whole, a very good job (and a definite improvement over the normal spellthief).

NeoSeraphi
2011-11-07, 12:20 AM
That's definitely true. Maybe offer the ability to progress either spell casting or sneak attack? Otherwise, it's fine as is.



Alright, done. Added a small note at the end of the Sneak Attack feature.



On the whole, a very good job (and a definite improvement over the normal spellthief).

Why thank you! There's more to come!

TravelLog
2011-11-07, 12:39 AM
Why thank you! There's more to come!

Looking forward to it. Additionally, I'm thinking that if there aren't any more changes to the Arbiter over the next few days, we can put it up here. I'll let you know by the middle of the week.

NeoSeraphi
2011-11-07, 12:39 AM
Looking forward to it. Additionally, I'm thinking that if there aren't any more changes to the Arbiter over the next few days, we can put it up here. I'll let you know by the middle of the week.

Alright! Let me know then

Noctis Vigil
2011-11-07, 12:43 AM
For the record, I'm off work all day tomorrow, have little to do Tuesday, and off all day Wednesday. If the Redead doesn't make it up by Wednesday night, you all have permission to slap me.

In other news, I should go to bed; I've been awake almost 4 days now (although I must admit, the pretty colors I'm seeing are a nice perk for doing so).

SamBurke
2011-11-07, 12:43 AM
Looking forward to it. Additionally, I'm thinking that if there aren't any more changes to the Arbiter over the next few days, we can put it up here. I'll let you know by the middle of the week.

Yeah, it looks great! Something I'd love to play sometime.

TravelLog
2011-11-07, 12:50 AM
Some more feats by the way:

Balance of Energy [Balance]
Prerequisites: Kn. (Arcana) or Kn. (Religion) 10 ranks, must be able to deal either positive or negative energy damage, must be neutral on at least one alignment axis.
Benefit: You may, at the beginning of each day, decide whether you will be healed by positive or negative energy damage. When using offensive abilities that feature the one you select for that day, any saving throw is increased by 2. If used to heal allies, it heals 10% more hit points.
Normal: You are healed by either positive or negative energy damage, based on your creature type/subtype.

Balance of Power [Balance]
Prerequisites: Kn. (Arcana) or Kn. (Religion) 15 ranks, Balance of Energy, one other [Balance] feat.
Benefit: As a result of your studies into positive and negative energy, you may now draw on both simultaneously for a power source. You are healed by both positive and negative energy damage, and any offensive abilities have their saving throw increased by an additional 2 (stacking with Balance of Energy). If used to heal allies, your positive/negative energy abilities heal 20% more hit points (this does not stack with the 10% from Balance of Energy, it overwrites it).
Normal: You are only healed by either positive or negative energy damage, but not both.

Smokin Red
2011-11-07, 04:44 AM
Since I read this post for the first time I was thinking about a PrC which benefits from good/evil attacks. As I am no great homebrewer (and english isn’t my first language), I’ll post what I thought about, and hope to get either advice or that you can use it somehow.

Aura of Equality
If the [insert name here] is the target of spells, effects or attacks with either the [good] or the [evil] descriptor, he gets certain benefits.
For the duration of every such an effect/attack of one alignment (minimum 1 round), he gets +1 on saves and AC against such effects/attacks

At level [x] [insert name here] additionally gets +5 SR and +1 DR/unaligned per effect.

At level [y] the Aura damages attackers of the respective alignment. In a 5 feet radius (+5 ft. per effect), either good or evil creatures take 1d6 positive/negative energy damage per effect.

Special: The [insert name here] can only ever benefit from one side of those alignments. Effects/attacks of opposite alignments cancel each other benefits out.
Effects of the same alignment stack to a maximum of ½ times it’s class level.

NeoSeraphi
2011-11-07, 01:00 PM
Some more feats by the way:

Balance of Energy [Balance]
Prerequisites: Kn. (Arcana) or Kn. (Religion) 10 ranks, must be able to deal either positive or negative energy damage, must be neutral on at least one alignment axis.
Benefit: You may, at the beginning of each day, decide whether you will be healed by positive or negative energy damage. When using offensive abilities that feature the one you select for that day, any saving throw is increased by 2. If used to heal allies, it heals 10% more hit points.
Normal: You are healed by either positive or negative energy damage, based on your creature type/subtype.

Balance of Power [Balance]
Prerequisites: Kn. (Arcana) or Kn. (Religion) 15 ranks, Balance of Energy, one other [Balance] feat.
Benefit: As a result of your studies into positive and negative energy, you may now draw on both simultaneously for a power source. You are healed by both positive and negative energy damage, and any offensive abilities have their saving throw increased by an additional 2 (stacking with Balance of Energy). If used to heal allies, your positive/negative energy abilities heal 20% more hit points (this does not stack with the 10% from Balance of Energy, it overwrites it).
Normal: You are only healed by either positive or negative energy damage, but not both.

I'll post these, but I'm going to remove the alignment restriction from the prereqs on Balance of Energy. Any feat with the [Balance] descriptor already has a prerequisite of neutrality on the moral axis.

TravelLog
2011-11-07, 01:03 PM
Sounds good.

Prime32
2011-11-07, 05:13 PM
Why did you make Forsake Origin a Balance feat? :smallconfused: Succubus paladins still get no love... :smallfrown:
Plus you lose out on creatures changing alignment because they're no longer bound to it.

NeoSeraphi
2011-11-07, 05:43 PM
Why did you make Forsake Origin a Balance feat? :smallconfused: Succubus paladins still get no love... :smallfrown:
Plus you lose out on creatures changing alignment because they're no longer bound to it.

Oooh, good catch, don't know what I was thinking. *edited*

TravelLog
2011-11-07, 06:43 PM
I just realized we now have two feats named Balance of Energy. Hmm, maybe rename mine as Paths to Power

NeoSeraphi
2011-11-07, 06:48 PM
I just realized we now have two feats named Balance of Energy. Hmm, maybe rename mine as Paths to Power

Gotcha. Done

NeoSeraphi
2011-11-09, 04:06 PM
Added TravelLog's finished Arbiter class to the Base Class section! The book is starting to get bigger!

Noctis Vigil
2011-11-10, 05:53 AM
The Redead is up. Please PEACH it. (http://www.giantitp.com/forums/showthread.php?p=12194413#post12194413)

SamBurke
2011-11-10, 12:44 PM
Will wait for a table...

Pyromancer999
2011-11-10, 02:43 PM
My Judicar (http://www.giantitp.com/forums/showthread.php?p=10986303) class which I made a while back might fit this.

NeoSeraphi
2011-11-10, 03:13 PM
My Judicar (http://www.giantitp.com/forums/showthread.php?p=10986303) class which I made a while back might fit this.

Unfortunately, I don't think so. A warrior of justice, by definition, puts the needs of others above his own (as opposed to vengeance, which is a completely self-serving act, but rarely accomplishes anything).

Even if your Judicar isn't a good-aligned class, the idea of a warrior of justice is inherently "good".

Drynwyn
2011-11-10, 05:03 PM
Looks pretty good, but the arbiter should probably get the Weighed In The Balance spell.

Calanon
2011-11-10, 08:13 PM
I inspired a book... :smallredface:

TravelLog
2011-11-10, 08:54 PM
Looks pretty good, but the arbiter should probably get the Weighed In The Balance spell.

I'm not familiar with that spell. What sourcebook is it from?

NeoSeraphi
2011-11-10, 11:51 PM
I inspired a book... :smallredface:

Indeed! I hope you like what I've got so far!

Noctis Vigil
2011-11-11, 02:16 AM
Redead table is up, gave him more abilities and overhauled several he already had. It's easily readable/PEACHable now.

TravelLog
2011-11-17, 05:36 PM
Hey NeoSeraphi, mind if I pull my feats out and post them along with a couple others so I can get general PEACHing?

NeoSeraphi
2011-11-18, 12:01 AM
Hey NeoSeraphi, mind if I pull my feats out and post them along with a couple others so I can get general PEACHing?

But of course! Go right ahead.

TravelLog
2011-11-18, 03:11 PM
Here are some more feats, I'll probably be updating later on as well.

Neutral Feats (http://www.giantitp.com/forums/showthread.php?p=12240426#post12240426)

Mr.Bookworm
2011-11-29, 02:08 PM
Partially completed domain plus a couple of new spells, also the rough outline of a deity.

Balance Domain

BALANCE DOMAIN
Deities: Iramout, ?
Granted Power: Gain a +2 neutrality bonus on Balance checks. [/stillajoke]

Balance Domain Spells


Sanctuary: Opponents can’t attack you, and you can’t attack.
Judge's Shield: Provides protection from Chaos/Evil/Good/Law.
Resilient Sphere: Force globe protects but traps one subject.
Harmonic Strike: Damages and dazes non-neutral creatures.
x
x
x
x
Balance the Scales: Redistributes resources across the entire area.


New Spells and Error-corrected Harmonic Strike

Judge's Shield
Evocation
Level: Balance 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Area: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negate (harmless)
Spell Resistance: No; see text

As protection from evil, but affects LG, CG, LE, and CE creatures. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves against NG, NE, LN, and CN creatures, but none of the other benefits of the spell.

Harmonic Strike
Evocation
Level: Balance 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1 round); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

You call upon the powers of balance to judge your foes who stray from it's path.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each creature in the area without a neutral component in their alignment (or 1d6 points of damage per caster level, maximum 10d6, to an outsider without a neutral component in their alignment) and causes it to become dazed for 1 round. A successful Will saving throw reduces damage to half and negates the dazed effect.

The spell deals only half damage to creatures who have a neutral component to their alignment, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

Balance the Scales (Not Actually Finished At All)
Transmutation
Level: Balance 9
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: Sphere, centered on you, with a radius of 100 ft. + 10 ft./level
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

The caster calls upon the fundamental forces of the universe to redress imbalance. [need to change this]

Average, rounding down, the current HP, base attack bonus, and base save bonuses of everyone within the sphere. This average temporarily becomes everyone's max and current HP, base attack bonus, and base save bonus.

Anyone who succeeds on their Will save is not subject to any of the effects of this spell. Subjects may voluntarily fail their Will save.

Example: Alice (Cleric 17) goes first in combat and casts this spell. They are fighting Bob the Balor. Carl (Fighter 17), Doug (Wizard 17), and Emma (Rogue 17) are also on the field. All are within range, all are at full HP (the PCs all have average HP and Con 10), and all fail or choose to fail their Will save.

Alice has 80 HP, Bob has 290 HP, Carl has 98 HP, Doug has 44 HP, and Emma has 80 HP. 80+290+98+44+80=592, 592/5=118.4. The new maximum and average HP of everyone is 118.

Alice has a BAB of 12, Bob's is 20, Carl's is 17, Doug's is 8, and Emma's is 12. 12+20+17+8+12=69, 69/5=13.8. The new BAB of everyone is +13/+8/+3.

Alice has base saves of 10/5/10, Bob's are 12/12/12, Carl's are 10/5/5, Doug's are 5/5/10, and Emma's are 5/10/5. 10+12+10+5+5 averages to 8, 5+12+5+5+10 average to 7, and 10+12+5+10+5 averages to 8. Everyone's Fortitude base save become 8, everyone's Reflex base save becomes 7, and everyone's base Will save becomes 8.

Iramout, the Slumbering God

Iramout, the Slumbering God
Lesser God (True Neutral)

Iramout is a strange god. No one knows of his origins, but most gods cannot remember a time when he was not there. Most only know of his realm, a small plane which sits equidistant on the planar scale from Celestia, (whatever the CG realm is here), Hell, and the Abyss. His realm is known as the Dreaming City.

[more goes here about the Dreaming City]

At the exact center of the city sits four thrones, backing each other and melding into each other. Each throne is occupied by a being. [describe beings and thrones here] All of the beings are sleeping, and their hands are melded together.

[more stuff here]

Portfolio: Balance, neutrality, inaction
Domains: Balance, Good, Evil, Law, Chaos

---

Obviously, almost all of this isn't finished. Balance the Scales in particular needs a looooooooooot of fiddling. I like the base effect, but as it's written up it's clunky as hell. I'd appreciate suggestions for everything.

Also, full disclosure: I came up with Iramout's name the same way I come up with every single name ever (no, seriously, almost every single name I have ever had to come up with); translate a vaguely appropriate word (judge) into a foreign language (Finnish). In this case, I got fancy and turned it backwards.

Going to go through and PEACH everything not mine later.

Calanon
2011-11-30, 03:33 AM
Indeed! I hope you like what I've got so far!

I am indeed impressed by your knowledge of neutrality :smallbiggrin:

Acidic_Cakes
2011-11-30, 12:45 PM
Oh my, this here is a thing of beauty.

I am curious now, is there a preestablished native of the plane of neutrality that would be the neutral equivalent of slaadi/formians/archons/demons/devils/guardinels/eladrins/yugoloths?

hamishspence
2011-11-30, 02:41 PM
Yes- called rilmani- are statted in Fiend Folio.

NeoSeraphi
2011-11-30, 02:44 PM
Oh my, this here is a thing of beauty.

I am curious now, is there a preestablished native of the plane of neutrality that would be the neutral equivalent of slaadi/formians/archons/demons/devils/guardinels/eladrins/yugoloths?

Why thank you! I admit, I've had a bit of a writer's block here and have been publishing other projects, but I keep the Tome of Neutrality in the back of my mind at all times.