PDA

View Full Version : The Legendary Ascendant [3.5 Base Class]



Circle of Life
2011-12-31, 11:12 AM
Legendary Ascendant

http://img820.imageshack.us/img820/9246/kitsunebyhideyoshi.jpg
Image is "Kitsune" by Hideyoshi of deviantArt.


Hit Dice: d6
Starting Age: Moderate
Starting Gold: 4d4x10

Class Skills
The Legendary Ascendant's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis)
Skills Points at Each Level: 4 + int

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

1st|
+0|
+0|
+0|
+2|Avatars, Legendary Assault I, Legendary Bulwark I

2nd|
+1|
+0|
+0|
+3| Legendary Assault II

3rd|
+2|
+1|
+1|
+3| Legendary Bulwark II, Rapid Shifting

4th|
+3|
+1|
+1|
+4| Legendary Assault III

5th|
+3|
+1|
+1|
+4| Legendary Bulwark III

6th|
+4|
+2|
+2|
+5|Avatar Movement, Legendary Assault IV

7th|
+5|
+2|
+2|
+5| Legendary Bulwark IV

8th|
+6/+1|
+2|
+2|
+6| Legendary Assault V

9th|
+6/+1|
+3|
+3|
+6| Legendary Bulwark V

10th|
+7/+2|
+3|
+3|
+7|Legendary Assault VI, Swift Shifting

11th|
+8/+3|
+3|
+3|
+7| Legendary Bulwark VI

12th|
+9/+4|
+4|
+4|
+8| Legendary Assault VII

13th|
+9/+4|
+4|
+4|
+8| Legendary Bulwark VII

14th|
+10/+5|
+4|
+4|
+9| Legendary Assault VIII

15th|
+11/+6/+1|
+5|
+5|
+9| Legendary Bulwark VIII, Instant Shifting

16th|
+12/+7/+2|
+5|
+5|
+10| Legendary Assault IX

17th|
+12/+7/+2|
+5|
+5|
+10| Legendary Bulwark IX

18th|
+13/+8/+3|
+6|
+6|
+11|Legendary Assault X

19th|
+14/+9/+4|
+6|
+6|
+11| Legendary Bulwark X

20th|
+15/+10/+5|
+6|
+6|
+12|Legendary Ascension
[/table]

Class Features The following are all class features of the Legendary Ascendant (hereafter referred to as the Ascendant).

Weapon and Armor Proficiencies: Ascendants are proficient with all simple melee weapons and with light armor, but not with shields. While in the Dragonkin form, Ascendants gain proficiency with all martial weapons and with medium armor and all shields, except tower shields.

Avatars (Su): Whether by dint of ancient bloodlines or specialized training, all Ascendants possess the ability to assume three distinct forms. Assuming one of these forms requires five minutes of uninterrupted concentration, though the Ascendant may return to her normal form as a full-round action. The first time each day that the Ascendant assumes a new avatar form, she is healed for an amount equal to her class level times her Wisdom modifier.

Each form imparts changes to the Ascendant's basic class progression. These changes never qualify the Ascendant for feats, prestige classes, etc., and neither do they disqualify her for any of the same which she already possesses. In effect, only the Ascendant's basic class progression is accounted for when determining whether or not she qualifies for things, regardless of her current form.

Form of the Dragonkin: While in the form of the dragonkin, the Ascendant grows tiny, translucent scales across her flesh, with the barest hints of color. The color of these scales can change with each transformation, though Good Ascendants favor metallic scales, while Evil Ascendants favor chromatic ones.

So long as she remains in this form, the Ascendant gains the Dragonblooded subtype. In addition, her Ascendant levels impart a good base attack bonus (as a fighter) instead of average, and she gains a good Fortitude save progression while her Will save progression becomes poor.

Form of the Kitsune: While in the form of the kitsune, the Ascendant takes on a slightly foxlike appearance, with cunning eyes and a slight distortion to her face, like the beginnings of a fox's snout. The ascendant's hair divides into nine distinct, tail-like sections, paling to a silvery white at the tips.

So long as she remains in this form, the Ascendant gains the Animal type with the augmented subtype of whatever her type was prior to the change. In addition, her Ascendant levels grant her a good Reflex save progression, while her Will save progression becomes poor.

Form of the Phoenix: While in the form of the phoenix, the Ascendant's skin glows with a faint orange, like dying embers, and her eyes shift between a dull ocher and a blazing orange. Her skin is warm to the touch despite the weather, though this imparts no mechanical benefit.

So long as she remains in this form, the Ascendant gains the Magical Beast type with the augmented subtype of whatever her type was prior to the change. In addition, her Ascendant levels impart a poor base attack bonus (as a wizard) instead of average, and she gains a +2 class bonus to Will saves.

Legendary Assault (Ex, Su, or Sp): While in the appropriate form, the Ascendant gains the following offensive abilities. Consult the Ascendant class table to determine the level at which each ability is unlocked.

I:Form of the Dragonkin: Dragonfire (Su): The Ascendant gains the ability to breathe a cone-shaped breath weapon as a standard action every 1d4 rounds. At first, this cone extends only ten feet, but for every two levels beyond 1st, the Ascendant may increase the area of the cone by up to five feet. This breath weapon deals 1d8 damage of either acid, cold, electric, or fire damage, chosen at the time of breathing. For every two levels beyond 1st, the damage of this breath weapon increases by 1d8. A successful Reflex save (DC 10 + ˝ Ascendant level + Con mod) halves this damage.

Form of the Kitsune: Orb of Deception (Su): As a standard action, the Ascendant may hurl a sphere of foxfire at a point up to 60 feet away. All foes in the path of the orb take 1d6 foxfire damage, which is half electric damage and half unresistible untyped damage. At the beginning of the Ascendant's next turn, the orb unerringly streaks back toward her current position, again dealing 1d6 foxfire damage to all foes in its path. A successful Reflex save (DC 10 + ˝ Ascendant level + Wis mod) halves each instance of this damage. For every two levels above 1st, the damage of Orb of Deception increases by 1d6.

Form of the Phoenix: Downdraft (Su): As a standard action, the Ascendant may conjure a searing wind in a 10-ft radius burst at a point up to 60 ft away. All creatures within the area of effect take 1d6 searing damage and are knocked prone. Searing damage is half fire and half unresistible damage. A successful Fortitude save (DC 10 +1/2 Ascendant level + Wis modifier) halves the damage and avoids being knocked prone. For every two levels beyond 1st, the damage increases by an additional 1d6 points. For every three levels beyond 1st, the Ascendant may increase the area of effect by 5 ft.
II:Form of the Dragonkin: Claws (Ex): The Ascendant gains the ability to extend her fingertips into long, savage claws as a free action. She gains two primary claw attacks, dealing 1d6 damage plus her full strength modifier, or 1 1/2 her strength modifier if they are her sole natural attack. The Ascendant can also use a single claw attack as a secondary natural weapon when attacking with a manufactured weapon, in which case she adds half her strength modifier to the damage roll.

If the Ascendant already possessed one or more claw attacks, she instead increases the damage of those claw attacks by one step.

Form of the Kitsune: Foxfire Aura (Su): As a swift action, the Ascendant may wreathe herself in a growing nimbus of foxfire. At the beginning of her next turn, the foxfire aura explodes in a rush of energy, dealing foxfire damage equal to twice her Ascendant level to all adjacent foes. A successful Reflex save halves this damage.

Form of the Phoenix: Backdraft (Su): As a swift action, the Ascendant may cause any number of creatures knocked down by her Downdraft ability to be hurled away from her, blown away (as the condition) if it fails a second Reflex save at the same DC as the Downdraft.
III:Form of the Dragonkin: Clutch (Ex): Whenever the Ascendant strikes with a claw attack, she may immediately make a grapple attempt on the struck foe without need to make a touch attack. The Ascendant does not provoke an attack of opportunity for this grapple attempt.

Form of the Kitsune: Leech Magic (Su): Once per round as a standard action, the Ascendant may make a leeching strike. Ranged attacks count as leeching strikes only if made within 30 ft. The target of a leeching strike attack loses one 0th-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0th-level or 1st-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no prepared spells or no spell slots remaining, the leeching strike has no effect. The Ascendant can choose which spell to steal, otherwise the DM determines the stolen spell randomly. If the Ascendant tries to steal a spell that isn't available, the stolen spell or spell slot is determined randomly from among those the target has available.

For example, a 4th level Ascendant who uses this ability against a 1st level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful leeching strike attack would eliminate one 1st level spell slot and temporarily prevent her from casting magic missile. If the same Ascendant stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell, but wouldn't lose any other magic missile spells she might have prepared.

After stealing a spell, a Ascendant can cast the spell herself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for determining caster level, save DC, and so forth. An Ascendant can cast this spell even if she doesn't have the minimum ability score normally required to cast a spell of that level, and she may cast the spell in light armor without chance of spell failure. The Ascendant need not supply uncostly material or focal components for the stolen spell, but she must supply any costly material or focal components, and she must pay any experience costs that the spell would have. Additionally, if she does not possess the necessary material or focal components to cast the spell, the Ascendant may choose to instead pay 1xp for every 5gp that any missing components would cost.

An Ascendant must cast a stolen spell within one hour of stealing it, otherwise the energy fades away.

As an Ascendant gains levels, she can choose to steal higher level spells. At 6th level and every two levels thereafter, the maximum spell level stolen increases by one, to a maximum of 9th level spells at 20th level.

At any one time, a Ascendant can possess a maximum number of stolen spells equal to her class level (treat 0th level spells as 1/2 spell level for this purpose).

An Ascendant can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect.

An Ascendant can also leech spell-like abilities with this attack. The stolen spell-like ability can originate from the target's class, race, template, or any other source, and can have an effective spell level equal to the normal spell level the Ascendant can steal. The Ascendant can choose a specific spell-like ability to steal, otherwise the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the Ascendant can't steal the ability.

The Ascendant can use a stolen spell-like ability once. For all purposes, treat the spell-like ability as if it were a stolen spell, following the rules listed above, except that it must be used within 1 minute or dissipate harmlessly. Until the Ascendant uses the spell-like ability (or until it expires), the target cannot use the stolen ability.

Form of the Phoenix: Ignite (Su): As a move action, the Ascendant may cause a creature within 30 feet to catch on fire if it fails a Reflex save (DC 10 + ˝ Ascendant level + Wis mod). This ability functions like environmental danger of catching on fire, except that the damage dealt is equal to 1d6 per four Ascendant levels.
IV:Form of the Dragonkin: Wing Attack (Ex): The Ascendant gains the ability to make a pair of wing attacks with her avatar wings, even while flying. These attacks deal 1d4 bludgeoning damage for a medium Ascendant, or 1d3 damage for a small Ascendant, and add half her strength modifier to the damage roll. If the Ascendant already possessed one or more wing attacks, the damage dice of those attacks instead increases by one step.

Form of the Kitsune: Drain Spirit (Su): As a standard action, the Ascendant may make a draining strike. If it hits, the target takes 1d4 points of Charisma damage and -2 penalty to saving throws against the Ascendant's kitsune form abilities until the end of the encounter. A successful Will save halves the Charisma damage and negates the penalties to saving throws. Multiple draining strikes stack, up to a maximum of a -10 penalty to saving throws.

Form of the Phoenix: Fireball (Sp): Once per encounter, the Ascendant may use fireball as a spell-like ability, with a caster level equal to her class level. Unlike the normal fireball spell, this ability deals a maximum of 20d6 damage at 20th level. The save DC for this ability is equal to 13 + Wis modifier.

V:Form of the Dragonkin: Wings of Flurry (Sp): Once per encounter, the Ascendant may use wings of flurry as a spell-like ability with a caster level equal to her class level, save DC 14 + Wis mod.

Form of the Kitsune: Spirit Dash (Su): When using her avatar movement, the Ascendant may opt to make the movement a spirit dash, halving her movement but inflicting the effects of a Drain Spirit attack on all creatures she passes through.

Form of the Phoenix: Detonate (Su): As a swift action, the Ascendant may cause a creature ignited by her Ignite ability to violently explode, dealing 1d6 fire damage per two class levels to the creature and one point of fire damage per class level to all enemies within 10 feet of the target. A successful Fortitude save negates all damage from this ability, while a successful Reflex save halves the secondary damage.

Regardless of success or failure, using Detonate immediately extinguishes the flames from the Ignite ability.
VI:Form of the Dragonkin: Tail Slap (Ex): The Ascendant grows a long, muscular tail with which she can make tail slap attacks. A tail slap deals 1d6 damage for a medium Ascendant or 1d4 for a small Ascendant, and always adds 1 ˝ the Ascendant's strength modifier to the damage roll.

Form of the Kitsune: Kitsune Lights (Su): As a full-round action, the Ascendant may summon three slowly orbiting spheres of foxfire in open squares around her at a distance of 10 ft. At the beginning of each of her turns, these lights rotate completely around the Ascendant; any creature in the path of their movement takes automatic Orb of Deception damage unless it succeeds on a Reflex save, in which case it is allowed to move out of the path of the spheres, either one square away, or closer to her in the case of a creature small enough to fit in the intervening space. Each time a creature is damaged by this ability, one of the lights goes out. While three lights are active, the Ascendant sheds light as a daylight spell, otherwise she sheds light as a light spell.

Form of the Phoenix: Flame Cascade (Sp): Once per encounter, the Ascendant may replicate the effects of a wall of fire spell, except that she may freely shape the wall with curves, bends, or sharp angles, it has a duration of Concentration only, and each round that she concentrates on it beyond the first, she may move the wall up to her land speed.
VII:Form of the Dragonkin: Thrashing Dragon Strike (Ex): As a full-round action, the Ascendant may make two attacks with a manufactured weapon and two claw attacks, or four claw attacks, all at her highest attack bonus. Each of these attacks is made with a -4 penalty to the attack roll. Once used, Thrashing Dragon Strike cannot be used again for 2d3 rounds.

Form of the Kitsune: Body Control (Su): As a standard action, the Ascendant may use dominate monster as a supernatural ability with a save DC of 10 + ˝ class level + Wis mod, with the following differences: the duration is limited to one hour per class level, the Ascendant may have only one creature dominated at a time, the dominated creature does not act until the Ascendant wills it to act at the start of one of her turns, which consumes all of her actions for the round (effectively, she may control either herself of the dominated creature at one time), and any time the Ascendant or the creature takes non-periodic damage it is allowed a new save at the same DC.

A creature that succumbs to this ability is immune to this effect from the Ascendant for 24 hours after the domination effect breaks.

Form of the Phoenix: Sacred Flames (Su): All fire damage the Ascendant inflicts becomes searing damage instead. All effects that would normally inflict searing damage become three-quarters unresistible damage and one-quarter fire.
VIII:Form of the Dragonkin: Crushing Vise (Ex): Whenever the Ascendant strikes with her tail slap attack, she may make a grapple check as a free action without first making a touch attack and without provoking an attack of opportunity. The Ascendant may maintain the grapple without moving into her opponent's space. Doing so prevents the opponent from damaging the Ascendant by grappling or from pinning her. However, it also allows them to use non-light weapons to attack her, though he still takes the -4 penalty and may not use more than one. The Ascendant cannot pin her foe without entering his space as normal, nor can she take items from him or prevent him from speaking. The Ascendant is not treated as grappled for the sake of taking actions, save that she cannot move without moving the grapple normally, though her tail remains occupied with the grapple for so long as it continues and cannot be used in attack routines. Each round that the grapple continues, whether or not the Ascendant takes actions to damage the grappled foe, that foe takes 2d8+Str constriction damage automatically.

Form of the Kitsune: Trickster's Guile (Ex or Su): As a move action, the Ascendant may cause any creature that was dealt damage by her from a physical attack or a Kitsune Form ability in the last round to take precision damage as if from a Rogue of her class level. Regardless of the number of times each creature was damaged by her in the last round, no creature may be subject to this precision damage more than once. This ability is only supernatural if used to damage foes damaged by Kitsune Form abilities.

Form of the Phoenix: Flame Strike (Sp): Once per encounter, the Ascendant may use flame strike as a spell-like ability with a caster level equal to her class level, except that the maximum damage dealt is 20d6 at 20th level, and the damage dealt is entirely searing damage, rather than half divine. The save DC for this ability is equal to 15 + Wis modifier.
IX:Form of the Dragonkin: Dragonfire Strike (Su): Whenever the Ascendant strikes with a melee attack, she may expend a swift action to wreathe the striking weapon with dragonfire, dealing automatic bonus damage equal to the Dragonkin Form's granted breath weapon damage. Using this ability places the Ascendant's breath weapon on recharge, just as if she had used the breath weapon normally, and may not be used while the breath weapon is unavailable.

Form of the Kitsune: Reveal the Spiritworld (Su): As a full-round action, the Ascendant may release a seeking blast of foxfire that targets unseen creatures. This ability functions as invisibility purge with a caster level equal to the Ascendant's class level, except that it has a duration of instant and automatically dispels all invisibility effects on creatures caught in the area of effect. The closest affected creature to the Ascendant also takes automatic foxfire damage as if from Orb of Deception.

Form of the Phoenix: Wildfire (Su): Whenever a creature ignited by the Ascendant's Ignite ability takes damage from that ability, all foes within 10 feet of that creature must succeed on a Reflex save at the same DC or also be ignited.


X:Form of the Dragonkin: Dragon Transformation (Su): Once per encounter as a full-round action, the Ascendant may take on the form of any dragon whose alignment does not oppose hers on the Good/Evil axis (or Law/Chaos in the case of a Neutral Ascendant) and whose HD do not exceed her class level plus her Wisdom modifier. The Ascendant gains access to the new form's breath weapons and special abilities, but not to any spellcasting the dragon form may possess. The transformation persists for a number of rounds equal to the Ascendant's Constitution modifier, at which point she returns to her Dragonkin form.

Form of the Kitsune: Bewitching Dreams (Su): This ability functions as the dream casting spell (SC 73), except that the casting time is one standard action, the save DC is equal to 10 + ˝ Ascendant level + Wis modifier, and the effects persist only so long as the Ascendant maintains the Kitsune Form.

Form of the Phoenix: Cleansing Flames (Su): Once per encounter as a full-round action, the Ascendant may release a massive explosion of heat and flame, striking all foes within Medium (100 ft + 10ft/level) range for 1d6 sacred damage per class level. A successful Reflex save, DC 10 + ˝ class level + Wis mod halves this damage. Any foe that takes damage from this ability is also ignited, as if from the Ascendant's Ignite ability.

Circle of Life
2011-12-31, 11:13 AM
Legendary Bulwark (Ex, Su, or Sp): While in the appropriate form, the Ascendant gains the following defensive or supportive abilities. Consult the Ascendant class table to determine the level at which each ability is unlocked.

I:Form of the Dragonkin: Draconic Fortitude (Ex): The Ascendant gains an additional 2 hitpoints per class level.

Form of the Kitsune: Mesmerizing Gaze (Sp): The Ascendant gains the ability to use charm person as a spell-like ability at will, except that the duration is 2 rounds per level. The save DC of this ability is 11 + Wis mod. For each successive time that a creature has succumbed to this ability in a given 24-hour period, it gains a stacking +4 bonus on its save to resist the ability.

At 6th level, this ability instead functions as charm monster and the save DC increases to 13 + Wis mod.

Form of the Phoenix: Healing Fires (Su): As a standard action, the Ascendant may heal herself for 1d8+Wis mod points of damage. Alternately, as a full-round action, she may heal herself and an ally within Close (25 ft + 5 ft/2 levels) for the same amount of damage. This healing may not bring a creature's hitpoints above half. At 3rd level and again at every two levels beyond, the amount of healing dealt by this ability increases by an additional 1d8+Wis points.
II:Form of the Dragonkin: Scales (Ex): The Ascendant gains a +1 bonus to her natural armor. At 6th level and every 4 levels thereafter, this bonus to natural armor increases by an additional point.

Form of the Kitsune: Trickter's Poise (Ex): While wearing light armor or no armor, the Ascendant gains a deflection bonus to AC equal to her Wisdom modifier. This deflection bonus cannot exceed either her Dexterity bonus to AC or her class level.

Form of the Phoenix: Stoking the Embers (Su): While below half health, whenever the Ascendant takes damage from any non-periodic source, she is healed an amount equal to her Wisdom modifier, to a maximum of her class level.
III:Form of the Dragonkin: Wings of Cover (Sp): Once per encounter, the Ascendant may use wings of cover as a spell-like ability with a caster level equal to her class level.

Form of the Kitsune: The One of Many Faces(Su): The Ascendant may replicate the effects of disguise self at will with a caster level equal to her class level, except that she may also change her body type between that of an animal and a humanoid, and she may add extra appendages to the illusion.

Form of the Phoenix: Soothing Heat (Su): The Ascendant passively generates an aura of healing that grants Fast Healing 2 to herself, and Fast Healing 1 to all allies within 60 feet. This fast healing cannot raise a creature's health above half. At 8th level and again every four levels beyond, the amount of fast healing granted to the Ascendant increases by 2, and the fast healing granted to allies increases by 1.
IV:Form of the Dragonkin: Wing Buffet (Ex): As a standard action, the Ascendant may rapidly flap her wings against an adjacent foe in a distracting fashion. If the foe fails a Reflex save, DC 10 + ˝ Ascendant level + Str mod, it is dazed for one round.

Form of the Kitsune: Trickster's Twin (Su): When using her avatar movement, the Ascendant may opt to instead send a clone that functions as a mirror image of herself out to a distance up to the movement allowed her and become invisible (as the spell) until the beginning of her next turn or until the effect is broken.

Once used, this ability cannot be used again for 1d4 rounds.

Form of the Phoenix: Restorative Flames (Su): In addition to its normal effects, the Ascendant's Healing Fires ability also removes one of the following conditions of her choice when used: dazzled, nauseated, shaken, or sickened.
V:Form of the Dragonkin: Dragonfire Rebuke (Su): As an immediate action, the Ascendant may breathe a concentrated blast of dragonfire at an opponent she threatens who is attempting to attack, cast a spell, or initiate a maneuver against an adjacent ally. This ability deals normal Dragonfire damage, but only against that foe. If the foe takes damage from this ability, it must succeed on a Concentration check, DC 10 + damage taken, or lose the action it was performing. Using this ability places the Ascendant's breath weapon on recharge, just as if she had used the breath weapon normally, and may not be used while the breath weapon is unavailable.

Form of the Kitsune: Reshape the World (Su): The Ascendant may replicate the effects of silent image at will with a caster level equal to her class level, except that she may only alter or create terrain and inanimate objects (trees, shelves, doors, pottery, etc), not creatures.

Form of the Phoenix: Recuperative Flames (Su): In addition to its normal effects, the Ascendant's Healing Fires ability also removes one of the following conditions of her choice when used: deafened, fatigued, frightened, panicked, or paralyzed.
VI:Form of the Dragonkin: Draconic Resistance (Ex): The Ascendant gains resistance to the last type of damage dealt by her Dragonfire ability equal to her class level. This resistance stacks with any other resistances the Ascendant may possess.

Form of the Kitsune: Reforge the World (Su): As Reshape the World, except replicating major image.

Form of the Phoenix: Invigorating Flames (Sp): Once per week per point of Wisdom modifier, the Ascendant may replicate the effects of a revivify spell with a caster level equal to her class level.
VII:Form of the Dragonkin: Immunities (Ex): The Ascendant gains immunity to sleep and paralyzation effects.

Form of the Kitsune: Form of the Nine-Tails (Su): As a standard action, the Ascendant may take on the form of a white-furred, nine-tailed fox. The fox is small-sized, but possesses a base land speed of 50 feet. The Ascendant gains the appropriate size modifiers to her AC, but her AC otherwise remains unchanged. While in this form, the Ascendant gains a competence bonus to Tumble and Escape Artist checks equal to her class level and may make Tumble checks untrained, but may not make physical attacks. She may still use her Kitsune Form abilities normally however, save for those that require her to make a physical attack.

Form of the Phoenix: Rejuvenative Flames (Su): In addition to its normal effects, the Ascendant's Healing Fires ability also removes one of the following conditions of her choice when used: blinded, dazed, exhausted, or stunned.
VIII:Form of the Dragonkin: Wingstorm (Ex): As a standard action, the Ascendant may wildly flap her wings, stirring up a storm of dust and debris. All creatures within 20 ft must succeed on a Reflex save (DC 10 + ˝ class level + Str mod) or be blinded for 1d4 rounds.

Form of the Kitsune: Enthralling Touch (Su): As a standard action, the Ascendant may make a melee touch attack against an opponent. If successful, the touched foe must succeed on a Will save, DC 10 + ˝ class level + Wis mod or be dazed for as long as it can see the Ascendant, or until it takes damage.

Form of the Phoenix: From the Ashes (Su): By concentrating for ten minutes, the Ascendant may replicate the effects of a resurrection spell with a caster level equal to her class level.
IX:Form of the Dragonkin: Bastion of Defense (Ex): As a free action taken before making any movement in a round, the Ascendant may sacrifice either a move action or a move and a standard action. Until the beginning of her next turn, she may either move up to her speed or up to twice her speed (depending on the actions sacrificed) at any point out of turn, divided as she wishes. If she moves into threatening range of creatures attacking, casting spells, or initiating maneuvers against her allies, she may take a single attack of opportunity against those foes, regardless of whether or not the action would normally provoke an attack of opportunity.

Form of the Kitsune: Vanishing Act (Sp): Once per encounter as a standard action, the Ascendant may grant either herself or a touched ally the effects of a superior invisibility spell with a caster level equal to her class level, except that the duration is a number of rounds equal to her Wisdom modifier.

Form of the Phoenix: Renewing Flames (Su): In addition to its normal effects, the Ascendant's Healing Fires ability also removes one of the following conditions of her choice when used: diseased, petrified, or poisoned.
X:[Abilities to follow]

Rapid Shifting (Su): Once per encounter, an Ascendant of 3rd level or higher may shift from one avatar form to another as a full-round action with no need to meditate.

Avatar Movement (Ex or Su): Beginning at 6th level, the Ascendant gains a new form of movement based on her current form.

Form of the Dragonkin: Flight (Ex): The Ascendant sprouts draconic wings that grant her a flight speed equal to her land speed with average maneuverability.

Form of the Kitsune: Trickster's Step (Ex): As a swift action, the Ascendant may move up to her land speed in a straight line without provoking attacks of opportunity. She may move through spaces occupied by creatures, but not through solid objects.

Form of the Phoenix: Fiery Discorporation (Su): As a standard action, the Ascendant may teleport from her current location to reform adjacent to a source of open flame within Medium (100 ft + 10 ft/level) range. The flame need not be large; the flickering flame of a candle is sufficient to use this ability. However, exceptionally large fires increase the range of this ability by 10 feet for each size category above medium of the fire (for example, a funeral pyre for two might be Huge sized, in which case the Ascendant would gain a +20 ft increase to the range of this ability if teleporting to it).

Swift Shifting (Su): Beginning at 10th level, when using her Rapid Shifting ability, the Ascendant may change her current form as a swift action instead of a full-round action.

Instant Shifting (Su): Beginning at 15th level, when using her Rapid Shifting ability, the Ascendant may change her form as either a free or immediate action.

Legendary Ascension (Su): Once per encounter as a free action, an Ascendant of 20th level may grant herself the Legendary template until the beginning of her next turn.

Legendary:HP: A Legendary creature gains temporary hitpoints equal to its full normal hitpoints. These temporary hitpoints do not regenerate naturally, but may be filled by “overhealing”.
Speed: A Legendary creature’s speed triples for all movement types.
AC: Legendary creatures gain a +10 insight bonus to AC.
Attacks: The first attack in a round that a Legendary creature makes is made with a +20 bonus to the attack and damage rolls.
Spell-Like Abilities (Sp) or Psionics (Ps): If the base creature has spell-like abilities, it gains +10 to its caster level to use those abilities. A Legendary creature also gains the ability to use reaving dispel once per day with a caster level equal to its HD.
Saves: A Legendary creature gains a +20 insight bonus to the first save it makes in a round.
Abilities: A Legendary creature's ability scores are all increased by 10.

RaggedAngel
2011-12-31, 12:49 PM
First things first; this class is very interesting, and rather original. I like it. :smallsmile:

But criticism is more useful than praise, so I'm going to be critical. This class is powerful. Not "broken tricks no one would actually use in a game" powerful, but "wow, Angela, leave some enemies for the rest of us" powerful. You have a damage output that would make a Warlock throw itself off a building, significantly better healing than a Dragon Shaman or Bard, and enough good defensive abilities to make any mundane martial class look like an Elf with 6 Con.

Now, granted, you don't get everything at once; but each of the three tracks of this class has all the power and versatility of a Tier 4, and you get access to all three, every day. You can switch between encounters, or just focus on one that suits you and use the others as emergency backup.

Your healing, in particular, is extremely powerful because you can Rezz people with no real cost. Assuming the ability is Su, you have unlimited free Resurrections at high levels. Now, granted, a Resurrection never hurt anything, but when your party has no fear of death the game gets harder for the DM. Why fear losing your life to the dragon when your buddy can bring you back for free?

I have a hard time judging the Tier of this class because it's really three classes, tied together. They're tied together in a decently flavorful way, but the matter still stands that each Avatar plays very differently, to the point where they have different BAB's and proficiencies. It almost seems like you're forced to pick which one you're using; if you go Dragonkin, for example, you have to put money into a set of Mithral Full Plate and a martial weapon that you can't use in your other two forms.

So, yeah. I'm not sure how to best convey it, but this class seems exceptionally versatile and strong. A very well-run Sorcerer or Psion is stronger, but they also have limits per-day; this class doesn't. I'd play a Legendary Ascendant, but I feel that I might have to tone it down to avoid overshadowing other party members.

Circle of Life
2011-12-31, 01:09 PM
You have a damage output that would make a Warlock throw itself off a building,

Are we talking one blast per round Warlock, Eldritch Glaive Warlock, or Hellfire Warlock levels of throwing self off a building here? One I don't mind, the others should really be fixed. What, in particular, stood out to you as being excessive damage for a blaster?


significantly better healing than a Dragon Shaman or Bard,

To be fair, I've never seen anyone play a Bard as a real healer, and Dragon Shamans are... uh... bad.


and enough good defensive abilities to make any mundane martial class look like an Elf with 6 Con.

By "mundane" do you mean a Fighter, a Barbarian, or a Warblade? I couldn't care less if the Fighter cries himself to sleep at night, really. What stands out as being excessive amongst the defensive abilities in particular?


Your healing, in particular, is extremely powerful because you can Rezz people with no real cost. Assuming the ability is Su, you have unlimited free Resurrections at high levels.

While true, Resurrection does impose a level loss, so it's not exactly free. Also, at that level, you're basically demigods on the power scale. Stylistic differences, I suppose. The resurrection could be dropped without too much of an issue if a DM didn't like it.


It almost seems like you're forced to pick which one you're using; if you go Dragonkin, for example, you have to put money into a set of Mithral Full Plate and a martial weapon that you can't use in your other two forms.

That was the idea, yes. You could focus on one and excel with it, or be good enough with all three to be a generalist character. Is it bad that to be great with one thing you should have to specialize?


So, yeah. I'm not sure how to best convey it, but this class seems exceptionally versatile and strong. A very well-run Sorcerer or Psion is stronger, but they also have limits per-day; this class doesn't. I'd play a Legendary Ascendant, but I feel that I might have to tone it down to avoid overshadowing other party members.

*nod* I can see that. Is there a particular set of ways in which you would tone it down, in your opinion?

RaggedAngel
2011-12-31, 02:13 PM
Are we talking one blast per round Warlock, Eldritch Glaive Warlock, or Hellfire Warlock levels of throwing self off a building here? One I don't mind, the others should really be fixed. What, in particular, stood out to you as being excessive damage for a blaster?
Numbers-wise, your standard, basic dragonfire attack deals Warlock damage, but in d8's. You get to pick the energy type when you breathe, too, and that in itself is very strong as long as you're willing to metagame a bit. The other avatars let you use your attacks at-will, and though the damage is d6's they also have strong riders; foxfire can deal double damage, and downdraft throws people around, all from level 1. This seems fun to play, and there are saves, but they're based on Con and Wis, scores you'd pump anyway.


To be fair, I've never seen anyone play a Bard as a real healer, and Dragon Shamans are... uh... bad.
Not at low levels they aren't; I'm in a game right now where our Dragon Shaman is the only reason we're not chunky salsa. Dragon Shamans run out of gas at higher levels, and they're boring to play, but they're meant to be support and they do it. I have no real concern about extra healing, but because you can heal and dish out solid damage you run the risk of obviating other characters.


By "mundane" do you mean a Fighter, a Barbarian, or a Warblade? I couldn't care less if the Fighter cries himself to sleep at night, really. What stands out as being excessive amongst the defensive abilities in particular?
Nothing is excessive, but you give a lot of things other classes only dream of; natural armor, Wis to AC, swift action movement, flight, retributive damage. Not all at once, of course, but you still have access to all of it. It doesn't make the class overpowered, but it is strong.


While true, Resurrection does impose a level loss, so it's not exactly free. Also, at that level, you're basically demigods on the power scale. Stylistic differences, I suppose. The resurrection could be dropped without too much of an issue if a DM didn't like it.
Ah, crud; I forgot that only True Res doesn't cost a level. I have no qualms with this in that case; a level lost is dissuasion enough.


That was the idea, yes. You could focus on one and excel with it, or be good enough with all three to be a generalist character. Is it bad that to be great with one thing you should have to specialize?
I understand, but making you choose your armor like that means that if you focus on he dragonkin avatar you have big problems with the other two; nonproficiency sucks.


*nod* I can see that. Is there a particular set of ways in which you would tone it down, in your opinion?
That's the thing; it doesn't really need to be toned down, as long as you're fine with scraping up against Teir 2. You can't break the world like a true caster, but you have power far in excess of the lesser classes.

By the way, Circle, I deserve a cookie. I type all this out on a smartphone in a car, surrounded by loud family.:smallsigh:

Circle of Life
2011-12-31, 02:26 PM
Numbers-wise, your standard, basic dragonfire attack deals Warlock damage, but in d8's. You get to pick the energy type when you breathe, too, and that in itself is very strong as long as you're willing to metagame a bit.

If you show me a Warlock who has been roped into giving his EB a 1d4 round cooldown, I'll show you a sucker. :smalltongue:


Not at low levels they aren't; I'm in a game right now where our Dragon Shaman is the only reason we're not chunky salsa. Dragon Shamans run out of gas at higher levels, and they're boring to play, but they're meant to be support and they do it.

Eeehh. I don't consider a fast healing aura and some other minor bonuses to be fantastic, but each game has its own challenge level.


I have no real concern about extra healing, but because you can heal and dish out solid damage you run the risk of obviating other characters.

Perhaps if the at-will abilities of the Phoenix form were reduced to d4s that would make the distinction between damage and healing forms greater?


Nothing is excessive, but you give a lot of things other classes only dream of; natural armor, Wis to AC, swift action movement, flight, retributive damage. Not all at once, of course, but you still have access to all of it. It doesn't make the class overpowered, but it is strong.

My counter to those is: Tome of Battle. Between a Warblade and a Swordsage, you can get comparatively higher bonuses (if in slightly different ways) almost all the time. As ToB is a great balance point in my view, I'm happy with the numbers at present unless someone brings up something that really just shouldn't be there.


I understand, but making you choose your armor like that means that if you focus on he dragonkin avatar you have big problems with the other two; nonproficiency sucks.

That's the thing: nothing's forcing the Ascendant to wear medium armor while they're in Dragonkin form. If you want to specialize in that form, that's the downside for taking advantage of the additional proficiencies. With the additional natural armor granted by the Dragonkin track, the Ascendant should have respectable AC while wearing the same light armor they would for either of the other two forms - just not quite as high as if it were mithral full plate.


That's the thing; it doesn't really need to be toned down, as long as you're fine with scraping up against Teir 2. You can't break the world like a true caster, but you have power far in excess of the lesser classes.

I'm only concerned if its demonstrably stronger than a Warblade (Dragonkin) or a Swordsage (Kitsune). "Lesser" martial classes really have no place in any of my games, and in a perfect world, everyone would use fixes to keep players on an even, roughly tier 3 playing field. (IMO, of course.)


By the way, Circle, I deserve a cookie. I type all this out on a smartphone in a car, surrounded by loud family.:smallsigh:

http://www.nist.gov/pml/wmd/metric/images/chocolate_chip-cookies_1.jpg

eftexar
2011-12-31, 03:47 PM
The biggest problem I see with this class is that it has a lot of both versatility and power. I think it makes it to tier 2 because of this.
I would either drop the effectiveness of some things (nor more than 10-15 maximum die of damage for example) or would make it so the form has to be chosen at the start of each day. Then it would make tier 3.
But I'm all for tier 3. It's usually what I aim for as well.

RaggedAngel
2011-12-31, 04:08 PM
The biggest problem I see with this class is that it has a lot of both versatility and power. I think it makes it to tier 2 because of this.
I would either drop the effectiveness of some things (nor more than 10-15 maximum die of damage for example) or would make it so the form has to be chosen at the start of each day. Then it would make tier 3.
But I'm all for tier 3. It's usually what I aim for as well.

I think making you choose your form at the beginning of the day would really hurt the class; it would turn it into an inflexible Binder. The forms are meant to be changed during the day; it won't change the power, just make it less cool and fun.

eftexar
2011-12-31, 04:22 PM
I hadn't even thought about how that would ruin the flavor. I was just thinking balance wise, but you are definitely right.
You might be fine, but I'm just worried about some of their nukes in tandem with the amount of abilities they have access to. 20d6 is quite a bit of damage with their versatility. On the other hand some of them are only usable once per an encounter...
As a I said I think it makes a tier 2, even if a lower tier 2. If your fine with that point then there isn't an issue, and nothing needs changed. But in the manner of things I think the only initiator that could stand up to this would be the warblade, if only because of it's more easily renewable maneuvers. The warblade might win because of attrition.

RaggedAngel
2011-12-31, 05:15 PM
Ah, I see your confusion; the damage scales by every other level, so you cap out at 10 dice, not 20. They get some abilities, like the Fireball; that scale to 20, but that at-wills don't.

gkathellar
2012-01-01, 10:16 AM
I quite like the basic idea. Why did you choose to go with Dragon, Phoenix and Fox-spirit? (Also, as a side-point, why "kitsune" instead of "fox," "fox-spirit" or "demon-fox?" Dear Renard is a classic magical trickster in plenty of non-Japanese cultures.)

I feel like at early levels, the Ascendant needs medium armor. You haven't got much in the way of defense or offensive versatility to start out with, and you're a little MAD, so a little extra AC might be nice.

Avatar is well-worded, and it's good that you still have to jump through some hoops if you want to go the Metabreath route.

In general, the early levels are nice: you're a little fragile at 1st level, but around 2 or 3 you start to come into your own defensively and offensively (and the more fragile forms stay useful by having offensive abilities that help their defense). The Kitsune's charm is the only thing that worries me here, but its short duration and increasing save bonus should keep out-of-combat use to a minimum.

At level 4, the rock-paper-scissors dynamic of the class really starts to set in —*certain avatars are really excellent for shutting down the weaknesses of other avatars. That's fine, but it's not as dynamic as I'd like it to be in some ways. The Ascendant feels kind of wizard-esque: really well suited to a situation he can plan for, but kind of limited otherwise. But he's not as powerful as a wizard.

In general, I quite like the class. It's strong and flavorful —*but I feel like switching back and forth between Avatars should play a more prominent role in its abilities, possibly at an earlier level. Switching as a full-round action 1/encounter at level 3-5 would be fine, I think, and not much more powerful than Adaptive Style. Then you could have the ability scale, probably by allowing the switch as a standard or move action, and pushing the 1/day swift change farther up toward the capstone.


The biggest problem I see with this class is that it has a lot of both versatility and power. I think it makes it to tier 2 because of this.

That's not what Tier 2 means. Tier 2s can break the game in at least one way, but not in every possible way. It might be very high Tier 3. But it's not Tier 2.

IMHO, it's not very high Tier 3. Probably more like mid-Tier 3.


Ah, I see your confusion; the damage scales by every other level, so you cap out at 10 dice, not 20. They get some abilities, like the Fireball; that scale to 20, but that at-wills don't.

And even if they did scale to 20 dice, that's honestly not as impressive as it looks on the cover.

Circle of Life
2012-01-03, 02:13 PM
I quite like the basic idea. Why did you choose to go with Dragon, Phoenix and Fox-spirit? (Also, as a side-point, why "kitsune" instead of "fox," "fox-spirit" or "demon-fox?" Dear Renard is a classic magical trickster in plenty of non-Japanese cultures.)

Because the ideas I had for abilities went well with Dragon and Phoenix, and the trickster theme fit right in with the Kitsune. As a side note, I've never heard of Dear Renard, but I've heard of the kitsune several hundred times. I just went with the theme that I felt more people would be familiar with.


In general, I quite like the class. It's strong and flavorful —*but I feel like switching back and forth between Avatars should play a more prominent role in its abilities, possibly at an earlier level. Switching as a full-round action 1/encounter at level 3-5 would be fine, I think, and not much more powerful than Adaptive Style. Then you could have the ability scale, probably by allowing the switch as a standard or move action, and pushing the 1/day swift change farther up toward the capstone.

You're right, the shifting mechanic should be more fluid. To that effect, I've added the Rapid Shifting and Instant Shifting class features, and updated Swift Shifting.

gkathellar
2012-01-03, 02:28 PM
You're right, the shifting mechanic should be more fluid. To that effect, I've added the Rapid Shifting and Instant Shifting class features, and updated Swift Shifting.

Much improved. The per-encounter limit keeps it an important tactical decision, while the speedy shifting helps keep up with the demands of higher levels.


Because the ideas I had for abilities went well with Dragon and Phoenix, and the trickster theme fit right in with the Kitsune. As a side note, I've never heard of Dear Renard, but I've heard of the kitsune several hundred times. I just went with the theme that I felt more people would be familiar with.

Renard or Reynard the Fox is a medieval European trickster-figure and culture hero, not unlike Coyote. Don't mind me, I get into an unreasonable huff about the overuse of Japanese words and terms in D&D.