PDA

View Full Version : [3.5] The Solar Hero (Doing Heroic Things Without Magic)



Xefas
2012-04-22, 07:14 PM
Design Goals

1) Impart the feeling of playing one of the Solar Exalted from the White Wolf Exalted Setting. My goal is not to import the Solar Exalted directly into 3.5 D&D, but to grasp the idea of one and D&D-ify it. For one, many of the lowest abilities of the Solar Exalted would automatically qualify as high level abilities in D&D. I want a class that can be played from level 1 and impart the feeling of playing a Solar Exalt the entire way.

2) Create a non-magical class that rivals the power and versatility of D&D's spellcasters.

Specifically, I wish to challenge the idea that anything greater than the mundane is automatically magic. For something to count as "non-magical, but extraordinary" for me, it must be something that a mundane human could do, but taken farther than is strictly possible in the real world. For example, a human cannot spontaneously produce a fiery explosion from absolutely nothing. There is no human analogue to the spell "Fireball", therefore I define "Fireball" as magic. However, a human can jump. A non-magical but extraordinary fantasy-analogue might be the capacity to jump over a mountain. This isn't the same as, say, teleporting over a mountain. You still traverse the intervening space. A ceiling, for instance, still gets in your way. You're doing something mundane in an extraordinary way. Here, I will define this as "not magic".

Now, you may notice, with just this definition, something like the spell "Jump", which only gives you a bonus to Jump checks, could be non-magical. And it could be. However, the second part of this definition is that the effect of a non-magical ability must come from you, and not an external source. If you get your Jump bonus because your great great grandad was a dragon and gave you mystical jumping blood, then it's magic. If you get your Jump bonus from a blessing from the God of Jumping, then it's magic. If you rewrite the laws of the universe in a localized area through otherworldly incantations and reality-warping hand gestures to give you a bonus to Jump, then it's magic. If you have a bonus to jumping because you're just really really good at jumping, then it's non-magical.

Note that I'm not using whether something is a "spell" or a "supernatural ability" or what-not to determine if it's magical for the purposes of this definition. By this definition, you could take a feat that lets you make a Jump spell an "Extraordinary" ability, and thus be allowed inside an anti-magic field, but by this definition, it would still be magic. That's intended. What it does and where it comes from is the important bit.

I think that should cover it, but amendments and additions may be added as necessary.

If you don't agree, that's perfectly fine. In fact, I don't agree with this definition in every instance. However, this homebrew project will be built on this idea, and so a statement of your disagreement with its fundamental principles isn't a particularly constructive criticism.

Now, if you spot an ability I've included that you think would break this definition, that's something I would want to know about. That's helpful.

3) Related to the previous, I don't want this class to accidentally exceed the "tier 1" of power. It shouldn't smear wizards like a greasy stain across the pavement. Being able to stand up to them (not just in combat), and effect the world in a similarly vast and important way, is good.

The Solar Hero

http://i.imgur.com/jLMou.jpg

A Solar Hero is a mortal that has surpassed their limitations to become something greater. In a similar way that a practitioner of the arcane arts surpasses the limits of the world by subverting and manipulating its laws through magic, and a devotee of the gods surpasses the limits of the mundane by channeling miracles through faith in powerful and otherworldly beings or concepts, a Solar Hero has risen above his station. The primary difference is that the power he channels comes from within himself, rather than from without. His core self, his drive for change, his sheer force of will burns with the impossible intensity of a sun, and so the name derives.

Many assumptions can be made about the Solar Hero from their most obvious aspects, and most are false. He is often assumed to be a 'hero' in terms of a conformity to the morality of the Upper Planes. It is true that a Solar Hero's themes often include 'light', and an opposition to creatures such as demons and the undead. While a certain sense of righteousness by that definition can be true, the meaning is much deeper than that. Darkness is a default state of being – if there is no light, then there is darkness. Solar Heroes are agents of change. They do not maintain status quos – they shatter them. Their Light represents change, and power, and authority. Not any alignment with the precepts of "Holy" as propagated by denizens of the Upper Planes.

Creatures such as the Tanar'ri, Baatezu and the undead are, by their natures, antagonistic. They are adversaries. Undeath opposes life and the natural order, while promoting stagnation and decay. The essence of the Lower Planes is so tied to meaningless violence and opposition that their own inhabitants can do nothing but fight amongst themselves. It is for these reasons that a Solar Hero is inherently antithetical to these beings. By the simple fact of being a protagonist, they seek out and defeat antagonists, and these in particular they come to understand as "Creatures of Darkness". Several abilities of the Solar Hero will reference this term, and by default, one should assume all creatures of the Undead type, as well as all creatures with the [Evil] subtype (regardless of whether they have an evil alignment) belong to this category. Later in their career, a given Solar may come to expand this definition for themselves.

The form a given Solar's powers take may be vastly different depending on the individual character, although five primary archetypes exist. The Dawn Hero is like the first lancing rays of the sun, piercing the shroud of night with unmatched speed and prowess. They specialize in the use of melee weaponry, as well as improving their physical condition to extraordinary degrees. The Zenith Hero is like the brutal and glorious radiance of the sun at high noon. They specialize in unarmed combat, as well as striking fear and awe into the hearts of their enemies. The Twilight Hero is like the brilliant sun receding into night, delving into mysteries unknown, and illuminating the darkness of ignorance with resplendent knowledge. They specialize in creating and knowing, finding clever solutions to problems, and aiding their allies. The Night Hero is like the sun when it hides its face from the world, still existing, but utterly hidden, working its grace in secret. They specialize in ranged combat, as well as stealth and agility. The Eclipse Caste is like the sun when it unifies with the moon, two celestial bodies coming together in harmony to form something grand and amazing. They specialize in diplomacy and leadership, coordinating the efforts of others, and finding other solutions when violence has failed.

Hit Die: d10
Skill Points: 2 + intelligence modifier (x4 at first level). See also the "Hero of the Sun" class feature.
Class Skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Open Lock, Perform, Profession, Ride, Search, Sense Motive, Sleight Of Hand, Speak Language, Spellcraft, Spot, Survival, Swim, Tumble, Use Rope

Proficiencies: The Solar Hero is proficient with all simple and martial weapons, as well as all shields (including tower shields) and light, medium, and heavy armor. Although the way a Solar develops their power may favor particular arrays of armaments, every Solar is capable of utilizing most equipment at its most basic aptitude.

{table=head]Level|BAB|Fort|Ref|Will|Special|Arete|Might
1st|+1|+2|+2|+2|Hero of the Sun, The Golden Panoply, Level 1 Charms|5|0
2nd|+2|+3|+3|+3|Infinite Ability Mastery I|10|0
3rd|+3|+3|+3|+3||15|0
4th|+4|+4|+4|+4|Level 2 Charms|20|1
5th|+5|+4|+4|+4|Infinite Ability Mastery II|25|1
6th|+6/+1|+5|+5|+5|Immanent Solar Glory I|30|1
7th|+7/+2|+5|+5|+5|Level 3 Charms|35|2
8th|+8/+3|+6|+6|+6|Infinite Ability Mastery III|40|2
9th|+9/+4|+6|+6|+6||45|2
10th|+10/+5|+7|+7|+7|Level 4 Charms|50|3
11th|+11/+6/+1|+7|+7|+7|Infinite Ability Mastery IV|55|3
12th|+12/+7/+2|+8|+8|+8|Immanent Solar Glory II|60|3
13th|+13/+8/+3|+8|+8|+8|Level 5 Charms|65|4
14th|+14/+9/+4|+9|+9|+9|Infinite Ability Mastery V|70|4
15th|+15/+10/+5|+9|+9|+9||70|4
16th|+16/+11/+6/+1|+10|+10|+10|Divine Transcendence of Ability|75|5
17th|+17/+12/+7/+2|+10|+10|+10|Infinite Ability Mastery VI|75|5
18th|+18/+13/+8/+3|+11|+11|+11|Immanent Solar Glory III|80|5
19th|+19/+14/+9/+4|+11|+11|+11|Glory to the Most High|80|6
20th|+20/+15/+10/+5|+12|+12|+12|Infinite Ability Mastery VII|85|6
[/table]

Hero of the Sun: Upon taking the first level of this class, you must choose how your heroism has manifested. Among the choices of "Dawn", "Zenith", "Twilight", "Night" and "Eclipse" you must pick one to be your primary manifestation (your "Caste"), and one to be your secondary ("Favored"). This will inform the number and type of Charms (see below) you are able to learn and innovate. In addition, your choice fills you with a peerless aptitude with the skills belonging to your niche. Consult the following list; skills associated with your Caste and Favored are always considered to have (3 + your class level) ranks in them. These are true ranks, and allow you to qualify for things such as feats and prestige classes.


Dawn: Balance, Climb, Jump, Ride, Swim

Zenith: Intimidate, Perform (choose five), Sense Motive

Twilight: Craft (choose one), Heal, Knowledge (Local, Geography, History, Arcana), Spellcraft

Night: Balance, Hide, Listen, Move Silently, Sleight of Hand, Spot, Tumble

Eclipse: Diplomacy, Knowledge (Military, Nobility), Profession (Sailor), Sense Motive

The Golden Panoply: The Solar Hero knows each of his powers as a "Charm". While any given Charm may vary wildly from another, they all share some relatively similar traits. They are grouped into five categories; one for each phase of the sun. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + ability modifier). Unless otherwise noted in the Charm's description, the ability used is Strength for Dawn Charms, Charisma for Zenith or Eclipse Charms, Intelligence for Twilight Charms, or Dexterity for Night Charms.

Each Charm will have several factors listed before their description. These are "Level/Type", "Action", "Cost", and "Prerequisite".

The Level of a Charm ranges from 1 to 10. A Solar Hero begins play with the ability to learn 1st level Charms, and gains the ability to learn a new level of Charms every three levels afterward (2nd at 4th level, 3rd at 7th level, 4th at 10th level, and 5th at 13th level). Charms of Level 6 and higher are strictly beyond the bounds of the Solar Hero before they reach Epic Level (but see also the "Glory to the Most High" and "Divine Transcendence of Ability" class features).

The Action of a Charm is typically one of "Standard", "Move", "Swift", "Immediate", "Full", "Supplemental", or "Permanent". The first five require the kind of action of the same name to perform. Supplemental Charms enhance an action (which will be noted in the Charm's description), requiring however long the supplemented action would normally take. For instance, a Charm that supplements an attack takes however long that attack takes; perhaps a standard action for a basic attack, or a fraction of a full-round action if you are making a full-attack. Unless otherwise noted, the use of all Supplemental charms must be decided upon before making the roll that they supplement. A Permanent Charm is an always-active benefit the character enjoys that requires no action to perform.

The Cost of a Charm denotes how many points of Arete and Might it requires to activate. The amount of each resource a Solar has is denoted on their class table. Spent Arete replenishes at a rate of 1 point per round, entering your pool at the beginning of your turn. All spent points of Might are replenished after the Solar has rested for at least 8 hours, although only once in a 24 hour period. Arete represents a character's reserves of strength and confidence. They can operate at a fairly consistent low-level of heroism if they wish, but doing extraordinary things is extraordinarily exhausting, and so brief respites are required. Might is the same concept, but bigger.

The Prerequisite of a Charm states which, if any, specific Charms of an equal or lower level a Solar requires to learn the Charm in question.

Charms Known: A Solar Hero begins his career with knowledge of five 1st level Charms. Three of these must be drawn from the Solar's Caste, one must be drawn from the Solar's Favored, and the final one may be either Favored or chosen from one of the three shunned faces. At every level after that, they automatically learn one new Charm of any level they are capable of using that they meet the prerequisites for.

A Solar Hero must always know more Caste Charms than they know Favored Charms. The number of Charms they know that come from the three faces of the Sun that are not Caste or Favored for them, totaled together, must always be less than the number of Favored Charms they know.

(Ex. If a Dawn-Caste Zenith-Favored Solar knows 5 Dawn Charms, then they may know up to 4 Zenith Charms. If they know 4 Zenith Charms, then the total number of Twilight, Night, and Eclipse Charms they know cannot exceed 3.)

Infinite Ability Mastery: Beginning at 2nd level, a Solar Hero unlocks the potential to expand his knowledge of Charms, and even forge new ones for himself, at the cost of time, gold, and xp. If he is being taught a new Charm by another Solar, the training time is a mere 24 hours. However, if he is innovating a Charm from the workings of his own mind alone, he requires one day, plus an additional day per level of the Charm.

During this training, the Solar will require certain implements, depending on the nature of the Charm being learned. For a Charm to cut through the armor of one's foes, perhaps sheets of metal are required for the Solar to practice destroying. For a Charm to write a book so stirring it causes all that read it to fall in love with the next person they see, perhaps the Solar will require writing implements, paper, bindings, and various collected works of poets and philosophers for inspiration. For a Charm to cause all that set eyes upon you to flee in abject terror, perhaps all one needs are ritual objects representing the great fears of men with which to meditate on. For a Charm to resist poisons, enough money to keep yourself and all other tavern-goers deliriously drunk for several days might do the trick.

Regardless, a good general guideline is 100 gold per level of the Charm. Additionally, once the training time is completed, the Solar must give the new concept life with a portion of himself, sacrificing 20xp per level of the Charm to finish the process.

To be able to learn and innovate Charms of a particular level, your class level must be one higher than is required to use Charms of that level (i.e. Level 2 for 1st level Charms, Level 5 for 2nd level Charms, etc). In the case of 6th and 7th level Charms, you must wait until 17th and 20th level respectively.

Immanent Solar Glory: As a Solar's well of excellence deepens, so too does his capacity to replenish it. At 6th level, the Solar respires an additional point of Arete per round, bringing the total to 2/rd. At 12th level, this increases again to 3 points per round. And, finally, at 18th level, the Solar regains 4 Arete per round.

Divine Transcendence of Ability: At 16th level, a Solar impacts a barrier to his advancement. 6th level Charms are too great to be fully encompassed by any mortal vessel, and so he must wait until Epic Levels before attaining such heights. However, it is not in the nature of the Solar Hero to accept limitations.

With a moment of meditation upon his own unconquerable perfection, he tears these limitations asunder.

Even so, the most a Solar can do is break the rule, rather than eliminate it entirely. Henceforth, the Solar Hero can learn 6th Level Charms, but only from his Caste and Favored. Not even Infinite Ability Mastery will allow him to learn 6th level Charms from his three shunned faces.

Glory to the Most High (Ex): At 19th level, a Solar has already broken the limits of his power, but circumstances may require him to reach even further into the impossible. And so, he may know 7th level Charms of his Caste, but not use them. Not yet.

As a full-round action, a Solar Hero may spend a point of Might, butchering the restraints of the multiverse that dare contain his glory upon the altar of his own magnificence. The plane he stands upon shudders briefly as he explodes in a momentary pillar of golden radiance. For 24 hours, he may use any 7th level Charms he knows. After this duration, the rules of reality reassert themselves, and he is brought back down to his normal level of competence until he chooses to break them again.

This ability allows a Solar to create and learn new 7th level Charms at level 20, but only of his Caste.

Xefas
2012-04-22, 07:15 PM
(Disclaimer: Charms obviously not done. :smalltongue:)

Example Charms

(A note on Charms. Whenever a Dawn Charm references a "melee attack", it specifically does not apply to unarmed attacks, attacks with natural weapons, or attacks with improvised weapons, unless the description of the Charm explicitly includes them. Whenever a Zenith Charm references an "unarmed attack", this also includes attacks with natural weapons. Many Eclipse Charms deal with Diplomacy, and assume the use of Rich Burlew's Diplomacy variant (http://www.giantitp.com/articles/jFppYwv7OUkegKhONNF.html).)

Level 1
Dawn
Rising Sun Excellence Overwhelming
Level/Type: Level 1 Dawn
Action: Supplemental
Cost: 1+ Arete
Prerequisite: -

In the arena of his nature, the Dawn Hero surpasses all challengers. This entry is actually a cluster of four charms, each of which must be purchased separately, but work similarly. The maximum amount of Arete that may be spent on each activation of one of these charms is equal to your class level.

Athletics Excellency: This charm supplements a balance, climb, jump, or swim check. For each Arete spent, you gain a +2 bonus on the supplemented skill check.

Melee Excellency: This charm supplements a melee attack roll that is not an unarmed attack, or an attack made with a natural weapon or improvised weapon. For each Arete spent, you gain a +1 bonus on the supplemented attack roll.

Resistance Excellency: This charm supplements a fortitude saving throw. For each Arete spent, you gain a +1 bonus on the supplemented saving throw.

Ride Excellency: This charm supplements a ride check. For each Arete spent, you gain a +1 bonus on the supplemented skill check.

Fire and Stones Strike
Level/Type: Level 1 Dawn
Action: Permanent
Cost: -
Prerequisite: -

The Dawn Hero is a master of both grace and fury in battle. This Charm encompasses the latter. You gain Power Attack as a bonus feat, even if you do not meet the prerequisites. In addition, all weapons benefit from that feat as if they were two-handed, regardless of their actual specification. If you already possess the Power Attack feat, you must replace it with another feat you qualify for.

One Weapon, Two Blows
Level/Type: Level 1 Dawn
Action: Supplemental
Cost: 2 Arete
Prerequisite: -

The Dawn Hero is a master of both grace and fury in battle. This Charm encompasses the former. This Charm supplements a melee attack. Apply that attack to two different targets that you threaten, using the same attack roll.

Manifold Sunbeam Display
Level/Type: Level 1 Dawn
Action: Permanent
Cost: -
Prerequisite: -

The sun burns in all directions with equal intensity. Likewise, the Dawn Hero may brandish his deadly array of armaments against the tide of darkness that surrounds him on all sides. You gain Two-Weapon Fighting as a bonus feat, even if you do not meet the prerequisites, and lower the penalties for fighting with multiple weapons by an additional 2 for both your main and off-hands. A 4th level Dawn Hero dispenses with the penalties altogether, wielding two weapons as easily as he would one.

If you already possess the Two-Weapon Fighting feat, you must replace it with another feat you qualify for.

Whirlwind Armor-Donning Prana
Level/Type: Level 1 Dawn
Action: Move
Cost: 1 Arete
Prerequisite: -

The Dawn Hero is never caught unarmed or unarmored. When you activate this Charm, you may immediately don any unattended equipment within your reach (including items stored in extra-dimensional spaces on your person, such as armor in a Bag of Holding) that you have space on your person for. This does not allow you to store items in, for instance, a backpack or pocket – the items must be placed in one of your item slots (head, neck, shoulders, etc) or held. As part of the same action, you may choose to drop whatever you are holding to make room for new items.

A 4th level Dawn Hero may pay an additional +1 Arete to reduce the Action of this Charm to Swift. A 7th level Dawn Hero may pay an additional +3 Arete to reduce the Action of this Charm to Immediate.

Armored Scout's Invigoration
Level/Type: Level 1 Dawn
Action: Permanent
Cost: -
Prerequisite: -

The Dawn Hero is at home in his armor, wearing it as he would wear his skin. You reduce the Armor Check Penalty, and increase the Maximum Dexterity Bonus, of any armor you wear by the greater of your Strength or Constitution modifier. If this would reduce the Armor Check Penalty to 0, then you also take no movement speed penalty for wearing it, and you may sleep in it as restfully as you would any clothing.

Durability of Oak Meditation
Level/Type: Level 1 Dawn
Action: Immediate
Cost: 2 Arete
Prerequisite: -

The Dawn Hero has been weathered by battles too numerous to count, hardening him, and shoring up his weaknesses until none remain. This Charm may be activated in response to a critical hit being threatened against you, automatically preventing it from being confirmed.

Graceful Crane Stance
Level/Type: Level 1 Dawn
Action: Move
Cost: 1-6 Arete
Prerequisite: -

The Dawn Hero is the perfect image of grace in battle, never faultering and never falling. Multiply the number of Arete spent on your activation of this Charm by 10. For 1 minute, you automatically succeed on all Balance checks with a DC equal to, or less than, the number you have derived.

Monkey Leap Technique
Level/Type: Level 1 Dawn
Action: Permanent
Cost: -
Prerequisite: -

The Dawn Hero requires only a moment to act, springing into action at the slightest hint of danger. You no longer increase the DC of a jump check if you do not have a running start. Furthermore, your size no longer restricts the distance you are able to jump.

Racing Hare Method
Level/Type: Level 1 Dawn
Action: Supplemental
Cost: 1+ Arete
Prerequisite: -

The Dawn Hero is the pinnacle of physical form, striding across the globe with great speed in search of wrongs to right and worthy opponents to face. This Charm supplements a basic movement action, Charge, Withdraw, or Run. For the supplemented action, all of your base movement speeds are increased by 10 feet per point of Arete spent. The maximum amount of Arete you may spend on a single activation of this Charm is equal to the highest level of Dawn Charm you know.

Master Horseman Technique
Level/Type: Level 1 Dawn
Action: Permanent
Cost: -
Prerequisite: -

The Dawn Hero is at home on a mount, traveling with it as he would travel on his own two feet. You automatically succeed on all checks to guide a mount with your knees, and to stay mounted when something might knock you off, such as a damaging attack. Furthermore, even if you are unconscious and unable to make skill checks, you may spend 1 Arete to still prevent yourself from being kocked from your steed. Sleeping while mounted is as restful as reclining in a soft bed. A mount you ride never panicks as a result of not being trained for battle when taken into a combat situation, and you need not take actions or make ride checks to control it in such situations.

Harmony of Spirits Style
Level/Type: Level 1 Dawn
Action: Permanent
Cost: -
Prerequisite: -

The Dawn Hero often rides into battle upon a faithful steed, their worth proven as well as any soldier who would fight shoulder-to-shoulder with him. As a free action, you may declare a mount to be your Harmonious Steed. The mount must be willing, and you must have ridden them into at least one battle previously. You may only have one such mount declared at a time. New declarations negate old ones.

As a swift action, you may whistle and, so long as your Harmonious Steed is on the same plane of existence as you, it will hear you and make its way to your position by the fastest means it can manage.

A Harmonious Steed may Hustle during Overland Movement without becoming fatigued or taking damage, so long as you are either riding it, or it is making its way to you as a result of your whistle.

You do not take a penalty for riding your Harmonious Steed without a saddle.


Zenith
Apex Sun Excellence Overwhelming
Level/Type: Level 1 Zenith
Action: Supplemental
Cost: 1+ Arete
Prerequisite: -

In the arena of his nature, the Zenith Hero surpasses all challengers. This entry is actually a cluster of four charms, each of which must be purchased separately, but work similarly. The maximum amount of Arete that may be spent on each activation of one of these charms is equal to your class level.

Integrity Excellency: This charm supplements a will saving throw. For each Arete spent, you gain a +1 bonus on the supplemented saving throw.

Martial Arts Excellency: This charm supplements a melee attack roll that is made with an unarmed attack, natural weapon, or improvised weapon. For each Arete spent, you gain a +1 bonus on the supplemental attack roll. As a Permanent effect, by gaining this charm, you also acquire "Improved Unarmed Strike" as a bonus feat if you did not already know it.

Performance Excellency: This charm supplements a perform check. For each Arete spent, you gain a +1 bonus on the supplemented skill check.

Presence Excellency: This charm supplements an intimidate check. For each Arete spent, you gain a +1 bonus on the supplemented skill check.

Fists of Iron Technique
Level/Type: Level 1 Zenith
Action: Permanent
Cost: -
Prerequisite: -

The Zenith Hero shatters stone and splinters bone with his hands and feet as easily as any warrior would do so with a mace or a warhammer. The base damage of your unarmed attacks increases as if you were three size categories larger, or four size categories if you have nothing held in either hand.

Inevitable Victory Meditation
Level/Type: Level 1 Zenith
Action: 5 minutes
Cost: 5 Arete
Prerequisite: -

The Zenith Hero achieves victory long before he enters the battlefield. By meditating for 5 minutes, you create a bank of possible die results in your mind. Roll a number of d20s equal to the highest level of Zenith Charm you know. Mark down the results. Whenever you make an attack roll with an unarmed attack, natural weapon, or improvised weapon, and dislike the rolled number, you may replace it with one of your banked rolls, marking it off as you do so. Your bank disappears after 24 hours. Typically, this Charm may only be activated once in a 24 hour period. However, a 4th level Zenith Hero may pay 1 Might on top of the normal cost to activate this Charm even if he has done so one or more times in the previous day.

Integrity-Protecting Prana
Level/Type: Level 1 Zenith
Action: Permanent
Cost: -
Prerequisite: -

The Zenith Hero is who he is and none may gainsay him. You are immune to all unwanted petrification or polymorph effects.

Righteous Lion Defense
Level/Type: Level 1 Zenith
Action: Permanent
Cost: -
Prerequisite: -

The Zenith believes what he believes and none may gainsay him. A mind-affecting effect may never force you to act in direct opposition to your alignment.

Terrifying Apparition of Glory
Level/Type: Level 1 Zenith
Action: Permanent
Cost: -
Prerequisite: -

Although the people of the world glimpse the sun only at great distance, percieving it as a miniscule mote in the celestial firmament, they feel its power and kneel all the same. You no longer take a penalty to intimidate checks for being smaller than your target, and those that target you with an intimidate check no longer gain a bonus for being larger.

Hypnotic Tongue Technique
Level/Type: Level 1 Zenith
Action: Standard
Cost: 3 Arete
Prerequisite: -

Cowed by the Zenith Hero's glory, those that hear his words find any request to be more sensible than displeasing him. Make an intimidate check against one creature than can hear you. If you succeed, speak a one word command, and they will follow it for 1 round. Commands that spell instant death for them are not obeyed, such as "Suicide" or "Dive" when near a cliff. For a guideline, consider things like "Kneel" to force them into the 'prone' condition, or "Awe" to have them act as if 'dazed' for a round, or "Flee" to have them spend their next round fleeing your presence.

Respect Commanding Attitude
Level/Type: Level 1 Zenith
Action: Supplemental
Cost: 5 Arete
Prerequisite: -

When the sun enters the sky, no eyes are left upon the lesser glories of the moon and stars. This Charm supplements a Perform check. Those that hear it must make a Will save equal to the supplemented Perform check or become 'fascinated' as the condition, with one exception. The threat of imminent physical harm instantly breaks the effect, rather than allowing a new saving throw. This fascination will last for as long as you play, although a single creature need only save against this Charm once per 24 hours (regardless of whether they succeeded or failed the first time).

Twilight
Descending Sun Excellence Overwhelming
Level/Type: Level 1 Twilight
Action: Supplemental
Cost: 1+ Arete
Prerequisite: -

In the arena of his nature, the Twilight Hero surpasses all challengers. This entry is actually a cluster of four charms, each of which must be purchased separately, but work similarly. The maximum amount of Arete that may be spent on each activation of one of these charms is equal to your class level.

Craft Excellency: This charm supplements a Craft check. For each Arete spent, you gain a +1 bonus on the supplemented skill check.

Lore Excellency: This charm supplements a Knowledge (Local), Knowledge (Geography), or Knowledge (History) check. For each Arete spent, you gain a +1 bonus on the supplemented skill check.

Medicine Excellency: This charm supplements a Heal check. For each Arete spent, you gain a +1 bonus on the supplemented skill check.

Occult Excellency: This charm supplements a Knowledge (Arcana) or Spellcraft check. For each Arete spent, you gain a +1 bonus on the supplemented skill check.

Durability-Enhancing Technique
Level/Type: Level 1 Twilight
Action: Permanent
Cost: -
Prerequisite: -

It is the duty of the Twilight Hero to build the bulwarks and battlements that stand against the tide of darkness, as well as the arms and armor that will be their undoing. It would be unfitting for such things to not endure the hardship they were created for. Henceforth, any item you craft is one step more durable (leather is as wood, wood is as stone, stone is as iron, iron is as mithral, etc) as far as its Hardness and Hit Points are concerned. If no such analogue can be ascertained, simply assume it has +3 Hardness and +10 Hit Points per inch of thickness. If the enhanced item could be broken with a Strength check, then the DC for such a check is increased by 5.

A 7th level Twilight Hero constructs items that are two steps more durable. A 13th level Twilight Hero constructs items that are three steps more durable.

Craftsman Needs No Tools
Level/Type: Level 1 Twilight
Action: Permanent
Cost: -
Prerequisite: -

A Twilight Hero does not always have the luxury of an optimally equipped forge or laboratory, most often spending their time as an active force of change in the world, rather than some wizened sage secluded in a tower. You no longer require tools of any kind to perform Craft checks. In fact, you are always considered to have the benefit of Masterwork tools for crafting on your person at all times. Some Twilight Heros represent this with exceptional improvisational skills, while others use their bare fists as hammers, their breath as bellows, and their nails as sharpening stones.

Additionally, this Charm allows you to create alchemical items (such as Alchemist's Fire or Thunderstones) without being a spellcaster.

Flawless Diagnosis Technique
Level/Type: Level 1 Twilight
Action: Full
Cost: 2 Arete
Prerequisite: -

A Twilight Hero sees the flaws and afflictions of others, and comprehends them, for it is his duty to mend the broken and heal the sick. This Charm targets one creature you can see. You instantly know their current and maximum hit points, any conditions afflicting them, ongoing negative spell effects, ability damage, drain, or burn, energy drain, poison, disease, and temporary penalties.

With each activation of this Charm, you may zero in on one particular affliction on a target. Make a Heal check with a DC equal to the challenge rating of the origin of the effect, or the DC of the effect itself if it has no originator (such as a mundane disease). If you succeed, you know what caused the effect in a general sense. You can tell that this poison came from a rattlesnake, or that this strength penalty came from a Ray of Enfeeblement spell, and so on.

Touch of Blissful Release
Level/Type: Level 1 Twilight
Action: Standard
Cost: 2 Arete
Prerequisite: -

Sometimes the Twilight Hero does not have time for battlefield surgery or a proper remedy. Results are required, and so a temporary solution. As part of this Charm, you must lay hands on a willing target. With a jab or caress, a kind word or inspirational grunt, you create an intense release of adrenaline and endorphines in the target's body. As a morale effect, any time the target makes a roll, they reduce any penalties (that exist as part of a temporary ongoing negative effect) that hamper the roll by a total number equal to the highest level of Twilight Charm you know. This includes afflictions such as ability damage, energy drain, and so on.

The effects of this Charm last for 1 minute, and a target may not benefit from this Charm more than once per hour.

(Ex. A Twilight Hero with a 3rd level Twilight Charm uses Touch of Blissful Release on a teammate inflicted with 4 points of Strength Damage, 2 Negative Levels, and the Shaken condition. That teammate then makes a melee attack roll. Normally, their roll would be penalized, -2 from lost points of Strength, -2 from Negative Levels, and -2 from the Shaken condition, for a total of -6 to the attack roll. However, Touch of Blissful Release reduces this penalty by 3, so the attack only suffers a -3 penalty. If they hit, and deal damage, their damage roll would be penalized by 2 from their lost points of Strength. The benefit of Touch of Blissful Release would reduce this to 0.)

Library-Reading Meditation
Level/Type: Level 1 Twilight
Action: Supplemental
Cost: 5 Arete
Prerequisite: -

It is the essence of the Twilight Hero to know, and to comprehend. At this, none are his equal. This Charm supplements an action to read some written text. You do so at hundredfold speed (about 25,000 words per minute), understanding everything you read as if you had done so meticulously and with the intention of recalling it later. This does not allow you to activate written magical items (such as scrolls) any faster, as the speed of your mind far outstrips the time it takes for the magic itself to function.

If the text is encoded, broken, or written in an archaic or otherwise difficult-to-comprehend form, you may substitute a Knowledge check in place of a Decipher Script check to understand it. Choose whichever Knowledge check seems most appropriate (Knowledge [Religion] for religious texts, Knowledge [Nobility] for texts denoting royal lineages, and so on).

If the text is magical (such that it could be deciphered with a 'Read Magic' spell), you may still understand it, so long as you succeed on a DC 20 Knowledge (Arcana) check.

Excellent Student Learning
Level/Type: Level 1 Twilight
Action: Supplemental
Cost: 2 Arete
Prerequisite: -

It would be preposterous for the Twilight Hero, a font of knowledge the likes of which the world has rarely seen, to be marred by something so mundane as an imperfect memory. This Charm supplements an effort to remember something. Simply name something that you have experienced. You recall it perfectly. In this way, you might remember the entirety of an epic poem word-for-word that you only heard once when you were 11 months old, or the exact thousand-character password you saw for less than a second a few years ago which was written in a language you don't understand.

Sometimes it is reasonable to assume a character would know something, but it is not quite certain. For example, when making a Knowledge (Arcana) check to recall the abilities of a Green Dragon. Perhaps you've run into a Green Dragon before the game started. Perhaps not. In this case, make the Knowledge check as you normally would. However, if you succeed, you recall (Intelligence modifier) additional useful pieces of information, above the normal amount allotted for your check. If you fail the check, it's reasonable to assume that you've never run into the proposed item before.

All-Encompassing Sorcerer's Sight
Level/Type: Level 1 Twilight
Action: Swift
Cost: 3 Arete
Prerequisite: -

The average mortal sees so little of their surroundings, their eyes glimpsing only the smallest fraction of the spectrum of light. Many animals and demihumans see beyond this, but the Twilight Hero sees even farther. For 1 minute after activating this Charm, you may see perfectly in mundane darkness. Additionally, you perceive magical auras, as the 'Detect Magic' spell, as various wavelengths of light incomprehensible to a normal mortal. In Common, the closest approximation is "a purplish-greenish-orange".

A 4th level Twilight Hero alters the cost of this Charm to be "1 Arete per minute". A 10th level Twilight Hero alters the cost of this Charm to be "1 Arete per hour". A 13th level Twilight Hero may choose at any time to alter the cost of this Charm to "-" and the Action to "Permanent".


Night
Shrouded Sun Excellence Overwhelming
Level/Type: Level 1 Night
Action: Supplemental
Cost: 1+ Arete
Prerequisite: -

In the arena of his nature, the Night Hero surpasses all challengers. This entry is actually a cluster of four charms, each of which must be purchased separately, but work similarly. The maximum amount of Arete that may be spent on each activation of one of these charms is equal to your class level.

Archery Excellency: This charm supplements a ranged attack roll. For each Arete spent, you gain a +1 bonus on the supplemented attack roll.

Awareness Excellency: This charm supplements a spot or listen check. For each Arete spent, you gain a +1 bonus on the supplemented skill check.

Dodge Excellency: This charm supplements a reflex saving throw, or a tumble or balance check. For each Arete spent, you gain a +1 bonus on the supplemented saving throw or skill check.

Stealth Excellency: This charm supplements a hide or move silently check. For each Arete spent, you gain a +1 bonus on the supplemented skill check.

There Is No Wind
Level/Type: Level 1 Night
Action: Supplemental
Cost: 1+ Arete
Prerequisite: -

What are the meaningless trifles of the natural world to the Night Hero? Wind? Rain? Light? Darkness? Little more than a minor annoyance. This Charm supplements a ranged attack. For every point of Arete spent, ignore up to 2 points of penalty on the roll for external environmental factors such as wind speed and bright light (such as the Dazzled condition), as well as penalties for firing at a range increment greater than 1. One point of Arete will also negate the 20% miss chance incurred by shadowy illumination, while two points of Arete will fully negate the 50% miss chance for firing in total darkness (although you must still know where the target to be fired at would be).

Trance of Unhesitating Speed
Level/Type: Level 1 Night
Action: Supplemental
Cost: 2 Arete
Prerequisite: -

What the Night Hero might lack in brute strength, he makes up for in unconscionable speed. This Charm supplements a ranged attack. In the time it would take you to normally fire a single arrow or bolt, or launch a single knife or throwing axe, you instead use two. Make a single attack roll, but apply it to two different targets in range.

Reflex Sidestep Technique
Level/Type: Level 1 Night
Action: Immediate or Swift
Cost: 1 Arete
Prerequisite: -

The Night Hero is the hunter and the assassin. Ambushes, surprise attacks, and underhanded fighting are all too familiar to him. You may only activate this Charm when you are denied your Dexterity bonus to your Armor Class, such as by being flat-footed or attacked by an invisible attacker. You immediately regain your Dexterity bonus to your Armor Class, and are not considered to be flat-footed. This effect remains until the beginning of your next turn.

Shadow Over Water
Level/Type: Level 1 Night
Action: Swift
Cost: 1 Arete
Prerequisite: -

The Night Hero is shadow and death, and just as difficult to subdue. Until the beginning of your next turn, you ignore all ability damage/drain/burn and penalties to your Dexterity, as well as penalties to your Dexterity-based skill checks, movement speeds, and your Reflex saving throws.

Keen Sense Technique
Level/Type: Level 1 Night
Action: Move
Cost: 3+ Arete
Prerequisite: -

As the sovereign of that time when the sun has left the world, the Night Hero has trained all of his senses to their fullest, that he may not be swept away in the chaos the darkness brings. When activating this Charm, choose one or more of the following options. Each option costs 3 Arete, to a maximum of 15 Arete for all five options to be active at once. The effects last for 1 minute.

Sight: Your eyes absorb even the most minute traces of light, granting you darkvision. Furthermore, you may even see through the supernatural strands of energy that compose magical darkness, allowing you to see through it if its effective spell level is less than 1/2 your character level.

Scent: You gain the Scent special quality and the Track feat as a bonus feat for the duration.

Hearing: You ignore up to (the highest level of Night Charm you know x 10) feet of distance when determining the DC for a Listen check, and may substitute a Listen check in place of a Sense Motive check to detect if someone is lying.

Taste: By tasting an insignificantly small quantity of a substance, you may immediately deduce the presence of poison (you may take a small enough taste that the poison does not effect you). Furthermore, if the substance is a potion, you can detect the school of magic that it contains if you have ever previously imbibed a potion of that school, but not its actual effects.

Touch: By coming into bare-skin contact with an inanimate object, you may detect its Hardness and hit points, as well as gain a +2 bonus on Appraise checks to assess its worth. By touching a creature, you can detect its Natural Armor bonus.

Lock-Opening Touch
Level/Type: Level 1 Night
Action: Swift
Cost: 2 Arete
Prerequisite: -

Even though fools may erroneously attempt to bar the Night Hero's righteous passage, the locks themselves tend to be much more pious. The activation of this Charm allows you to attempt to open a lock, using your choice of an Open Lock check or a Sleight of Hand check. If the lock is non-magical, your check automatically succeeds. With a mere flick of the wrist, the mechanisms inside conform to your will. If the lock is magical, or magically reinforced, a check is required as normal. If a locking spell would not allow a skill check to undo it (such as 'Arcane Lock'), you may unlock it with a DC of (the spell's caster level + the level of the spell).


Eclipse
Veiled Sun Excellence Overwhelming
Level/Type: Level 1 Eclipse
Action: Supplemental
Cost: 1+ Arete
Prerequisite: -

In the arena of his nature, the Eclipse Hero surpasses all challengers. This entry is actually a cluster of four charms, each of which must be purchased separately, but work similarly. The maximum amount of Arete that may be spent on each activation of one of these charms is equal to your class level.

Investigation Excellency: This charm supplements a Sense Motive check. For each Arete spent, you gain a +1 bonus on the supplemented skill check.

Sail Excellency: This charm supplements a Profession (Sailor) check. For each Arete spent, you gain a +1 bonus on the supplemented skill check.

Socialize Excellency: This charm supplements a Diplomacy or Knowledge (Nobility) check. For each Arete spent, you gain a +1 bonus on the supplemented skill check.

War Excellency: This charm supplements a Knowledge (Military) check. For each Arete spent, you gain a +1 bonus on the supplemented skill check.

Effortless Attack Coordination
Level/Type: Level 1 Eclipse
Action: Standard
Cost: 2 Arete
Prerequisite: -

The greatness of the Eclipse Hero lies not in their individual might, but in the victories that they make possible through the coordination of their team. When you activate this Charm, choose one target that you can see, and tell your allies to attack it. The first attack against that target made by an ally that heard you and followed your advice before the beginning of your next turn adds a bonus to their attack roll equal to your Charisma modifier. Up to (your Charisma modifier) allies may benefit from a single use of this Charm.

Heroism-Encouraging Presence
Level/Type: Level 1 Eclipse
Action: Immediate
Cost: 4 Arete
Prerequisite: -

When the Eclipse Hero takes the field, none under his command dare flee. Not out of fear, but because they can do nothing but be inspired by his glory. You may only activate this Charm when an ally you can perceive fails a saving throw against fear. That ally, and all allies that can see and hear you immediately become immune to fear (this negates the fear effect the ally that triggered this charm would've been effected by). Your own activation of this Charm cannot make you immune to fear, and you may not use this Charm if you are already under a fear effect. The effects of this Charm leave an ally once they can no longer perceive you, or after about an hour has passed.

Know The Soul's Price
Level/Type: Level 1 Eclipse
Action: Full
Cost: 5 Arete
Prerequisite: -

In their capacity as advisors and diplomats, the Eclipse Hero must know the price of a man's life. By spending a few seconds sizing up a target and activating this Charm, you may discern what would constitute an "Even", "Favorable" and "Fantastic" deal when utilizing a Diplomacy check on them. If an item you are carrying, or a promise you could make, would fit one of these categories, you are alerted of this first. If nothing you have readily available would constitute a given tier (such as nothing you have could be "Fantastic" for them), then you get a vague idea of what might satisfy them (such as sizing up that a powerful Warrior-King might only accept an Artifact weapon as a Fantastic proposal).

Mastery of Small Manners
Level/Type: Level 1 Eclipse
Action: Permanent
Cost: -
Prerequisite: -

The Eclipse Hero is rarely at home, traveling abroad to sway the hearts and minds of those too foolish or ignorant to already agree with them. With this Charm, you are never at risk of accidentally offending someone upon first meeting them, due to cultural differences, esoteric customs, or similar. You always know how to not look like a tourist, and exactly what to wear to a given event to make the right impression. Through these and similar intuitions, you ignore all penalties to your Diplomacy checks when the target has never met you before.

Salty Dog Method
Level/Type: Level 1 Eclipse
Action: Permanent
Cost: -
Prerequisite: -

It is the duty of the Eclipse Hero to bring his word to all people, both far and wide. While a horse will get you to a great many places, his dominion is the world, and so grander vessels must be mastered. Whether on a standard sea vessel, or a more exotic airship or landship (or perhaps even a Spelljammer, if you wish), an Eclipse proves his worth like no other. For every rank of Profession (Sailor) you possess, you count as one additional crew member for the purposes of maintaining and controlling the ship without penalty.


Level 2
Dawn
Rising Sun Excellence Triumphant
Level/Type: Level 2 Dawn
Action: Permanent
Cost: -
Prerequisite: At least one version of Rising Sun Excellence Overwhelming

When his nature is tested, the Dawn Hero's success is never in question. This charm modifies all versions of its prerequisite. When you pay at least 4 Arete, you may choose to forgo the typical bonus to your roll in order to not require a roll altogether. Instead, you are automatically considered to have rolled an 11. For every 2 Arete spent above 4, this automatic result is increased by 1.

Rising Sun Excellence Resurgent
Level/Type: Level 2 Dawn
Action: Permanent
Cost: -
Prerequisite: At least one version of Rising Sun Excellence Overwhelming

Within his nature, the Dawn Hero perceives all failures and casts them aside. This charm modifies all versions of its prerequisite. When you pay at least 4 Arete, you may choose to forgo 4 points of the granted bonus in order to made the roll twice and take the best result. Any points of bonus not forgone still apply to both rolls. If you spend at least 8 Arete, you may choose to forgo 8 points to make the roll three times, and so on with each multiple of 4 Arete.

(Ex. A 15th level Dawn Hero makes an attack with his greatsword, supplementing it with Rising Sun Excellence Overwhelming (Melee), paying 15 Arete to grant himself a +15 bonus on the attack roll. He uses Rising Sun Excellence Resurgent to convert 12 points of that bonus into three additional rolls. So, he rolls that one attack four times, each with a +3 bonus, and takes the best result.)

Perfected Battle Array
Level/Type: Level 2 Dawn
Action: Supplemental
Cost: 1 Arete
Prerequisite: -

Every weapon has the potential to be a glorious icon of power in the hands of the Dawn Hero. Those lesser works that he chooses to wield are elevated merely by the grace he has displayed by accepting them as worthy. This Charm supplements a melee attack. The weapon used in the supplemented attack is imprinted upon you for 1 minute. For this duration, all other weapons you wield are considered to have an Enhancement bonus equal to the imprinted weapon if it would be greater than their actual Enhancement bonus.

(Ex. A Dawn Hero wielding a +2 Longsword and a normal Longsword makes a melee attack with his +2 Longsword and activates this charm. For 1 minute, his normal Longsword is considered to be +2 as long as he wields it. If, during this time, he switched weapons to a Masterwork Greatsword, that Greatsword would also be considered +2 for the duration.)

Cross-Fang Maelstrom
Level/Type: Level 2 Dawn
Action: Supplemental
Cost: 12 Arete
Prerequisite: Perfected Battle Array, One Weapon Two Blows

The Dawn Hero is not a specialist. He is a master of all weapons. And woe unto his foes when he chooses to reveal what such mastery begets. This Charm supplements a full attack action. For every attack granted by your base attack bonus (so, not including additional attacks from Charms or using multiple weapons), you make two additional attacks at your highest base attack bonus. However, you must make every attack with a different weapon, and every weapon used must be a different kind (so you can use a greatsword, and then a maul, and then a lance, but not a greatsword and then a different greatsword). Drawing and sheathing new weapons as part of this Charm is always a free action. You may make a single 5ft step after each successful attack in the supplemented action.

Hungry Tiger Technique
Level/Type: Level 2 Dawn
Action: Supplemental
Cost: 1 Arete
Prerequisite: Fire and Stones Strike

The Dawn Hero stands toe-to-toe with the greatest swordmasters the world has ever known, matching their perfect finesse and skill with his own. However, this is a rare occurrence. More often, he finds himself butchering lesser foes, crushing them beneath savagery reserved for the rabble that dares impede him. This Charm supplements a melee attack. The weapon you wield is considered 'Keen' (or 'Impact' for bludgeoning weapons), as the weapon enhancement, if it was not already, for that attack. In addition, if you threaten a critical hit with the supplemented attack, it is automatically confirmed.

Soaring Crane Leap
Level/Type: Level 2 Dawn
Action: Supplemental
Cost: 2 Arete
Prerequisite: Monkey Leap Technique

When the Dawn Hero lays eyes upon his target, he needs but a single powerful step to close with them. This Charm supplements a Charge action, allowing you to Jump as part of the Charge with an automatic check result high enough to move the full distance of the Charge.

(Ex. A Dawn Hero with a movement speed of 30 activates Soaring Crane Leap. He then Charges a harpy flying 60 feet directly above him by leaping upwards. Regardless of the Jump check required, he succeeds.)

Feather-Foot Style
Level/Type: Level 2 Dawn
Action: Permanent
Cost: -
Prerequisite: Graceful Crane Style, Racing Hare Method

The Dawn Hero exerts force when he wishes to, and glides with nimble elegance when he wishes to. With this Charm, you may move over weak or unstable surfaces as if you weighed no more than a feather, striding over water, spider webs, or papyrus without disruption. Similarly, you may move over walls and ceilings without falling. However, you must maintain a certain speed, moving a number of feet every round greater than your base movement speed unmodified by other factors (you must move more than 30 feet per round, even if your base movement speed is lower than this). If you ever move less than the required amount, the effects of this Charm deactivate until you begin to move with the necessary speed once more.


Zenith
Apex Sun Excellence Triumphant
Level/Type: Level 2 Zenith
Action: Permanent
Cost: -
Prerequisite: At least one version of Apex Sun Excellence Overwhelming

When his nature is tested, the Zenith Hero's success is never in question. This charm modifies all versions of its prerequisite. When you pay at least 4 Arete, you may choose to forgo the typical bonus to your roll in order to not require a roll altogether. Instead, you are automatically considered to have rolled an 11. For every 2 Arete spent above 4, this automatic result is increased by 1.

Apex Sun Excellence Resurgent
Level/Type: Level 2 Zenith
Action: Permanent
Cost: -
Prerequisite: At least one version of Apex Sun Excellence Overwhelming

Within his nature, the Zenith Hero perceives all failures and casts them aside. This charm modifies all versions of its prerequisite. When you pay at least 4 Arete, you may choose to forgo 4 points of the granted bonus in order to made the roll twice and take the best result. Any points of bonus not forgone still apply to both rolls. If you spend at least 8 Arete, you may choose to forgo 8 points to make the roll three times, and so on with each multiple of 4 Arete.

Epic Zeal of Virtue
Level/Type: Level 2 Zenith
Action: Permanent
Cost: -
Prerequisite: Righteous Lion Defense

It doesn't matter what the Outsiders say. It doesn't matter what the Gods say. It doesn't matter if the whole multiverse has decided that something wrong is something right. The Zenith Hero stands up for what he believes, no matter the cost or the consequences. When the gods and the angels and the demons tell him he is evil, he plants himself as a pillar of truth in a world rotted with lies and tells them, "No, you're evil."

After gaining this Charm, when an effect would be determined based on your alignment, you automatically become aware of the effect, and may choose to be treated as any non-Evil non-Chaotic alignment you wish instead of your actual one.

Enemy-Castigating Solar Judgment
Level/Type: Level 2 Zenith
Action: Supplemental
Cost: 2 Arete
Prerequisite: Fists of Iron Technique

The Zenith Hero's fists strike down the wicked, and they find no end to their misery within the cover of darkness. This Charm supplements an unarmed attack. Against a Creature of Darkness, the supplemented attack mangles the very core of their being. Their own Fast Healing or Regeneration has no effect on the damage you inflict, and any spells or spell-like abilities with an effective spell level less than 1/2 your class level that would heal this damage completely fail to do so. Furthermore, their natural healing rate heals this damage half as quickly as normal.

Twilight
Descending Sun Excellence Triumphant
Level/Type: Level 2 Twilight
Action: Permanent
Cost: -
Prerequisite: At least one version of Descending Sun Excellence Overwhelming

When his nature is tested, the Twilight Hero's success is never in question. This charm modifies all versions of its prerequisite. When you pay at least 4 Arete, you may choose to forgo the typical bonus to your roll in order to not require a roll altogether. Instead, you are automatically considered to have rolled an 11. For every 2 Arete spent above 4, this automatic result is increased by 1.

Descending Sun Excellence Resurgent
Level/Type: Level 2 Twilight
Action: Permanent
Cost: -
Prerequisite: At least one version of Descending Sun Excellence Overwhelming

Within his nature, the Twilight Hero perceives all failures and casts them aside. This charm modifies all versions of its prerequisite. When you pay at least 4 Arete, you may choose to forgo 4 points of the granted bonus in order to made the roll twice and take the best result. Any points of bonus not forgone still apply to both rolls. If you spend at least 8 Arete, you may choose to forgo 8 points to make the roll three times, and so on with each multiple of 4 Arete.

Peerless Paragon of Craft
Level/Type: Level 2 Twilight
Action: Permanent
Cost: -
Prerequisite: Durability-Enhancing Technique

In the area of creation, the Twilight Hero's least efforts equal the greatest struggles of lesser craftsmen. Henceforth, any item you craft is automatically considered "Masterwork", with no additional resources or time required to make it so.

Crack-Mending Technique
Level/Type: Level 2 Twilight
Action: Full-Round
Cost: 4 Arete
Prerequisite: -

The world was not designed by the Twilight Hero and is, therefore, imperfect. It may be bent, and it may be broken. But the Twilight Hero may teach it to be whole once more. You must be holding a damaged item when you activate this Charm. Make an appropriate Craft check. You accomplish an entire day's worth of progress repairing the item.

Night
Shrouded Sun Excellence Triumphant
Level/Type: Level 2 Night
Action: Permanent
Cost: -
Prerequisite: At least one version of Shrouded Sun Excellence Overwhelming

When his nature is tested, the Night Hero's success is never in question. This charm modifies all versions of its prerequisite. When you pay at least 4 Arete, you may choose to forgo the typical bonus to your roll in order to not require a roll altogether. Instead, you are automatically considered to have rolled an 11. For every 2 Arete spent above 4, this automatic result is increased by 1.

Shrouded Sun Excellence Resurgent
Level/Type: Level 2 Night
Action: Permanent
Cost: -
Prerequisite: At least one version of Shrouded Sun Excellence Overwhelming

Within his nature, the Night Hero perceives all failures and casts them aside. This charm modifies all versions of its prerequisite. When you pay at least 4 Arete, you may choose to forgo 4 points of the granted bonus in order to made the roll twice and take the best result. Any points of bonus not forgone still apply to both rolls. If you spend at least 8 Arete, you may choose to forgo 8 points to make the roll three times, and so on with each multiple of 4 Arete.

Surprise Anticipation Method
Level/Type: Level 2 Night
Action: Permanent
Cost: -
Prerequisite: Reflex Sidestep Technique

Some would call the Night Hero paranoid. But it is not paranoia when space-and-time bending wizard-ninjas really are after you. This Charm renders its prerequisite largely obsolete, preventing you from ever being denied your Dexterity bonus to your armor class, or ever being considered flat-footed. If you are ever unconscious, but your unconsciousness is not being enforced by some effect (such as a Sleep spell), you automatically awaken upon an attack being declared on you (before the attack roll is made) and may immediately rise from prone and roll initiative without an action required.

If your unconsciousness is being enforced while an attack is declared on you, you may activate this Charm's prerequisite to roll initiative anyway. You may make a new saving throw against whatever effect is preventing your waking, and you are not considered Helpless (as in, you may not be Coup de Grace'd, and other vulnerabilities associated with the condition) for 1 round, as your body reflexively dodges attacks even without you controlling it. Every round, you may continue to activate Reflex Sidestep Technique, gaining new saving throw rolls, and continuing to avoid helplessness, until you awake.

Eclipse
Veiled Sun Excellence Triumphant
Level/Type: Level 2 Eclipse
Action: Permanent
Cost: -
Prerequisite: At least one version of Veiled Sun Excellence Overwhelming

When his nature is tested, the Eclipse Hero's success is never in question. This charm modifies all versions of its prerequisite. When you pay at least 4 Arete, you may choose to forgo the typical bonus to your roll in order to not require a roll altogether. Instead, you are automatically considered to have rolled an 11. For every 2 Arete spent above 4, this automatic result is increased by 1.

Veiled Sun Excellence Resurgent
Level/Type: Level 2 Eclipse
Action: Permanent
Cost: -
Prerequisite: At least one version of Veiled Sun Excellence Overwhelming

Within his nature, the Eclipse Hero perceives all failures and casts them aside. This charm modifies all versions of its prerequisite. When you pay at least 4 Arete, you may choose to forgo 4 points of the granted bonus in order to made the roll twice and take the best result. Any points of bonus not forgone still apply to both rolls. If you spend at least 8 Arete, you may choose to forgo 8 points to make the roll three times, and so on with each multiple of 4 Arete.

Xefas
2012-04-22, 07:17 PM
Level 3
Dawn
Eagle Wing Style
Level/Type: Level 3 Dawn
Action: Supplemental
Cost: 6 Arete
Prerequisite: Soaring Crane Leap

The Dawn Hero relies on his own strength, and it is always enough for him to triumph. Tools like 'the ground' are helpful, but ultimately unnecessary. This Charm supplements a Jump check, allowing you to jump without a solid surface to begin on. As long as you are free to move, you may exert enough force through your limbs to propel yourself through the air. Unfortunately, the tremendous strain of doing so adds an additional +2 Arete surcharge on every additional activation of this Charm before you once again land on a solid surface (a second jump costs 8 Arete, a third jump costs 10 Arete, etc).

Rising Sun Slash
Level/Type: Level 3 Dawn
Action: Supplemental
Cost: 8 Arete
Prerequisite: Hungry Tiger Technique

When the sun rises, no darkness may stand against it. Shadows flee and hide, terrified of its burning radiance, and those that do not are invariably destroyed. This Charm supplements a melee attack. Instead of making an attack roll to determine success, the opponent must make a Reflex saving throw. On a failed save, you hit and deal damage as normal. If the target rolled a natural 1 on their save, you threaten and automatically confirm a critical hit. In addition, the damage you deal to your target is also dealt to any shield and armor the target is wearing (apply your damage result to each separately).

A Creature of Darkness that takes damage from this Charm reduces any racial Natural Armor Bonus by 1, which is cumulative among repeated strikes. This penalty is alleviated immediately upon regaining full hit points.

Zenith
Terrible Sun-King Condemnation
Level/Type: Level 3 Zenith
Action: Supplemental
Cost: 8 Arete
Prerequisite: Epic Zeal of Virtue, Enemy-Castigating Solar Judgment

The Zenith Hero knows he is righteous. This cannot be disputed. The Zenith Hero knows his foes are wicked. This cannot be disputed. This Charm supplements an intimidate check to demoralize an opponent. Specifically, as part of your intimidation, you must condemn your target as being villainous in some way - unvirtuous, cowardly, evil! If you succeed in rendering the opponent Shaken, then they experience a single moment of doubt. And, in their moment of weakness, your words sear them like the noon-day sun. They gain the [Evil] subtype for one day per point you exceeded the DC required to demoralize them. (This causes them to be considered Evil instead of their normal moral alignment if it would ever be disadvantageous to them. And, conveniently, marks them as a 'Creature of Darkness' for various Solar Hero effects. This has no effect on their actual alignment.)

Twilight
Celestial Panoply-Forging Prowess
Level/Type: Level 3 Twilight
Action: Permanent
Cost: -
Prerequisite: Peerless Paragon of Craft

The greatest smiths work with the purest metals and the most exceptional equipment to create blades of surpassing quality. The Twilight Hero transcends them all. When he crafts a sword, he uses the bones of giants and the heart of a dragon, smelting them with elemental ore in the fires of an erupting volcano. His works are unsurpassed.

You may use the Craft skill to craft Magic Items. The kind of Craft required is based on what the basic item actually is (Weaponsmithing for a magic sword, Jewelerycrafting for a magic necklace, Blacksmithing for magic horseshoes, etc). The raw materials to do so are equal to 1/2 the market value. You may set any DC you wish before making the Craft check (remember: a lower DC is easier to meet, but makes less progress). Upon completing the item, you must spend 1/25th of the market value in XP to finalize the process. You may not craft a Magic Item with a caster level higher than your class level.

Obviously, a Solar Hero has no magic of his own to imbue an item with. Instead, for each spell listed as a requirement for creating the item, you must include one exotic ingredient that resonates with the replaced spell. If the ingredient is culled from a monster (which is most common), the challenge rating of the monster must be at least equal to the level of the replaced spell (a CR 2+ monster for a 2nd level spell, for instance). Other exotic components (such as using the fire from an erupting volcano as a forge for your sword, or the grapes from a vineyard in the Ninth Circle of Hell to make especially evil wine) are possible, though their "effective challenge rating" is up to the group to decide.

(Some examples of resonating ingredients are the ashes from a defeated Small Fire Elemental or the severed glands of a Fire Beetle replacing a "Burning Hands" spell. A pound of gargoyle flesh for a "Stone Shape" spell. An Aboleth's brain instead of a "Project Image" spell.)

Level 4
Dawn
Mountain-Crossing Leap
Level/Type: Level 4 Dawn
Action: Supplemental
Cost: 20 Arete, 1 Might
Prerequisite: Eagle Wing Style

The mountains and rivers and countries of the world are miniscule when brought to compare with the Dawn Hero's might. This Charm supplements a Jump check. For every foot that you would travel with the supplemented jump, you instead travel a mile. If you decide to leap over 1 mile, you create a destructive impact when you land, dealing 5d6 bludgeoning damage to everything within about (miles traveled) feet. Items that any character currently has equipped or attended do not take damage. You and anyone you are carrying are similarly exempt. This damage bypasses hardness, wrecking scenery and structures in your wake. If you decide to leap over 30 miles, the accuracy with which you do so is reduced. You land 2d6-2 miles off target in a random direction. You may subtract another 2 from this roll (to a minimum of 0) for each of the following conditions that you meet.

-You know the general area you are leaping toward, and the surrounding lands very well, having traveled among them on several occasions.
-You succeed on a Knowledge (Geography) check with a DC equal to the number of miles you are leaping, rolled after you begin the jump.
-You have at least five minutes to concentrate and focus on making your jump as accurate as possible.

The speed of your jump is accelerated by this Charm as well. Rather than determining the time of the jump with your base movement speed, assume a mile passes every 30 seconds or so (if it matters at all).

Molten Sun-Blade
Level/Type: Level 4 Dawn
Action: Supplemental
Cost: 7 Arete
Prerequisite: Rising Sun Slash

The Dawn Hero's blade cleaves through flesh and stone and steel without pause, leaving broken armaments and broken men in his wake. This Charm supplements a melee attack. If the supplemented attack deals damage, then the target has been left with a severe injury, penalizing their racial natural armor, racial damage reduction, and hardness (if an object). This penalty is equal to your strength modifier, but multiple applications of this Charm do not stack the penalty. Living targets also bleeds for 1 hit point per round until they receive a DC 15 Heal check or are healed any amount of hit points. Finally, if the target is wearing armor or a shield, both take damage equal to your strength modifier.


Level 5
Dawn
Creation-Spanning Vault
Level/Type: Level 5 Dawn
Action: 1 minute
Cost: 30 Arete, 1 Might
Prerequisite: Mountain-Crossing Leap

The continents and seas and skies of the world pass under the tread of the Dawn Hero as pebbles and puddles to lesser men. Upon completing the activation of this Charm, you leap upwards with tremendous force that shakes the ground with your departure (everyone within a hundred feet must make a Reflex save or be knocked prone). You rocket upwards hundreds of miles as you careen across the sky.

This may have different effects depending on what world or plane you are on, but assuming a Prime Material world with an atmosphere, you immediately begin to suffocate and take 2d6 fire and cold damage per round. Assuming you are capable of survival in such an environment, your jump will continue to carry you to nearly any other place in the world (to the degree to which it matters, assume a speed of about 20,000 miles per hour). Roll 1d6 for every 100 miles you travel. The number rolled is the number of miles by which you are off from your destination. You may remove 2d6 from this roll for each of the following conditions you meet.

-You have traversed the length of the world (either through use of this Charm or other means) many times before, enough to have an impression of where everything is in a general sense.
-You succeed on a Knowledge (Geography) check with a DC equal to the number of hundreds of miles you are leaping.
-You have at least ten minutes to concentrate and focus on making your jump as accurate as possible.
-You take no damage at all during your leap.
-You make a DC 30 Strength, Dexterity, or Constitution check to steer yourself more steadily (this condition may be met up to three times, once for each check).
-You are capable of seeing your destination in advance through some means, such as a magical scrying device, or a sight-enhancing Night Charm or similar.
Your landing is that of blazing comet, striking everything (the same exemptions as Mountain-Crossing Leap apply) within 100 feet with 5d6 bludgeoning and 5d6 fire damage, the former bypassing hardness, and the latter setting flammable materials ablaze. Those that take damage must make a Reflex save or be knocked prone.

Golden Destruction Cut
Level/Type: Level 5 Dawn
Action: Supplemental
Cost: 15 Arete
Prerequisite: Molten Sun-Blade

The works of mortal craftsman are like paper houses for the Dawn Hero, whose power shatters the tallest mountains and sunders the most fortified keeps. This Charm supplements a melee attack made against an object. If you hit, you deal double the normal amount of damage. In addition, any damage you deal to an object that is part of a larger structure (such as a section of wall that is part of a castle) is dealt to all connected parts of that structure within (highest level Dawn Charm known x 30) feet.

A 16th level Dawn Hero may pay additional Arete as part of activating this Charm. For each extra Arete spent, the radius of destruction wrought is increased by 10 feet.


Level 6
Dawn
Heaven-Arching Surge
Level/Type: Level 6 Dawn
Action: 1 minute
Cost: 40 Arete, 1 Might
Prerequisite: Creation-Spanning Vault

This world is too small for the Dawn Hero, whose prowess far surpasses any mortal foe. He must extend his reach to every corner of the multiverse if he is to find worthy opposition.

Upon activating this Charm, you leap skyward much as you would with its prerequisite, forcing a Reflex save to prevent those nearby from being knocked from their feet at the sudden force unleashed. However, as the air thins and the clouds fall away under your feet, rather than the emptiness of space, a new and alien backdrop looms above. And then, suddenly, you find yourself falling upwards towards this otherworldly land, and alighting softly onto your feet as you reach the ground.

If this Charm is activated during the day on the Prime Material Plane, it may transport you to any of the Upper Planes or The Clockwork Nirvana of Mechanus. If this Charm is activated during the night on the Prime Material Plane, it may transport you to any of the Lower Planes or The Ever-Changing Chaos of Limbo. If this Charm is activated anywhere else besides the Prime Material Plane, it returns you to the Prime Material Plane.

When arriving on an Outer Plane, you always appear at the "entrance". That is, when entering The Seven Mounting Heavens of Celestia, you appear standing at the shining silver gates leading into Lunia, the First Heaven. When entering The Nine Descending Hells of Baator, you appear where the River Styx empties the lost souls of the damned into Avernus.

When arriving on the Prime Material Plane, you may attempt to land anywhere in the world you wish. However, calculate the margin of error for how far off you are from your destination as if you had activated Creation-Spanning Vault, and your starting point was where you activated this Charm.

World-Scarring Solar Glory
Level/Type: Level 6 Dawn
Action: Standard
Cost: 20 Arete, 1 Might
Prerequisite: Golden Destruction Cut

The Dawn Hero is the consummate warrior. In his hands, he wields an infinite potential for destruction - The Godspear of All-Searing Sunrise. With this lance of perfect murderous power, he slays men and divinities alike, toppling the worlds upon which they stand.

Upon activating this Charm, make a melee attack. Instead of an attack roll, your opponent must make a Reflex save to determine your success - there is no defense against your onslaught, so a victim's only option is to dodge. On a failed save, you deal infinite damage to the target, shattering their sub-atomic particulate shreds of matter across the face of the cosmos.

Level 7
Dawn
Sky-Shattering Daystar Cataclysm
Level/Type: Level 6 Dawn
Action: Supplemental
Cost: 30 Arete
Prerequisite: Heaven-Arching Surge, World-Scarring Solar Glory

When Ramethus, Demon Lord of Carnage, was incarnated into the Prime Material Realm to conquer and destroy all of its nations and peoples, his gaze fell upon a second burning star in the sky, shining ever-brighter, until its glory outshone the sun itself. It was his greatest hubris that he did not fall to his knees and beg mercy, although not his greatest folly, for there was no mercy in the Dawn Hero's heart that day. As the radiant sun-king pierced the atmosphere, the sky itself began to burn, casting hues of orange and red for countless miles. The Godspear of All-Searing Sunrise outstretched before him, the Dawn Hero struck the earth amidst Ramethus' army. Tens of thousands of demons fell, those few battered and gore-strewn survivors wailing and scrambling to flee. His armies disintegrated, the Demon Lord howled with rage, and faced the Dawn Hero. This was his greatest folly.

This Charm supplements a use of Creation-Spanning Vault, removing its margin of error entirely. In addition, your landing is considerably more devastating. You deal 20d6 bludgeoning damage and 10d6 fire damage to all within 1 mile of your point of impact, the former bypassing hardness. (Items that any character currently has equipped or attended do not take damage. You and anyone you are carrying are similarly exempt.) Those that take damage must make a Reflex save or be knocked prone. Finally, the area destroyed by your landing continues to burn with superheated air for about 1 hour, dealing 1d4 fire damage every round to all who remain within.

Ziegander
2012-04-23, 12:23 AM
This is interesting, I'll give you that, and an admirable goal. I think the results of the mechanics you've posted so far are right about where you want them to be - badass (and versatile) normal. However, the fluff and the execution of the mechanics themselves are where you lose me.

Right off the bat, spending "excellence" to activate powers called "Charms" sounds VERY magical to me, despite your efforts to convince me of the contrary. To further compound this issue, for some reason, the 5 most powerful levels of these supposedly mundane "Charms" require "Divine Transcendence" and other highfalutin-ness to activate.

With a "casting" system that is highly reminiscent of D&D Psionics, and fluff that sounds like the Monk and the Warblade had a baby and the Monk was secretly Aphrodite and the Warblade was secretly Ares, what you end up with are mechanics and fluff that inform very much non-mundane feeling gameplay.

Some of the powers are really ****ing awesome, that's for sure. I really like, Inevitable Victory Meditation, Armored Scout's Invigoration, and Graceful Crane Stance for example. Also, the way you determine skill ranks is innovative, if perhaps a little on the strong side (at least at the really low levels where, admittedly, it might not really matter). Some of the powers are problematic, but not in ways that can't be fixed. The trouble, for me anyway, is in the way the class works, not with the effects you want it to generate. It's how I get to the part where I'm using my Heroism-Encouraging Presence that is off, not the power itself.

I understand that in Exalted you basically are meant to be playing demigods/godlings, but if you're going for non-magical D&D, designing mechanics and writing fluff that are both suited to playing gods misses the mark by a wide margin. The gods are overtly magical, and I find it hard to see where you'll go with the Charms after, say, 3rd level, that isn't overtly magical either.

At 1st level, I can have 4 ranks in 11 different skills, attack with a Longsword and Shortsword at no penalty, and get two-handed returns with Power Attack on both, without having taken any feats, or spent any of my "Arete." I still have three Charms to pick out, a feat or four to take (depending on race and flaws), and 8 or more skill points to assign. That's kind of a lot of goodies for a 1st level character. You'll be out-damaging a raging Barbarian and have WAY more versatility and overall competency. Warblades are already lamented by many to be overpowered at low levels. Watch that you don't overdo this.

There's also a wonky issue with the way Arete recharges. 1 point per round seems innocent, until you get to Charms that only cost 1 point. Which is kind of a lot of them. That's no real problem after a few levels, but at 1st level it makes you a lot more powerful than you might notice at first glance. Of course, at later levels, the recharge, I can only imagine, given the hefty pool of Arete you begin to acquire, will become vanishingly less helpful. From encounter to encounter, the recharge should keep a Solar Hero pretty well topped off, but as he gains levels, he becomes less and less able to consistently use his most powerful Charms on a round-by-round basis.

That seems to be a trend actually. The higher level a Solar Hero becomes, the more difficult it is to use his level-appropriate Charms. The recharge is unsupportive, and then, once he reaches 16th and 19th levels, he really has to jump through hoops in order to access his 6th and 7th level Charms at all. Not sure how I feel about this?

Morph Bark
2012-04-23, 06:38 AM
Subscribing to see how this'll turn out, and likely eagerly await Lunar and other versions. :smalltongue:

Weimann
2012-04-23, 07:32 AM
Despite not knowing the system, I derive a quite juvenile enjoyment from reading translations of Exalted into other systems. Your threads here always entertain me greatly.

Ziegander raises some points that are no doubt pertinent, however.

Once you feel like it, I'm really looking forward to the rest of Throne Shadow Style. :3

Xefas
2012-04-23, 12:11 PM
First, thank you for the feedback, guys. :smallsmile:

This is very much a rough draft in-the-works sort of thing, so I very much appreciate suggestions and stuff like this:



Right off the bat, spending "excellence" to activate powers called "Charms" sounds VERY magical to me, despite your efforts to convince me of the contrary. To further compound this issue, for some reason, the 5 most powerful levels of these supposedly mundane "Charms" require "Divine Transcendence" and other highfalutin-ness to activate.

I think this is a valid point, definitely. I've already cut out all references to "Essence", since I felt it made things sound a bit too magical. Perhaps the word "Charm" needs to go as well. Perhaps 'Exploit'? Or I could possibly use "Excellency" and then rename the powers that already use that word.

I'm not sure I have a problem with "Divine", though. I can bake cookies that are simply divine without them being directly invested with literal god-magic. I'll consider something else for that too, though.


With a "casting" system that is highly reminiscent of D&D Psionics, and fluff that sounds like the Monk and the Warblade had a baby and the Monk was secretly Aphrodite and the Warblade was secretly Ares, what you end up with are mechanics and fluff that inform very much non-mundane feeling gameplay.

I understand that in Exalted you basically are meant to be playing demigods/godlings, but if you're going for non-magical D&D, designing mechanics and writing fluff that are both suited to playing gods misses the mark by a wide margin. The gods are overtly magical, and I find it hard to see where you'll go with the Charms after, say, 3rd level, that isn't overtly magical either.

I'm going for a sort of "Idealized Fairy-Tale Hero" vibe with the fluff (surprisingly, a lot of the fluff for Solars in Exalted is very bland, amounting to "The Lawgivers are cool. Here's a bonus." I want to be a little bit more interesting than that). Which is why I refer to "The X Hero", as if there were one singular being that embodied the concept (similar to how the fluff for Martial Arts is in Exalted). As you gain Charms, you're becoming more like this legendary ideal. This legendary ideal is the perfect picture of grace in battle, for instance. Your level 1 Character might not be, but he wants to be, and he's getting there.

Perhaps if I wrote a Charm of the same theme (Jumping, for instance) for each level to show the progression of power I'm considering, it would help as a reference point.

(It doesn't help that there are very few mythical characters out there that operate at a high level of badassery without being endowed by a god of some kind. I'm not sure why no ancient poet considered the tale of a man who just got up one morning and decided to be awesome today and no one was going to tell him not to. A mountain got in his way and he broke it with his face, because he wasn't going to tolerate that kind of sass from a mountain.)


At 1st level, I can have 4 ranks in 11 different skills, attack with a Longsword and Shortsword at no penalty, and get two-handed returns with Power Attack on both, without having taken any feats, or spent any of my "Arete." I still have three Charms to pick out, a feat or four to take (depending on race and flaws), and 8 or more skill points to assign. That's kind of a lot of goodies for a 1st level character. You'll be out-damaging a raging Barbarian and have WAY more versatility and overall competency. Warblades are already lamented by many to be overpowered at low levels. Watch that you don't overdo this.

Outdoing a barbarian isn't really a problem for me. However, this is definitely something to be wary of. I want the Solar Hero to be able to compete with 1st level casters, who have things like Grease, Sleep, Charm, and Power Word: Pain (and, with one feat, stuff like Alter Self and Glitterdust). But, now that you mention it, I think a much better metric would be something like a Warblade, since most casters don't get particularly scary until ~7th level (just in time for 3rd level Charms), and the "always-on" power of the Warblade matches up a bit better at low levels. (I don't want the casters to feel obsolete by being in the same party as a Solar Hero, just as I don't want the Solar Hero to also be obsolete. And not just in combat.)

So, perhaps flattening out the power for the first few levels would be good. I'm also considering adding "Indefinite" duration Charms (which several of the 1st level Permanent Charms would become). Basically, you can turn them on/off as a Full Action, but while they're on, they reduce the maximum size of your Arete pool. So, more passives = less actives. Just a little bit of opportunity cost added.


There's also a wonky issue with the way Arete recharges. 1 point per round seems innocent, until you get to Charms that only cost 1 point. Which is kind of a lot of them. That's no real problem after a few levels, but at 1st level it makes you a lot more powerful than you might notice at first glance. Of course, at later levels, the recharge, I can only imagine, given the hefty pool of Arete you begin to acquire, will become vanishingly less helpful. From encounter to encounter, the recharge should keep a Solar Hero pretty well topped off, but as he gains levels, he becomes less and less able to consistently use his most powerful Charms on a round-by-round basis.

Yeeeah. Looking at how the cost of Charms would need to be inflated for each level, I'm very much considering alternatively sized Arete pools, and an increase of Arete/level regeneration at higher levels.


That seems to be a trend actually. The higher level a Solar Hero becomes, the more difficult it is to use his level-appropriate Charms. The recharge is unsupportive, and then, once he reaches 16th and 19th levels, he really has to jump through hoops in order to access his 6th and 7th level Charms at all. Not sure how I feel about this?

Mechanically speaking, think of 7th level Charms like another class would think of their capstone. They get one cool, very thematic, capstone-power to make the last level awesome and unique (very few canon classes actually do this, but a lot of homebrew does, and we have stuff like the Warblade and Swordsage... it seems like a good idea, is what I mean).

The Solar Hero is several classes in one, really. You can make a Solar Fighter, or a Solar Rogue, or a Solar Monk, or a Solar Bard, or whatever. Depending on what Charms you pick. So, at 19th level, you get one Charm that has to be chosen from your base Caste. You narrow it down to one thematic super-move to represent what you've made of the Solar Hero class.

At 20th level, you can start to make more (but still only within a narrow niche - your Solar Dawn-Fighter can't make a Bard super-move capstone, because his Caste doesn't deal with Bardy stuff). However, 7th level Charms are the kind of thing that will likely need lots of prerequisites, and thematically appropriate prerequisites at that. I doubt you'll be getting too many more 7th level Charms before the campaign ends or shifts to Epic Level (which... yeah, I have three-four epic destinies in mind as well).

Fluff-wise, Charms above 5th level shouldn't even exist. You shouldn't have them. Only by telling the rules to shut up and sit down are you allowed to consider them at all. Of course they're harder to use!

Chess435
2012-04-23, 09:22 PM
*bookmarks thread*

Though I've never played Exalted, this is looking to be exceptionally awesome, and I will be monitoring this thread to see your progress. I see you're already addressing the problem of being a little powerful at low levels. (A one level dip in this would give a major buff to almost any non-caster). I'm excited to see the higher-level charms, though. The thought of imagining what the level 10 ones might do makes me shudder.

Elfstone
2012-04-23, 09:52 PM
Verrryyy Interesting... :smallcool:

I'll hold off on saying too much before I see all the Charm levels. Im slightly skeptical of the lack of other class features, but you can definitely make it work. I just seen anyone do it in a way I think is completely fitting.

Looking forward to the rest.

Ziegander
2012-04-23, 10:33 PM
Verrryyy Interesting... :smallcool:

I'll hold off on saying too much before I see all the Charm levels. Im slightly skeptical of the lack of other class features, but you can definitely make it work. I just [never?] seen anyone do it in a way I think is completely fitting.

Looking forward to the rest.

If anyone can do it, I suspect Xefas (or maybe Krimm Blackleaf, I suppose) can do it. This is looking like a very faithful translation of the Exalted mechanics and mindset into D&D. I just wanted to point out that some of that does unfortunately become a little problematic in D&D. I'm definitely looking forward to seeing the rest of this.

@Xefas: You say, "Fluff-wise, Charms above 5th level shouldn't even exist. You shouldn't have them. Only by telling the rules to shut up and sit down are you allowed to consider them at all. Of course they're harder to use!"

Unfortunately, that is basically a completely terrible way to look at it, unless you do something absolutely out of this world with those Charms above 5th level. Your mechanics for 6th and 7th level Charms are tantamount to requiring that Wizards specialize and that they can't ever learn or cast 7th, 8th, or 9th level spells outside of their specialist school, and they can't cast 9th level spells from their specialist school without paying some additional cost on top of one of their 9th level spell slots. You are heavily restricting the Solar Hero's higher level powers, and so the only way this will work is if those Charms are breathtakingly powerful compared with the "mortal" 1st - 5th level Charms.

Edge
2012-04-24, 04:38 AM
Unfortunately, that is basically a completely terrible way to look at it, unless you do something absolutely out of this world with those Charms above 5th level. Your mechanics for 6th and 7th level Charms are tantamount to requiring that Wizards specialize and that they can't ever learn or cast 7th, 8th, or 9th level spells outside of their specialist school, and they can't cast 9th level spells from their specialist school without paying some additional cost on top of one of their 9th level spell slots. You are heavily restricting the Solar Hero's higher level powers, and so the only way this will work is if those Charms are breathtakingly powerful compared with the "mortal" 1st - 5th level Charms.

If Xefas is intending to mirror Charm level with this class to minimum Essence prerequisites from Exalted, then you needn't worry about the power level on the 6th or 7th level Charms. At least in the way you are. You might actually want to worry about them being too powerful.

Ziegander
2012-04-24, 07:55 AM
It would be very helpful to see a Charm or two of each Charm level up to 7th. It would give me a better idea of exactly what's going on with those top level Charms.

Edge
2012-04-24, 08:25 AM
Well let's see what examples I can dig up from Exalted in the Essence 6 to 7 range. No idea if Xefas will actually convert these specific ones, of course.

Guarding Star Tactics is Essence 6, and allows the Solar to use their perfect parry Charm to parry attacks made against a unit they are leading in mass combat, protecting them from any form of harm from that attack. Examples: The Exalt unleashes an arc of solar flame from his blade, burning away an arrow volley as it descends toward his army. Golden lightning leaps from the Solar’s blade to catch Mount Metagalapa before it can fall on her army, then shifts the mountain so that it is deposited safely on the ground several miles away.

Maelstrom of Celestial Dominance is Essence 6. The Solar focuses the apocalyptic might of his Essence into a weapon and hurls it out into the world, where it becomes a vortex annihilation formed of ten thousand glittering blades. The attack cannot be dodged or blocked, saved by perfect effects, and targets everything in a line a number of miles in length equal to the Solar's Thrown rating. A second purchase of this Charm at Essence
7 upgrades its destructive power to the point that the attack lacerates the very fabric of the cosmos. A million white hot cuts sizzle in the air, leaving behind a ragged white scar of sunfire.

Just a couple of examples, and not necessarily the best ones (and obviously in need of adjustment: D&D does not need perfect effects), but I hope they give some idea of the scale Essence 6 and above operate at.

Lix Lorn
2012-04-24, 08:59 AM
but but I was gonna do this

Xefas you are too awesome :smallfrown::smallmad:

:smalltongue::smallbiggrin:

Xefas
2012-04-24, 01:06 PM
It would be very helpful to see a Charm or two of each Charm level up to 7th. It would give me a better idea of exactly what's going on with those top level Charms.

I'm working on it. However, just to note, my work schedule is weird/erratic, and I can end up working anywhere from 40-70 hours in a given week, plus any other obligations that pop up. So, please, no one hold their breath and expect this to be done 'soon'. I imagine once I get everything into a reasonably workable state, with some example charms of every level, anyone is welcome to write their own charms and post them here to fill up the roster. That'll help some.


Well let's see what examples I can dig up from Exalted in the Essence 6 to 7 range. No idea if Xefas will actually convert these specific ones, of course.

Guarding Star Tactics *snip*

Maelstrom of Celestial Dominance *snip*

Those might be possible candidates, but the imagery would be toned down. Leaping upward and parrying the mountain with your sword, rather than shooting it down with lightning, for instance.


D&D does not need perfect effects

D&D actually already has some (non-magic) perfect effects. For instance, say Corellon, the Greater Deity of Elves That Shoot Bows, pours all her godly might into a single divine arrow from her bow, that splits the sky in a burning conflagration, harboring enough force to shatter the very world asunder.

And this arrow is being shot at a Level 1 Fighter.

But, he spent his first level feat on Improved Unarmed Attack, and his Fighter Bonus Feat on Deflect Arrows. As long as he's aware of the attack, and has a hand free, he simply pushes Corellon's arrow aside in such a way that it deals no damage to him at all. No roll, no resource expenditure, not even an immediate action taken.

This seems vaguely in line with a Terrestrial perfect defense, since it's likely not applicability-trumping.

The Duelist (one of the awful core prestige classes) even gets an ability that lets them parry arrows with a weapon as if they had Deflect Arrows.

Edge
2012-04-24, 04:36 PM
D&D actually already has some (non-magic) perfect effects. For instance, say Corellon, the Greater Deity of Elves That Shoot Bows, pours all her godly might into a single divine arrow from her bow, that splits the sky in a burning conflagration, harboring enough force to shatter the very world asunder.

And this arrow is being shot at a Level 1 Fighter.

But, he spent his first level feat on Improved Unarmed Attack, and his Fighter Bonus Feat on Deflect Arrows. As long as he's aware of the attack, and has a hand free, he simply pushes Corellon's arrow aside in such a way that it deals no damage to him at all. No roll, no resource expenditure, not even an immediate action taken.

This seems vaguely in line with a Terrestrial perfect defense, since it's likely not applicability-trumping.

The Duelist (one of the awful core prestige classes) even gets an ability that lets them parry arrows with a weapon as if they had Deflect Arrows.

Hmm. Point. They certainly shouldn't become the norm, however.

Weimann
2012-04-24, 05:13 PM
Well, it kind of depends on what kind of perfect effect you're talking about.
A Twilight Hero sees the flaws and afflictions of others, and comprehends them, for it is his duty to mend the broken and heal the sick. This Charm targets one creature you can see. You instantly know their current and maximum hit points, any conditions afflicting them, ongoing negative spell effects, ability damage, drain, or burn, energy drain, poison, disease, and temporary penalties.Provided it's not stopped by scrying wards, this sounds like a perfect effect to me. I'm okay with it.

It's possible that perfect attacks and defenses should either been kept out entirely or at least in the level 4 ranges and at a heft arete cost, however.

Larkas
2012-04-24, 05:23 PM
... I'm... At a loss for words. This is awesome! Can't wait to see it done, subscribing to it right now! :smallbiggrin:


I think this is a valid point, definitely. I've already cut out all references to "Essence", since I felt it made things sound a bit too magical. Perhaps the word "Charm" needs to go as well. Perhaps 'Exploit'? Or I could possibly use "Excellency" and then rename the powers that already use that word.

You could also use something along the lines of "Virtue". Sad thing is, our meaning of virtue is completely different from the one in ancient Greece, and it has become somewhat intertwined with religion (and, thus, "magic"). Food for thought, though.

Anyways, keep up the great work, Xefas! Can't wait to see this finished!

PS: The more I hear about it, the more I want to try this Exalted system =P

Edge
2012-04-24, 05:25 PM
It's possible that perfect attacks and defenses should either been kept out entirely or at least in the level 4 ranges and at a heft arete cost, however.

Yeah, this is my main worry. Also, perfect effects tied to Charisma-based skills could get broken very quickly.

Weimann
2012-04-24, 05:55 PM
You could also use something along the lines of "Virtue". Sad thing is, our meaning of virtue is completely different from the one in ancient Greece, and it has become somewhat intertwined with religion (and, thus, "magic"). Food for thought, though.It's also the fact that in Exalted, Virtue is a system term and using it differently here might confuse people. Also, I'm not so much feeling the use of Virtue as a resource. I mean, it's not like you run out of Virtue if you use it too much.


PS: The more I hear about it, the more I want to try this Exalted system =PThe mechanical side has it's problems (boy, does it ever), but it's slowly getting better due to errata. The setting, theme and concept sides are some of the best around, though. If you want more info, you can ask in the Exalted thread in the Exalted General Discussion thread (http://www.giantitp.com/forums/showthread.php?t=239521), the official forums (http://forums.white-wolf.com/default.aspx?g=topics&f=17) or you could just PM me if you like. :smallsmile:


Yeah, this is my main worry. Also, perfect effects tied to Charisma-based skills could get broken very quickly.Unless Xefas intends to port the other Exalts to 3.5 as well, I think the problem of powerful perfects can be overcome by making the perfects narrow in applicability. That's not thematic for Solars in the Exalted setting, but this is a port, it's a different medium, we can reinterpret it.

Larkas
2012-04-24, 06:16 PM
It's also the fact that in Exalted, Virtue is a system term and using it differently here might confuse people. Also, I'm not so much feeling the use of Virtue as a resource. I mean, it's not like you run out of Virtue if you use it too much.

Actually, I meant it as a replacement for "Charms", not "Arete" :smallsmile: But even so, the concept is a little off. Virtuos..ity (http://thesaurus.com/browse/Virtuosity?s=ts), maybe?


The mechanical side has it's problems (boy, does it ever), but it's slowly getting better due to errata. The setting, theme and concept sides are some of the best around, though. If you want more info, you can ask in the Exalted thread in the Exalted General Discussion thread (http://www.giantitp.com/forums/showthread.php?t=239521), the official forums (http://forums.white-wolf.com/default.aspx?g=topics&f=17) or you could just PM me if you like. :smallsmile:

Ooooh, nice, thank you for this! Sending you a PM right now :)

Primal Fury
2012-04-25, 01:38 AM
My first thought upon seeing this was that this is how you Infernals should be done for D&D as well. Take from that what you will.

What kind of charms would require Might?

Xefas
2012-04-25, 02:51 AM
My first thought upon seeing this was that this is how you Infernals should be done for D&D as well. Take from that what you will.

Well, the Primordialist was a different set of design goals. I wanted to represent Infernals at ~Swordsage-ish tier using the Tome of Battle mechanics. If I wanted them to be ~Wizard-ish tier using their own sub-system, then I'd do them this way.


What kind of charms would require Might?

You see, I want Arete to be a relatively quickly replenishing resource to be used for dealing with encounters. Might is meant to be the limiting factor for things that, if they were spammable via Arete all day long, might be more powerful than intended for D&D. Obviously, everything is subject to change, but the way I see it, things like mass-social charms, the higher end crafting-speed charms, some of the grander movement charms, and so on.

I'm about to go to bed, but a quick and tentative outline for level-by-level Jump charms might be:

Level 1 - Monkey Leap Technique; costs nothing; lets you jump unrestricted
Level 2 - Soaring Crane Leap; costs arete; lets you jump farther based on/in proportion to your movement speed, perhaps allowing things like Charging a mid-air opponent/target by leaping at them
Level 3 - Eagle Wing Style; costs arete; allows a kind of "double jump" by kicking so hard that you propel yourself through the air - possibly with an increased cost each time you do it in a particular time period
Level 4 - Mountain-Crossing Leap; costs a lot of arete; uses some formula that gets your jump checks into the territory of 'miles', for fast-traveling goodness
Level 5 - Creation-Spanning Vault; costs arete and might; gets you an arbitrarily large jump distance to leap from one end of the world to the other - might require you to survive things like atmospheric heat/cold and suffocation from the vacuum of space
Level 6 - Heaven-Arching Surge; costs arete and might; depending on the time of day, and possibly where you are, you jump into the sky and land on a different, related plane - think of things like the Tower of Babel reaching to heaven, and other mythical instances of "we built this thing so far up/down/crazily that it goes somewhere not of this world". That's my justification for a heavily restricted non-magical plane shift effect.

Xefas
2012-04-25, 03:12 PM
I'm trying out a new Arete progression. I changed the current Charm costs to reflect that, and added the Immanent Solar Glory class feature. I also put a restriction on the kind of Charms one starts with.

Now I'm going to work. You probably won't see me until Friday, unfortunately.

Primal Fury
2012-04-26, 10:41 AM
If I wanted them to be ~Wizard-ish tier using their own sub-system, then I'd do them this way.
That's how I'd do it. Limiting the Yozi to just combat seems a bit silly, considering they do so much more than that, especially since some of them aren't even very good at it in the first place. :smalltongue:

Weimann
2012-04-26, 05:53 PM
It's hard for me to say what the changes in Arete mechanics imply. Hopefully Ziegander will come back around.

Unrelated question: may we suggest Charms yet? :smallredface:

silphael
2012-04-26, 08:42 PM
Aren't jump only restricted only by 3.0? 3.5 destroyed this restriction, if I remember well, while keeping the poor DC calculation. Maybe simply add a new table for all physical skills?

Xefas
2012-04-30, 12:22 AM
Right, so, I got called into work early on Friday, and then there was this whole Guild Wars 2 beta weekend... Anyway, checking in for a bit. I added a couple Dawn Charms (level 2, except for Racing Hare Method) on Friday anyway, so there's that. And a level 2 Night Charm (which is so much more awesome than its Exalted equivalent).


That's how I'd do it. Limiting the Yozi to just combat seems a bit silly, considering they do so much more than that, especially since some of them aren't even very good at it in the first place. :smalltongue:

Well, maybe later. Granted, any additional similar classes will be much quicker to make, since I'll have the basic idea down. And I won't have to wrestle with making any other Exalted "non-magical", as they're all obviously and unabashedly magical past a certain point.


It's hard for me to say what the changes in Arete mechanics imply. Hopefully Ziegander will come back around.

It probably still needs tuning, but I'm hoping that it will serve as a preventative measure against some problems which may or may not have arisen at higher levels when writing those Charms. We'll see.


Unrelated question: may we suggest Charms yet? :smallredface:

Sure? It's a little early, but it surely can't hurt.


Aren't jump only restricted only by 3.0?

Uh, hmmm. The SRD entry for Jump is confusing me a bit (even when I did play D&D, no one ever took Jump). I don't suppose anyone reading this thread can clarify this definitively?

Avalon®
2012-04-30, 02:24 PM
Well, the Primordialist was a different set of design goals. I wanted to represent Infernals at ~Swordsage-ish tier using the Tome of Battle mechanics. If I wanted them to be ~Wizard-ish tier using their own sub-system, then I'd do them this way.

I'd love to see a Wizard-tier Primordialist.

On a related note: I'm waiting for a reply to my question over at the Primordialist thread.

Xefas
2012-04-30, 03:09 PM
Added some level 2 Zenith Charms, and some of the Jump Charms I was talking about.



On a related note: I'm waiting for a reply to my question over at the Primordialist thread.

Right, sorry. I think I intended to answer that and then got distracted. Anyway, the answer is that the Primordialist only knows disciplines by virtue of his "Primordial Champion" class feature. He can never learn any other discipline through any means that does not modify the way Primordial Champion works (such as the Path of the Supernal Titan which modifies it to give you another Favored).

If you're also planning on using TDO's Epic Discipline homebrew, then there would be an exception there (taking the Malfeas Epic Discipline if you have Malfeas as a Patron, for instance). But that's about it.

Just to Browse
2012-04-30, 03:26 PM
1) This is definitely magic, and making your selling point "not-magic" feels like cheating...

2) There are a LOT of words for a system that seems an awful lot like a convoluted XPH power point mechanic... What is the benefit to making this an entirely separate system instead of merging it with psionics or essentia or something?

Weimann
2012-04-30, 04:50 PM
1) This is definitely magic, and making your selling point "not-magic" feels like cheating...While I do kind of agree, to some extent, I can also see where Xefas is coming from here.

In D&D, magic is a thing that some people have and some don't. A fighter, for example, doesn't have magic. Then he'd not be a fighter, he'd be some kind of mix between a spellcaster and fighter. This is an Exalted port, however, and in Exalted, people have magic. The sword masters have sword magic and armour magic. The leaders have persuasion and bureaucracy magic. The sorcerers have occult magic. Having magic is how you excel at at doing your thing as a PC.

Now, this means that there are very few things that cancels out the use of magic, because it'd rob almost everyone of all their powers right away. In D&D, however, there are stuff designed to remove magic, much as an Anti-Magic Field or what have you. However, the Solars getting their powers shut down like that doesn't fit their theme. As such, it needs to not be magic.

That's how I reason, at least. I might be totally off the target.

Weimann
2012-04-30, 05:44 PM
Bump since the above post seem to not show up.

Xefas
2012-04-30, 10:52 PM
For those of you that don't play Exalted, let me clarify what Weimann is talking about.

"Magic" in D&D and "Magic" in Exalted are not at all congruous terms.

"Magic" in Exalted is "Essence", and Essence is everything. Dirt is Earth Essence woven into the Dirt Essence Pattern. A stick is Wood Essence woven into the Stick Essence Pattern. A mortal human is just Mortal Essence woven into the Mortal Human Essence Pattern, with a Hun and Po soul grafted onto it, themselves Essence woven into the Hun and Po Soul Essence Pattern. Walking is Essence, talking is Essence, fighting is Essence.

However, this Essence is dormant. There is also "Awakened" Essence. Think of it like the self-aware people in the Matrix. You've entered the Matrix, so you're made of Code (Essence). However, you perceive things on a higher plane than the normal humans around you, so you can bend the Code to your whim in small ways. You can assert your Essence over the Essence of a bullet, and dodge it trivially, and we call that assertion of Essence a "Charm".

So, a Fighter that is transported from 'D&D world' to 'Exalted world' is magic. He exists as magic in that world. Furthermore, the things he can do like attack multiple times with a giant hammer in the span of a few seconds, deflect arrows with his fists, and survive 100 mile falls into lakes of lava - all those things that D&D Fighters can already do, would require Awakened Essence. "High BAB" would be translated into a Charm. The exact same thing that allows a Solar to jump really high, or stab really hard.

"Magic" in D&D is equivalent to "Sorcery" in Exalted, which is entirely different. D&D Magic and Exalted Sorcery are both ways of hacking reality, rather than Essence, which is the assertion of your will as part of that reality. When a D&D Fighter survives a swim through lava, that's just how the world works. When a Solar in Exalted breaks a mountain with his fist, that's just how the world works.

When a D&D Wizard conjures a fireball, he's unnaturally rewriting the principles of reality in a localized area to make bat guano equal fire. When an Exalted Sorcerer conjures a fireball, he's unnaturally rewriting the principles of reality in a localized area to transform Air Essence into Nuclear Holocaust Essence.

That is the difference. Just as the Fighter can punch god-arrows out of the air without magic, because he's very skilled and that's just how the world works, so too can the Solar Hero jump really far, because he's very skilled and that's just how the world works.

(Other kinds of Exalted use Essence in different ways - which would likely constitute magic in D&D. Sidereals, for instance, have some Charms to hack Fate, breaking mountains with their fist by manipulating causality rather than through skill and the world working that way.)

So, there you are. Exalted info dump, for those interested.

Avalon®
2012-05-02, 08:21 AM
If you're also planning on using TDO's Epic Discipline homebrew, then there would be an exception there (taking the Malfeas Epic Discipline if you have Malfeas as a Patron, for instance). But that's about it.

Are you referring to TDO's Invincible Sword Princess style or some other discipline? As far as I know, that's the only epic discipline on the boards.

I might be wrong though.

Xefas
2012-05-02, 12:01 PM
Are you referring to TDO's Invincible Sword Princess style or some other discipline? As far as I know, that's the only epic discipline on the boards.

You're correct. Invincible Sword Princess is his prototype proof-of-concept kind of thing. You'd have to make your own epic primordial disciplines, but TDO's laid out the basic concept and structure.

(Also, you can see in that thread that I hadn't really started playing Exalted in 2009 :smalltongue:)

RoyVG
2012-05-02, 12:39 PM
Bookmarked for great justice

Can't wait to see the end result (AKA all the charms done:P)

Ziegander
2012-05-02, 01:57 PM
The high-level Jump Charms are looking awesome and give me a great idea of where everything is headed. What the hell does a 7th level Jump charm do?

Xefas
2012-05-02, 03:10 PM
The high-level Jump Charms are looking awesome and give me a great idea of where everything is headed. What the hell does a 7th level Jump charm do?

Oh, you'll see. I'm planning on one of my example 7th level Dawn Charms being a combination of the example 'Monkey Leap' and 'Fire and Stones' lines of Charms. So, prerequisites: Heaven-Arching Surge, World-Scarring Solar Glory. Tentative name: Sky-Shattering Daystar Cataclysm

http://i.imgur.com/dC0fa.jpg

Ziegander
2012-05-02, 03:19 PM
Now you're talkin'. (http://media.tumblr.com/tumblr_lrwus1qSC31qllt8v.png)

Weimann
2012-05-02, 06:14 PM
Hell yes. Digging the jump Charms hardcore. :smallbiggrin:

Weimann
2012-05-03, 06:23 AM
Here are a few ideas for Charms that I'm sure is absolutely terrible. I tried making one for each Caste but damn it, Eclipse will just not cooperate. I got at like 3 Charms that I'm not quite happy with.

Given how much of a noob I am to the system, please tear these to shreds so I can learn.

---

Durability Of Oak Meditation
Level/Type: Level 1 Dawn
Action: Immediate
Cost: 1+ Arete
Prerequisite: -

The age-old oak had no weak points, an neither does the Dawn Hero. This Charm may be activated in response to being the target of a threatened critical hit. For each point of Arete the Solar Hero spends, he raises his AC by 5 for the purposes of resisting the critical hit.

---

Phoenix Renewal Tactic
Level/Type: Level 2 Zenith
Action: Permanent
Cost: -
Prerequisite: -

To the Zenith Hero, "death" and "surrender" are almost the same thing, and equally unacceptable. When gaining this Charm, the Zenith Hero dedicates an ideal to it. This idea could be a particular faith, a code of honour or an oath to a greater cause. Should the Zenith Hero become disabled while fighting in accordance with or for the protection of the ideal, taking standard actions does not cause her to suffer further damage. Should the Zenith Hero start dying during such a battle, she increases her chance of success on the d% check to see if she stabilizes by 5% per failed roll.

(Example: Twice-Risen Yomi, a 4th level Zenith Hero has been rendered dying during a raid on an outpost belonging to the empire she has sworn to conquer in revenge for razing her village. Her first check to stabilize has a 10% success chance, but it fails. Her second has a 15% success chance, her third 20% and so on.)

If she wishes, she may also cause herself to regain consciousness and set her HP to (her Solar Hero level)x5 if they are not already higher upon stabilizing through any means. She cannot benefit from this effect again for a month.

(Example: Yomi's ally Dulcet Whisper comes to her air and stabilizes her with a Heal check. Never intending to give up the fight, Yomi chooses to activate Phoenix Renewal Tactic, regaining consciousness and having her HP set to 20.)

A 7th level Zenith Hero may repurchase the Charm. This allows her to benefit from the last effect continuously each time she stabilizes in the same battle, as long as she keeps championing her cause. After the battle is over, she may not benefit from the effect again for a month.

---

Peerless Paragon of (Craft)
Level/Type: Level 2 Twilight
Action: Supplemental
Cost: 3 Arete
Prerequisite: -

A Twilight Hero will soon notice that within his chosen field, his least efforts more than matches the most desperate of struggles of lesser men. This entry is actually a cluster of several charms, each of which must be purchased separately, once for each particular type of Craft. Upon beginning a project, the Twilight Hero spends 3 Arete. Doing so allows him to automatically create a Masterwork quality version of the item he intended to craft, without spending extra resources or crafting time.

Note that the Arete is spent for the entire duration of the project. If the Twilight Hero wishes to regain them before the project is complete, he must cancel the Charm and lose the benefit.

---

Observer-Deceiving Attack
Level/Type: Level 2 Night
Action: Supplemental
Cost: 5 Arete
Prerequisite: -

Such is the folly of the Night Hero's opponents that they cannot see his vengeance even as it falls upon them. This Charm conceals a ranged attack. The Night Hero spends 5 Arete and makes a Hide check simultaneously with the attack. Anyone who witnesses the attack must make an opposed Spot check to discern who launched it. Anyone who succeeds on such a Spot check will realise that the Night Hero was the aggressor, unless he was hidden from them when he made the shot, in which case they will only realise the true direction from which the missile was launched.

Using particularly big missile weapons, such as longbows or composite bows with this Charm inflicts a -5 penalty on the Hide check unless the Night Hero is himself hidden. Using particularly loud weapons, such as a gun, inflicts a -5 penalty in all cases.

The Night Hero can easily make it look like the attack came from any direction he wishes. If he is facing his target's back, he can make it look like he was shot in the side or in the chest by skilfully utilizing the environment, wind conditions or just pure skill.

(Example: Shade of Morning is attending a dangerous rebel's rallying meeting at a town's square. He considers using Observer-Deceiving Attack to shoot him from the crowd with his longbow while it look like it came from an open window in one of the surrounding houses. However, he is being seen by many, and the penalty on his Hide roll might make someone succeed on his spot roll. Instead, he makes his way up to the open window. Hiding there, no one is looking at him, and he can safely fire the arrow, making it look like it came from the crowd.)

Weimann
2012-05-03, 06:49 PM
Appearantly I edited my last past instead of making a new one. Well, bump.

Amechra
2012-05-03, 07:00 PM
Those look nice, though I would say that Phoenix Renewal Tactic should instead cost a point of Might, instead of being usable 1/month.

Seriously? NOTHING deserves to be 1/month, especially not at that level. That translates to 1/adventure in most cases, you know.

Weimann
2012-05-04, 02:19 PM
Those look nice, though I would say that Phoenix Renewal Tactic should instead cost a point of Might, instead of being usable 1/month.

Seriously? NOTHING deserves to be 1/month, especially not at that level. That translates to 1/adventure in most cases, you know.That is a good point, it should be usable more often.

We've not seen Might used in Charm costs yet, though, so I was hesitant to use it. However, given that it fully replenishes every day, it's not that big of a deal. I'll consider it. In fact, I think I'll have to reconsider the pricing overall.

Oh and also have an Eclipse Charm. This one was a real bitch and I still feel like it's a cop-out in the end, and I might just be over-thinking it all. I hope it's not too dreadful.

Sagacious Reading Of Intent
Level/Type: Level 2 Eclipse
Action: Immediate
Cost: 5 Arete
Prerequisite: -

Attempting to hide one's true mind in veils and shadows is futile in the face of an Eclipse Hero, for her nature is of both light and shadows and she sees through them both. Activating this Charm, the Eclipse Hero spends 2 Arete and instantly determines whether the speaker intends for his words to ultimately cause her harm.

Note that this Charm is context sensitive, and the DM should work with the players to use it appropriately. Here follows some guidelines.
Harm refers to the malicious infliction of bodily damage or mental anguish, and to the reduction of the Eclipse Hero's assets or reputation.

The Charm measure's the speaker's or writer's intention. The speaker must therefore have made the conscious choice to cause the Eclipse Hero harm at the time she uses the Charm for it to show up. Thus, it does not detect potentially abusive boyfriends in advance of them actually turning abusive, but will detect someone who plans to get close to you in order to assassinate you or embezzle your funds. Neither does it detect someone lying to cover up the fact that he is cheating on you; while hurtful, the lie itself is not meant to torment but to placate.

However, the decision doesn't have to be voluntary; someone who is blackmailed or influenced by mind-affecting magic would still be detected. Lastly, someone who believes what he is doing will be to your personal betterment in the end does not make the charm react, for example someone telling you to drop your weapon in the face of an oncoming army because he believes they will be more likely to accept a surrender that way.
A 7th level Eclipse Hero may repurchase this Charm. This allows her to instead spend 5 Arete upon activation. Activating the Charm this way gives her a short, one sentence summary of the intention behind the statement she activated it on. Should there be any malicious intent, she is always informed of this.

Xefas
2012-05-06, 01:23 PM
Given how much of a noob I am to the system, please tear these to shreds so I can learn.
I appreciate the contribution (I'm not sure if your intention was for me to tweak them and steal them, but I want to). Here are my thoughts:

Durability of Oak Meditation: I like this. I think, however, I would simplify it a bit. Instead of adding in an extra (although tiny) decision into an already bloated combat system, in the form of choosing how much protection you want against the critical hit, I'd just say "Cost: 2 Arete; you negate the critical hit". Adding +10 to your AC for the purpose is already going to do that more-or-less.

Peerless Paragon of Craft: Like this one too. I don't think it needs to be restricted to one kind of Craft, though. And I'm not sure what the point of "committing" the Arete is, other than it being the way Exalted does it.

Phoenix Renewl Tactics: I wouldn't mind stealing the idea, but the mechanics could use some work.

Observer-Deceiving Attack: I think the wording could use a little cleaning up, but it's otherwise awesome as-is.

Sagacious Reading of Intent: I'd probably change this to work with the Sense Motive skill, since it already has a basic "Hunch" mechanic that tells you a general sense of "trustworthy/untrustworthy". Perhaps just have it enhance such a use to tell you why the target is trustworthy/untrustworthy at the moment.

----

We've not seen Might used in Charm costs yet, though, so I was hesitant to use it.

Inevitable Victory Meditation, and the 4th/5th/6th level Jump Charms use Might.

Weimann
2012-05-06, 01:56 PM
I appreciate the contribution (I'm not sure if your intention was for me to tweak them and steal them, but I want to).My intention was basically to satisfy my impulse of "hey, how could you do Exalted in D&D?" While it's great fun to see people reactions, the main reason I wrote them was because it was my kind of nerdy fun. Please feel completely free to use, tweak or disregard anything I post at your leisure.


Durability of Oak Meditation: I like this. I think, however, I would simplify it a bit. Instead of adding in an extra (although tiny) decision into an already bloated combat system, in the form of choosing how much protection you want against the critical hit, I'd just say "Cost: 2 Arete; you negate the critical hit". Adding +10 to your AC for the purpose is already going to do that more-or-less.Sounds fair. I did consider that, too, but earlier there was discussions of how it would be best to keep prefects as a minimum and I decided to err on the side of caution. I also figured that high-level warriors could force a higher amount of resource drain if you had to pay per increment rather than a flat-out negation. Still, it would significantly speed things up, and I'm a big fan of making things fast-paced.


Peerless Paragon of Craft: Like this one too. I don't think it needs to be restricted to one kind of Craft, though. And I'm not sure what the point of "committing" the Arete is, other than it being the way Exalted does it.My intention was to make the resource cost matter. As a crafter, your projects will play out over weeks. Unless it was committed, the Charm might as well be free, since you recover it after three rounds anyway, and you're not likely to be attacked in those rounds.

Then again, maybe it should be free.


Phoenix Renewl Tactics: I wouldn't mind stealing the idea, but the mechanics could use some work.*nod nod*


Observer-Deceiving Attack: I think the wording could use a little cleaning up, but it's otherwise awesome as-is.Thanks!


Sagacious Reading of Intent: I'd probably change this to work with the Sense Motive skill, since it already has a basic "Hunch" mechanic that tells you a general sense of "trustworthy/untrustworthy". Perhaps just have it enhance such a use to tell you why the target is trustworthy/untrustworthy at the moment.Good call. I had such a hard time grokking the Sense Motive system, I ended up not basing the Charm off it. An instant Hunch check might model it more consistently.


Inevitable Victory Meditation, and the 4th/5th/6th level Jump Charms use Might.Herp derp. Thanks.

Xefas
2012-05-06, 03:49 PM
Right, so, I added two 2nd level Twilight Charms: Peerless Paragon of Craft, and Crack-Mending Technique (and, yes, you can combine the latter with Craftsman Needs No Tools to fix a broken jukebox by hitting it with your fist). And a 3rd level Twilight Charm, which I'm rather fond of.

Also, the first Charm post has finally reaches its limits. I'm thinking I may have reserved 1-2 few posts for this. I mean, where am I going to put the optional Limit rules, and the Unthinkable Shining Horror alternate class features?

General Patton
2012-05-06, 06:22 PM
Here's a Charm I thought of.

Ascetic Transcending Craft
Level/Type: Level 3 Twilight
Action: Permanent
Cost: -
Prerequisite: Peerless Paragon of Craft, Vow of Poverty (or similar)

The perfection of your works comes as naturally as breathing. The casual ease with which you obtain and wield high-quality works is so great that the Upper Planes turn a blind eye to your possession of wealth. For truly, it would take more effort to not perfect equipment with your mere presence. You may own and use Non-Consumable, Non-Magical Items of Masterwork quality, regardless of their monetary value, without violating a Vow of Poverty (or similar), so long as they meet the following requirements.

-Must be crafted or re-crafted by your own hand.
-Must be crafted without spending money. Either by finding the raw materials as treasure or having it paid for by another.

Xefas
2012-05-07, 12:27 AM
The first level 7 Charm is live :smallcool:.


Here's a Charm I thought of.

I'm not sure about mixing feats in as the prerequisite for Charms. Especially not (amusingly) Book of Exalted Deeds feats. I think the more thematic way of doing things would be to make a Charm (probably Zenith), that involves casting off possessions in favor of your own personal power, granting you a benefit similar to Vow of Poverty.

Possibly with a clause allowing you to use up to masterwork equipment when facing great foes (Creatures of Darkness? CR = to your character level? CR> your character level?). To sort of riff off the "I only draw my sword against worthy opponents." or "I only draw my sword against those that deserve to die." wandering swordsman tropes.

Weimann
2012-05-07, 04:31 AM
Love the flavour text. :smallbiggrin: I also like how you've managed to bring the concept of jumping into related by decidedly different areas. At some point, just jumping better becomes pretty bland (even if I thematically love Graceful Crane Stance and Eagle Wing Style), and I think the damage component of these Charms goes a long way to come around that.

I've a question regarding the assumptions of this homebrew, however. Do you intend for it to be used in a setting where the normal classes are also present, so that we should take balancing towards them into account, or is it more important to capture the feeling of the Exalted with reasonable mechanics? Can we assume that all PCs will be Solar Heroes in a game using them?

General Patton
2012-05-07, 11:07 AM
The first level 7 Charm is live :smallcool:.



I'm not sure about mixing feats in as the prerequisite for Charms. Especially not (amusingly) Book of Exalted Deeds feats. I think the more thematic way of doing things would be to make a Charm (probably Zenith), that involves casting off possessions in favor of your own personal power, granting you a benefit similar to Vow of Poverty.

Possibly with a clause allowing you to use up to masterwork equipment when facing great foes (Creatures of Darkness? CR = to your character level? CR> your character level?). To sort of riff off the "I only draw my sword against worthy opponents." or "I only draw my sword against those that deserve to die." wandering swordsman tropes.

Well, I'm sure Solar Heroes would come up with techniques pertaining to whatever other abilities or lifestyle choices they've got. Why not collect Charms that require other Feats or Class Features in their own extra post?

I feel like any adequate replacement for your entire WBL is going to be too grand in scale to cram into a single Charm. Maybe an ACF? My justification for Ascetic Transcending Craft is essentially "If everything I touch turns to awesome in mere hours, there's no point in pawning off my equipment for charity every time my perfection rubs off on it. If I recycle raw material I found or received as a gift, then it won't cut into my donations enough to matter. I don't see anything wrong with keeping what I make, and I'm always right so Good Outsiders won't see anything wrong with it either."

By the way, is it possible to reforge or otherwise touch up pre-existing items to apply your Durability-Enhancing Technique to them, or re-apply it after the bonus has increased? Also, am I correct in assuming that an item boosted to be like Adamantine ignores Hardness like it, and items boosted to be like Adamantine with even more Hardness can ignore the Hardness of other lesser Adamantine?

One last thing, I thought of some higher level Eclipse Charms for sailing, to represent your mastery of navigating the sea and all her great mysteries.

Strange Waves, which allows you to sail into fog banks, storms, etc where you'd lose sight of the shore even if it were nearby. Any other forms of navigation or pathfinding would seem to indicate that you are lost, but you know exactly where you are and where you're going. After some time, you emerge at any other body of water on the same plane, even if it's landlocked.

Otherworldly Tides, which allows you to sail into a fullblown maelstrom, whirlpool or hurricane and eventually emerge on another plane.

If jumping into space can take you to another plane, then miraculously navigating through mysterious Bermuda Triangle type phenomenon should be able to take you to unconnected bodies of water, the River Styx, Elemental Plane of Water or anywhere else big enough that weather can conceal what is basically offscreen teleportation.

Xefas
2012-05-07, 12:29 PM
I've a question regarding the assumptions of this homebrew, however. Do you intend for it to be used in a setting where the normal classes are also present, so that we should take balancing towards them into account, or is it more important to capture the feeling of the Exalted with reasonable mechanics? Can we assume that all PCs will be Solar Heroes in a game using them?

The only assumption I'm making is to balance the Solar Hero against the top-tier classes for 3.5 D&D (Wizard, Druid, etc). And by "balance against", I don't necessarily mean "could beat in a fight", which is a definition that is used sometimes. I mean something like "can engage the setting with the same agency". What folks do with it afterward is up to them. Some people care about balancing their party, or their setting or whatever, and some honestly don't. I don't see it as a problem either way.

I do think it will be possible for someone to run an all-Solar party once the class is done, though. Even just using it to emulate other classes. A Dawn for your Fighter or Barbarian. A Dawn-Zenith for your Monk or Paladin. A Zenith(-Night? -Eclipse?) for your Bard. A Night for your Rogue. An Eclipse for your Marshal. Etc.


Well, I'm sure Solar Heroes would come up with techniques pertaining to whatever other abilities or lifestyle choices they've got. Why not collect Charms that require other Feats or Class Features in their own extra post?

That's a thought. Although, I'm running out of space as it is. I may PM a moderator and see what they can do for this sort of situation, like stick an extra couple of posts in there at the beginning. If that's not possible, I may just have to start linking to posts later in the thread.

I feel like any adequate replacement for your entire WBL is going to be too grand in scale to cram into a single Charm.

Well, Vow of Poverty is already crammed into a single feat (which grants you additional feats, eventually). It's not much of a power-boost at all, really. You get a bunch of bonuses, but no magic items. You don't have to worry about your items getting stolen or broken, but you don't have the flexibility to change around your bonuses like someone using items would. I don't see the problem with it being a single Charm.

By the way, is it possible to reforge or otherwise touch up pre-existing items to apply your Durability-Enhancing Technique to them, or re-apply it after the bonus has increased?

I'm not 100% sure, but I think the way this would work is that you use an older item as the raw materials to make the newer item. A greatsword obviously has all the raw materials required to make a greatsword, so you break it apart and reforge it better this time. I'm not certain, though. I may need to amend the craft charms.

Also, am I correct in assuming that an item boosted to be like Adamantine ignores Hardness like it, and items boosted to be like Adamantine with even more Hardness can ignore the Hardness of other lesser Adamantine?
I'm tempted to say "yes", for now. I don't see a problem with that at the moment.


One last thing, I thought of some higher level Eclipse Charms for sailing, to represent your mastery of navigating the sea and all her great mysteries.
Those are ideas I will certainly steal, thank you. :smallbiggrin:

Weimann
2012-05-07, 06:22 PM
How appropriate would it be to make parts of the Eclipse anima banner into Charms? Not she Charm-sharing, but the diplomatic immunity and oath-binding could be cool concepts. The problem is that all Castes would get access to it, though.

Also, suggestion:

Shining in Every Eye Attitude
Level/Type: Level 3 Eclipse
Action: Permanent
Cost: -
Prerequisite: Mastery of Small Manners

Beloved or despised; one thing the Eclipse Heroes are not is average. This Charm causes everyone with whom the Eclipse Hero has a Relationship (http://www.giantitp.com/articles/jFppYwv7OUkegKhONNF.html) equivalent of Just Met to instead consider her a Positive Acquaintance.

Should the Eclipse Hero somehow make the relationship worse, she will drop directly from Positive Acquaintance to Negative Acquaintance; there is no middle ground. Likewise, should she redeem herself, she is raised from Negative Acquaintance right back up to Positive Acquaintance.

Improving the Relationship above Positive Acquaintance works as normal. However, reducing it below Negative Acquaintance requires a successful Will save on the part of the affected person. He is entitled to such a save once every time he has reason to reconsider his relationship with the Eclipse Hero.

Weimann
2012-05-08, 06:00 PM
I've understood that D&D melee fighters suffer from not being able to move when making full attacks. Let's make Charms for that. And let's make a few more Charms for the heck of it.

Iron Whirlwind Attack
Level/Type: Level 2 Dawn
Action: Standard
Cost: 3 Arete
Prerequisite: -

The Dawn Hero sweeps across the battlefield, reaping victory with urgent strides. As a part of this Charm, the Dawn Hero makes all the attacks he is entitled to that would otherwise have taken a full-round action. This Charm cannot be activated more than once per round.

Peony Blossom Attack
Level/Type: Level 4 Dawn
Action: Supplemental
Cost: 6 Arete
Prerequisite: One Weapon, Two Blows

One, two, a hundred. They all fall before the blade of the Dawn Hero. This Charm supplements a melee attack. Apply that attack to all targets that you threaten, using the same attack roll.

---

Hammer on Iron Technique
Level/Type: Level 2 Zenith
Action: Standard
Cost: 3 Arete
Prerequisite: -

The Zenith Hero charges into the world of tomorrow, shaping it with her fists. As a part of this Charm, the Zenith Hero makes all the attacks he is entitled to that would otherwise have taken a full-round action. This Charm cannot be activated more than once per round.


Heart-Compelling Method
Level/Type: Level 2 Zenith
Action: Supplemental
Cost: 5 Arete
Prerequisite: Respect Commanding Attitude

When the Zenith Hero performs, no heart is left cold. This Charm supplements a Perform check. Those that hear it must make a Will save equal to the supplemented Perform check or become filled with an emotion of the Zenith Hero's choice.

While under the emotion, they suffer a -2 penalty to all actions that are not in line with the emotion (such as attempting to decipher a code while enraged) and -5 to all actions directly opposed to the emotion (such as resisting a seduction attempt while feeling lust). All attempts to persuade the affected people to do such things also suffer appropriate penalties. The emotion lasts for a day or until the affected person sleeps next, whichever comes first.

Some examples of emotions are rage, confidence, pride, content, lust, exhilaration, bitterness and peace. Other emotions are fully possible, but they must be reasonably broad. Remember that the Charm doesn't make people do what you want, it puts them in a state where they are more likely to listen to your attempts at making them do what you want.

---

Anointment of Miraculous Health
Level/Type: Level 2 Twilight
Action: Standard
Cost: 4 Arete
Prerequisite: Touch of Blissful Release

The Twilight Hero shuns harm and injury, infusing the target with new vitality. By activating this Charm, the Twilight Hero gives his target a number of temporary HP equal to (the Twilight Hero's level)x5. These HP are the first ones the target loses if he takes more damage, and they cannot be healed by any means.

---

Swarm-Culling Instinct
Level/Type: Level 2 Night
Action: Supplemental
Cost: 2 Arete
Prerequisite: Touch of Blissful Release

Sometimes outgunned, rarely outdrawn, a Night Hero answers the call of battle with a swarm of deadly steel. This Charm supplements an initiative roll. On his first turn in the battle, the Night Hero may make a ranged attack of opportunity against anyone with a lower initiative result than his. Should anyone join the combat while it progresses with a lower initiative result than the Night Hero, he may make an attack of opportunity against her in his next round.

General Patton
2012-05-08, 06:04 PM
More ideas for Eclipse.

Confidence Surging Influence. Immediate action to activate, Free to dismiss. 2 Arete per round. Adds your CHA mod to Will Saves and 1/2 CHA mod to allies' Will Saves. Basically, all other forms of influence pale in comparison to your own and are literally reduced in effectiveness by your sheer awesomeness.

Undeniable Philosophy. Supplemental. Moderately high cost. Allows you to attempt Diplomacy Checks to convert creatures toward your Alignment, on creatures that would normally be immune to such mundane forms of conversion. Who cares if things like the [Evil] Subtype make it impossible to teach it Good without using magical mind rape? You'll just walk right up to it and tell it how it's supposed to act anyways. Because, who is the Book of Exalted Deeds to tell me what I can and can't turn Good? I'm the Exalted one here, I'll fix the whole multiverse and everyone in it, even the ones that are actually made of Evil.

Weimann
2012-05-13, 03:41 PM
I felt like making combat Charms.

---

Invincible Fury of the Dawn
Level/Type: Level 5 Dawn
Action: Swift Action
Cost: 2+ Arete, 1 Might
Prerequisite: Iron Whirlwind Attack

The Dawn Hero's strikes ring into eternity, never waning, never diminished. By spending 2 Arete per attack and a single point of Might, the Dawn Hero makes all the attacks he is entitled to at his best BAB.

---

Heaven Thunder Hammer
Level/Type: Level 2 Zenith
Action: Supplemental
Cost: 3 Arete
Prerequisite: -

The fury of the Zenith Hero scatters her enemies like leaves before the storm. This Charm supplements an unarmed melee attack. The Zenith Hero inflicts 5 feet of knock-back per character level, whereupon the target falls prone.

Should the target's path intersect any solid object that would reasonably stop his progress, the target suffers additional damage as if he had fallen the distance he was knocked back, and falls prone there instead. This damage is considered falling damage.

If the target hits another character, the target suffers additional damage as above. The second target does not suffer additional damage must make an opposed Strength check as if he had been bull rushed by the Zenith Hero. If he fails, he is pushed back 5 feet and falls prone. If he succeeds, she is still pushed back 5 feet but does not fall prone.

Shockwave Technique
Level/Type: Level 4 Zenith
Action: Permanent
Cost: -
Prerequisite: Heaven Thunder Hammer

This Charm permanently upgrades its prerequisite. The Solar Hero may now inflict knock-back in any direction within a 180 degree quarter-sphere in front of him instead of just directly backwards along the ground. Anything the target hits along his path is considered to have been the target of the same attack the first target was, except the damage is solely equal to the appropriate falling damage.

Should the Zenith Hero launch her target into the air, the target is considered to have travelled the full length of the knock-back along the ground, and fall prone in that square. Should the target hit something in the air that would reasonably stop his progress, he stops dead in the air, falls straight down and falls prone in that square on the ground. However, he only suffers falling damage once.

---

Shattering Grasp
Level/Type: Level 3 Twilight
Action: Supplemental
Cost: 3 Arete
Prerequisite: -

With the mastery of construction comes the mastery of destruction. This Charm may supplement an attempt to sunder an item. The sundering attempt can be made with any melee weapon, including unarmed attacks. Furthermore, the attack roll becomes a touch attack instead of a regular attack. Lastly, the attack's damage roll is maximized; it always deals the highest amount of damage it could.

This Charm may also supplement an attempt to break an item. In that case, the result of the Strength check counts double. As above, the damage roll is maximized.

---

Fault-Preying Attitude
Level/Type: Level 2 Night
Action: Permanent
Cost: -
Prerequisite: -

The Night Hero knows to punish his opponents for every misstep they make. This Charm allows the Night Hero to make a number of ranged attacks of opportunity per round equal to the level of Charms he can learn.

Steel Fang Rebuke
Level/Type: Level 4 Night
Action: Permanent
Cost: -
Prerequisite: Swarm-Culling Instinct

The enemies of the Night Exalted soon learn to kiss the ground. Prudence suggests that they stay there. This Charm allows the Night Hero to make a ranged attack of opportunity against anyone attempting to raise from prone within the area he could reach with a ranged attack.

Shrike Saving Discretion
Level/Type: Level 5 Night
Action: Permanent (Supplemental)
Cost: - (1 Might)
Prerequisite: Fault-Preying Attitude, Steel Fang Rebuke

A Night Hero never wastes an opportunity, but neither does he let his opponents anticipate his tactic. Against attacks of opportunity granted by Swarm-Culling Instinct or Steel Fang Rebuke, the target is always considered to be flat-footed.

The Night Hero may not punish his opponent's every failure, but those that believe that to be weakness is the gravest kind of fool. In addition to the effect above, this Charm allows the Night Hero to forgo making an attack or opportunity granted by Swarm-Culling Instinct or Steel Fang Rebuke, instead saving it for later. The Night Hero may save a number of attacks equal to the level of Charm he can learn. At any time when the Night Hero is granted an attack of opportunity from these Charms, he may spend 1 Might to supplement it, allowing him to make that and all his saved attacks of opportunity immediately.

---
I'm not sure about this one, but I'll include it for consideration.

Sealing The Scared Oath
Level/Type: Level 2 Eclipse
Action: Full
Cost: 10 Arete, 1 Might
Prerequisite: Knowing The Soul's Price

The contract is a bond of trust, for both sides to honour or suffer the consequences. The Eclipse Heroes bear witness to that which is agreed and makes it sacrosanct, displaying it for all of Heaven and Earth to see. Through activating this Charm, the Eclipse Hero sanctifies an oath made between himself and another being, or between two other beings. The Eclipse Hero must touch them both. They must both understand the full extent of the oath, and they must both agree to it in full. One the oath is sealed, nothing can undo it save the agreement's completion, not even the permission of the other party to let it fall.

Anyone who breaks an oath so sealed will be haunted by the worst of catastrophes. For each level of Charms the Eclipse Hero is able to learn, the oath-breaker will be the target of a critical failure or mistake, such as outright failing an important skill check or taking the wrong turn into a troll's den. These failures will always happen on the most inconvenient of times, and can easily be downright fatal to the oath-breaker or his surroundings.

It's ultimately up to the DM what horrors will befall the oath breaker, and if he is a PC, it's recommended to let the punishment be severe but recoverable. NPCs, of course, may not always expect such courtesy.