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Sgt. Cookie
2013-05-06, 05:52 PM
The Attuned Soul

There are many Druids in the lands, worshipers of nature, embodiments of the natural world. Some choose to revere cities, worshiping the nature of stone and mortar. And then there are the Attuned Souls. Beings so connected to a particular sort of place, such as the sea, cities or the underground, that they claim such great power from them. But do not be mistaken, they are attuned. Not bound.

Game rule information:
Attuned Souls have the following game statistics.
Abilities: Charisma is the most important stat to an Attuned Soul, as it is used to power Save DCs and other Attuned Soul abilities.

Alignment:Any
Hit Die: d8
Starting age: As Sorcerer
Starting gold: As Druid

Class skills: The Attuned Soul's skills (And the ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (All except History and Local) and Tumble (Dex)

Skill Points and first level: (4 + Int bonus) x 4
Skill points at each additional level: 4 + Int bonus


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

1st|
+0|
+2|
+0|
+2|Attuned Environment (1), Calls (Tier 1)|1

2nd|
+1|
+3|
+0|
+3||2

3rd|
+2|
+3|
+1|
+3|Attuned Power (Know Direction)|3

4th|
+3|
+4|
+1|
+4|Calls (Tier 2)|4

5th|
+3|
+4|
+1|
+4|Attuned Empathy|4

6th|
+4|
+5|
+2|
+5|Attuned Enviroment (2), Attuned Power (Speak with denizens)|5+3

7th|
+5|
+5|
+2|
+5||6

8th|
+6/1|
+6|
+2|
+6|Calls (Tier 3)|6

9th|
+6/1|
+6|
+3|
+6|Attuned Power (Fast Healing)|7

10th|
+7/2|
+7|
+3|
+7||8

11th|
+8/3|
+7|
+3|
+7|Share Power|8

12th|
+9/4|
+8|
+4|
+8|Attuned Environment (3), Calls (Tier 4), Attuned Power (Awareness)|9+3

13th|
+9/4|
+8|
+4|
+8||10

14th|
+10/5|
+9|
+4|
+9|Commune with environment|10

15th|
+11/6/1|
+9|
+5|
+9|Attuned Power (Meld)|11

16th|
+12/7/2|
+10|
+5|
+10|Calls (Tier 5)|12

17th|
+12/7/2|
+10|
+5|
+10|Flee to environment|12

18th|
+13/8/3|
+11|
+6|
+11|Attuned Environment (4), Attuned Power (Direct)|13+3

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

20th|
+15/10/5|
+12|
+6|
+12|Calls (Tier 6), One with this place|15[/table]

Weapon and Armour proficiencies: An Attuned Soul is proficient with all simple weapons, any Natural Weapons gained through this class and with Light Armour, Bucklers and Light Shields.

Attuned Environment (Ex): All Attuned Souls gather their power from particular environments, such as Deserts, Seas or Forests. At first level, select one from the following:

{table=head]Environment|Example

Aquatic|Sea, Ocean, sufficiently large Lakes

Tundra|Frozen plains or wasteland

Desert|Temperate or warm badlands, sandy desert.

Forest|Temperate woods

Jungle|Warm and wet woods

Hills|Rugged terrain, up to 2000ft elevation

Mountain|Rugged terrain, over 2000ft elevation

Marsh|Bog, Moor, Swamp

Plains|Farmland, Grassland, Steppe, Prairie

Underground|Caverns, Caves, Underdark

Urban|Any settlement that is a Small Town or larger[/table]

If any particular environment falls under multiple categories then the Attuned Soul is considered to be within one environment. The only exception to this is Urban, which functions as a standalone environment.

For example, a Drow City is both Underground and Urban. If an Attuned Soul was attuned to Underground environments, then she would gain the benefit of being Underground but would have no power over the city itself or its inhabitants. If she was attuned to Urban environments, then the reverse would be true. If she were attuned to both, then she would gain the benefit of being within an Underground and Urban environment, but her abilities would affect only one environment at a time.

Starting at Level 6 and every 6 levels thereafter, the Attuned Soul may attune to another environment. Whenever the Attuned Soul becomes attuned to another environment, she learns 3 Calls (See Below) from her newly attuned Environment. (This is represented by the +3 on the table.)

All non-hostile (or worse) Denizens of the Attuned Environment all start one step closer to Friendly to the Attuned Soul.

Note: If your Attuned Environment is Aquatic, you gain the ability to breath underwater as easily as you do air.

Calls: An Attuned Soul has a number of abilities known as Calls. A Call is a portion of power borrowed from a particular environment, one with which they are attuned to.

Calls come in 6 tiers, an Attuned Soul has access to Tier 1 Calls at first level, Tier 2 Calls at fourth, Tier 3 Calls at eighth, and so on, as shown on the table.

An Attuned Spirit can only access Calls related to her Attuned Environment, but as she Attunes to more Environments, she gains access to more Calls.

Unless otherwise stated, a Call can be used at-will. All Calls are Supernatural abilities, meaning that they all require a Standard Action. Calls require a somatic component, but they are simplistic enough to not suffer from ASF.

Starting at fifth level, and every odd level thereafter, you may swap one of your Calls for another Call that you have access to. You may only swap one Call each time.

A full partial list of Calls is at the end.

Attuned Power:
As you gain levels in Attuned Soul you gain access to a number of abilities. All abilities function only when in an Attuned Environment, except for Know Direction. Unless otherwise stated, every Attuned Power is passive, requiring no action to use.

Attuned Powers:

Know Direction (Su): From third level, you always know the shortest route and distance to the closest instance of any environment to which you are attuned. This means that you do not need to make Survival checks to avoid becoming lost. When used to locate an Underground environment, this ability directs you to the closest cave mouth or passageway underground.

Additionally, when you are within your Attuned Environment, you can never become lost. This means that you are constantly aware of your exact location, even if you traveled there unwillingly or magically, you are able to retrace your steps perfectly and you are always considered to have a point of reference.

This ability counts as the Know Direction spell for prerequisites.

Speak with Denizens (Ex):From sixth level you are able to speak with and understand any creature that is a Denizen of an environment to which you are Attuned, (I.e, its "Environment" stat in its stat block matches that of an Attuned Environment.) provided it is alive or not Mindless. (You could, for example, speak with a Vermin or Vampire, but not a Zombie or Golem.)

Creatures that live in Cities (Most Humanoids, Rats, Sewer Creatures, Every Monster in Cityscape, Domesticated Pets) are considered Urban creatures, as well as whatever is stated in its Environment stat. This also applies to Attuned Empathy.

Fast Healing (Su): From ninth level you gain the benefit of Fast Healing equal to your Charisma Modifier, plus half your Class Level. Unlike ordinary Fast Healing, severed limbs regrow after 1d3 Hours.

Awareness (Su): From twelfth level you are roughly aware of all the goings on within your Attuned Environment, but, as a free action, you are also able to "borrow" the awareness of another creature that you can see, though the creature need not remain within sight. When "borrowing" awareness like this you see, hear, feel, etc, everything that the creature does, but you have no control over the creature. This ability offers a Will Save (DC = 10 + 1/2 Class Level + Cha mod), but it cannot be used on hostile or worse creatures. If the creature enters an AMF/DMZ/hit with Dispel Magic, you are instantly booted back to your body.

You cannot "piggy back" this ability by borrowing the senses of creatures while you are already doing so.

While you are using this ability, you are roughly aware of your actual surroundings, meaning that you can still react to your actual location, regardless of where your awareness is. "Returning" to your body is a free action.

You cannot use any abilities (Except for Direct, see below) while borrowing awareness.

Meld (Su): As a Standard Action, you are able to meld with your Attuned Environment, joining with it, protecting you. This ability functions (and counts) as the Meld into Stone spell, with the following exceptions:

You may meld into anything, provided it is a part of your Attuned Environment.

There is no time limit as to how long you may remain melded.

There is no limit to how much gear melds with you (Although it all leaves with you).

You are perfectly aware of your immediate surroundings, as if you were not melded.

While melded you do not need to eat, drink, sleep or breathe. Meaning you may remain there indefinitely.

If that particular section of your Attuned Environment is damaged or destroyed, you are shunted to the closest undamaged section and you take 5d6 points of damage.

Direct (Su): From eighteenth level you are able to issue subtle commands to Denizens of your Attuned Environment, allowing you to direct them in a particular manner. This means that while you cannot influence their actions, you can make them travel in a particular direction. This ability offers a Will Save (DC = 10 + 1/2 Class Level + Cha mod) on the first attempt in any 24 hour period, after 24 hours another Save is needed, but it cannot be used on hostile or worse creatures. If the creature enters an AMF/DMZ/hit with Dispel Magic, you are instantly booted back to your body.

For example, if you were using Awareness on a rat and you needed to know about a specific house, you can direct it to go to that house, but exactly how it does that you have no control over.

Attuned Empathy (Ex): This ability functions as the Wild Empathy class feature, except that it can be used on all Denizens of an Attuned Environment, not just animals.

Share Power (Su): Once per day, for a number hours equal to your Charisma modifier, you can grant an ally the use of any one (Chosen by the Ally) of your Attuned Abilities, as if they had the ability themselves. You are still able to use this ability during that time.

Commune with Environment (Sp): By drawing on the collected knowledge of your Attuned Environment, you can learn the answers to some questions. Once per day, you may use Commune as a spell like ability, except the answers come from the world, not the gods. You need not be within your Attuned Environment to do so.

Flee to Environment (Su): By drawing on your connection to your Attuned Environment, you are able to quickly flee there if you are in danger. Whenever you are at 25% or your Maximum HP or below, you are able to, as an immediate action, use this ability. It functions as the Greater Teleport spell, except that only teleports you and it takes you to an Attuned Environment of your choice. The moment you arrive you are able to use the Meld Attuned Power to safely heal.

One with this place (Su, see text): At twentieth level, you have truly achieved perfection with your environment. You are attuned so perfectly and completely that you can physically become a part of your environment. Select one particular version of one of your Attuned Environments, such as a single forest or city. As a free action you are able to become a strange ethereal being that is able to join with that particular place.

While joined thusly, you are perfectly aware of everything within 100 miles or the actual place (whichever is smaller), you are, quite literally, everywhere at once. While joined you do not need to eat, drink, sleep or breathe and you cannot be harmed by any means.

As another free action, you may return to a physical form at any place within your particular environment.

You may change your joined environment once per year.

Only joining/returning is a Supernatural Ability, meaning that you cannot join or return within an AMF or DMZ. If your entire environment is covered in an AMF/DMZ, you are able to return to your physical form (but not join with your environment) at the closest spot outside the AMF/DMZ.



Calls:

If any Call has a save, DC = 10 + 1/2 Class Level + Cha mod (+5 if the Call is used within it's environment.)

Tier 1:


Aquatic:
:

Tundra:
Armour of ice:
The air chills and condenses around your body, wrapping you in protective ice

The Tundra protects with the Call, granting you a manner of protection. For 24 hours, you are wrapped in a thick sheet of ice. This grants you an armour bonus equal to your charisma modifier. This bonus stacks with any armour you are wearing.

Additionally, this armour grants you Cold resistance equal to twice your Attuned Soul level. At level ten this becomes Cold immunity. However, this armour also weakens you to fire, causing you to take 50% more damage from fire based sources.

Desert:
Stuff

Forest:
Call the trees:
You outstretch your arms and suddenly bursting from the earth, an entire woodland rises around you.

Given space and time, trees will grow anywhere and that is what this Call represents. Regardless of the ground, dense woodland springs forth around you, within a 10ft/level radius (Maximum 30ft at level 3). The woodland lasts for a number of rounds equal to your Charisma modifier, granting all within concealment and cover*, at the penalty of halving movement speed. You and anybody with the Woodland Stride ability may move at full speed (As the movement penalty is a side effect, and not the intention). At the end of the duration, the trees vanish. You cannot use this ability again until the duration has run out.

*Although you are able to make Hide checks, the Woodland will only hide your exact location, as a large group of trees suddenly appearing to move is... conspicuous to say the least.

Jungle
Grabbing Vines:
You thrust your arm towards your foe, suddenly vines spring from the earth and wrap around him, like many crushing snakes

In the jungle, vines are everywhere, wrapping around everything, and it is upon those vines you Call. This Call targets a number of Medium sized creatures equal to 1 + Charisma Modifier (Minimum 1), causing vines to spring out from underneath them. These vines are considered medium in size, although 2 medium vines can join together to become Large, to Large can become Huge and so on. The Vines take up additional space as they increase in size.

The vines have a maximum range of 5ft per Attuned Soul level (Max 50ft at Level 10). When wrapped around an opponent, treat it as a Grapple, using your Charisma in place of your Strength. If you succeed your opponent is considered Pinned and taking 2d6 + Cha mod (Medium Vines) damage a round (If the Vines are the same size or larger than the grappled creature) or entangled (If the creature is larger). If your opponent succeeds, the vines lie in wait for another opponent (or the same, if he steps on the vines again). Allies are not at risk from being grappled.

The Vines last for as long as you concentrate and two rounds after.

Hills
Stuff

Mountain
Stuff

Marsh
Stuff

Plains
Stampede of Fleeing Bison:
Drawing on the Plains, you conjure forth the destructive power of a herd of bison, fleeing an unknown threat.

Calling upon the Plains, you conjure up a ghostly herd of Bison (5 Bison per Attuned Soul level, to a maximum of 50 bison at level 10), that stampedes 160ft in a single direction, starting one square away from you. This deals 1d12 damage per five bison you conjure, maximum 10d12, with a Reflex Save (DC 10+ 1/2 class level + Cha mod) for half damage. The bison can stampede across any surface, but if the space below the bison is empty or soft (as is the case with air or water) then no damage is dealt. Enemies who get stampeded over Lava take an extra 1d12 per five Bison in fire damage.

The herd stampedes in a straight line, one group of five after another group of five. When the herd reaches the 160ft mark, they vanish.

Underground
Stuff

Urban
Stuff


Tier 2:


Aquatic:
Crashing Wave:
All seems still for a moment, then suddenly a great wave appears, washing away all things under its grasp.

This Call borrows the power of waves, their ability to wash away, ruin and batter. This Call summons a great wall of water from behind the Attuned Soul, washing foes away or crashing them into walls. Treat this as a Bullrush maneuver, except if the wave bull rushes the target into a wall it takes 8d6 damage + triple your Charisma Modifer bludgeoning damage. The wave can bull rush two Medium creatures per size category over medium. A Large Creature is considered two medium creatures and two Small Creatures are considered one medium creature. Unlike normal Bullrush attempts, this ability can affect Swarms, which are washed away without needing a check.

If the defender succeeds on the opposed check, then the defender stays put but soaked, the wave carries on past the defender, potentially affecting someone else.

This wave is considered to be Large in size, with a total Bull Rush modifier of +19 against Medium opponents. The wave has a maximum range of 20ft per Attuned Soul level.

At tenth level and every four levels after, the wave gains a size category, Bull Rush modifiers against medium creatures are:

Huge wave: +27
Gargantuan wave: + 35
Colossal wave: +43

Tundra:
Stuff

Desert:
Stuff

Forest:
Stuff

Jungle
Supporting Canopy:
Running towards the gap, you throw a small seed at the empty air. Seconds later, there is a huge bridge of leaves and branches, all woven together

In the jungle, trees are crushed and squashed together, so much so that their tops are a mass of leaf, wood and vine that are as solid as stone. This Call allows you to borrow some of that power, creating a solid surface that bridges a gap. This bridge may only be aligned horizontally, although it may be angled up to 45 degrees.

This bridge is 30ft wide, and spans 50ft per Attuned Soul level and can support 200lbs per Attuned Soul level. This bridge lasts for as long as you are stood on it or (if you are not) for as long as you concentrate and 3 rounds thereafter.

Note: In the italicized text, it mentions a seed. That is purely an optional, fluff aspect.

Hills
Stuff

Mountain
Stuff

Marsh
Stuff

Plains
Stuff

Underground
Stuff

Urban
Stuff


Tier 3:

A note on Visage abilities:


Activating any Visage ability is a Full Round Action that provokes an Attack of Opportunity. Dismissing a Visage is a free action.
A Visage is considered an Instantaneous effect.
Only one Visage may be active at any one time.
If a Visage grants a type, the Attuned Soul is vulnerable to things that affect both her new type and her old one, provided that it specifies what type it effects. For example, the Urban Visage grant the Construct Type, but she would still be vulnerable to Hold Person. She uses the Alter Self ability as a creature of her real type. If an ability or effect does not specify type, such as Polymorph, check for resistances and immunities, before vulnerabilities. For example, the Jungle Visage grants the Plant type, meaning that the Attuned Soul is immune to Polymorph effects.
Precision Damage, but not Critical Hits, affect her as if she were her old type.
A Visage is not an illusionary effect, but a True Seeing spell, or similar, as well as Death, reveals her true form.
You qualify for any feat, PrC, etc that requires a particular type, ability, etc that any of your Visages possess, even if you are not using it. For example, the Jungle Visage grants Natural Weapons, you would qualify for the Multiattack feat, regardless of whether or not you were using Jungle Visage.
A Visage does not affect the Attuned Soul's equipment.


Aquatic:
Stuff

Tundra:
Stuff

Desert:
Stuff

Forest:
Stuff

Jungle
Jungle Visage:
Vine start wrapping around your body and other jungle vegetation appears to be seeping through the cracks. When the transformation is complete, you appear to be a grotesque mass of vines, in a vaguely humanoid shape.

This Call brings forth the awe inspiring might of the Jungle to shield you. While under the effects of the Jungle Visage you gain:


This mass of vines and plant life that make up your new form grant you a measure of protection. While under the effects of a Jungle Visage, you gain the Plant type.
The Vines that make up your new form are constantly shifting and moving and some can even flail around. This grants you a number of Tentacle attacks equal to half your Charisma Mod (Min 1, Max 4) that deal damage according to your size. These Tentacle attacks are considered Primary Natural Attacks.
Because of all those shifting Vines, you are able to grapple as two people.
A +10 circumstance bonus to Disguise in Jungle or other viney areas.


Hills
Stuff

Mountain
Stuff

Marsh
Stuff

Plains
Stuff

Underground
Cavern Visage:




Urban
Urban Visage:
Your skin grows pale and grey, almost like mortar. Your eyes look closer to glass than normal and your hair appears to be made from rope.

Drawing on the power of brick and stone, this Call empowers you with the strength of the city. While under the effects of an Urban Visage you gain:


The change is not mearly skin deep, your muscles and blood and bones have also changed to match the cities where you make your home. Because of this, you gain the Construct type.
This change makes you heavier and harder than normal, allowing your strikes to hit harder than normal. You gain two slam attacks, that deals 1d8 + Cha mod damage. You still gain extra damage from a high strength modifier.
Thanks to your new form, you have become as hard as brick. This grants you Hardness equal to half your Attuned Soul level.
You gain a + 5 bonus against Bullrush attempts.





Tier 4:


Aquatic:
Stuff

Tundra:
Stuff

Desert:
Stuff

Forest:
Stuff

Jungle
Stuff

Hills
Stuff

Mountain
Stuff

Marsh
Stuff

Plains
Stuff

Underground
Stuff

Urban
Stuff


Tier 5:


Aquatic:
Stuff

Tundra:
Stuff

Desert:
Stuff

Forest:
Stuff

Jungle
Stuff

Hills
Stuff

Mountain
Stuff

Marsh
Stuff

Plains
Stuff

Underground
Stuff

Urban
Stuff


Tier 6:


Aquatic:
The ocean cometh:
With your hands at your sides you raise them quickly. Suddenly, great waves crash all around you, not pushing or crashing, but filling the land around you under a great blanket of water.

The ocean is famed for its ability to spread, rise and fill. And those traits answer with this Call. When you use this Call, a great body of water is created, with a radius of 100ft per Attuned Soul level (At level 20, this is 2000 feet. A little over a third of a mile), centered on your location. The water appears slowly enough that enemies are able to hold their breath.

At the center, the depth is the same as it's width, 100ft per Attuned Soul level, but the depth drops by 100ft every 100ft of width. (I.e, a Level 20 Attuned Soul creates a body of water 2000ft wide and 2000 ft deep at the center. At 1000ft in, the water is only 1000 ft deep. At the 100ft mark, the water is 100ft deep.)

If this call is used while under water, then it follows the same rules, except everyone is considered to be deeper under the water. (For example, 100ft within the center, everyone is considered 2000ft deeper)

Your allies are able to breath normally while this Call is active, but not if you use this Call whilst you are already under water.

The water lasts for a number of rounds equal to triple your Charisma Modifier.

Tundra:
Stuff

Desert:
Stuff

Forest:
Stuff

Jungle
Stuff

Hills
Stuff

Mountain
Stuff

Marsh
Stuff

Plains
Stuff

Underground
Stuff

Urban
Stuff

smoke prism
2013-05-07, 01:18 AM
Looks rather cool :smallsmile:. I'm interested to see were it's going to go.

Sgt. Cookie
2013-05-07, 10:33 AM
I certainly hope you do like it when done.

UPDATE: The Class Features are done. I now start work on the Calls.

Rizban
2013-05-07, 10:58 AM
Looks like a neat concept. I'll keep my eye on it.

Sgt. Cookie
2013-05-07, 06:04 PM
UPDATE: The first few Calls are up. They are mostly Tier 1 calls (Tundra, Forest, Plains, started the Jungle one), but I do have a Tier 2 Aquatic call.

Rizban
2013-05-07, 10:36 PM
I notice a distinct lack of desert. Other than that, it looks like you've got a good start on things.

Sgt. Cookie
2013-05-08, 02:26 AM
Huh. I could have sworn that I had it in. Ah well, I'll add it later.

Sgt. Cookie
2013-05-09, 07:37 AM
Added Desert, finished the Tier 1 Jungle Call.

Rizban
2013-05-09, 02:56 PM
So, you'll have at least 3 calls for each environment at each tier, right?

FreakyCheeseMan
2013-05-09, 03:41 PM
Reading, reviewing as I go.

First thought - the "Environments" are nowhere near balanced. Unless the campaign is clearly aquatic itself - set aboard a pirate ship, say - expect every player to pick Urban and Underground as their first two settings, and not care about the rest.



Additionally, when you are within your Attuned Environment, you can never become lost.

This might need some clarification - does this mean they always no their exact position (GPS wise)? That they will always be able to backtrack their steps? Does that include distance they travelled unwillingly, or magically? That they will always maintain a sense of magnetic north? Does it go so far as to say that they'll always know the route out of an area (even a maze or dungeon)? How does it interact with magical regions that make everybody lost/unable to escape?


Awareness (Su): From twelfth level you are roughly aware of all the goings on within your Attuned Environment, but, as a free action, you are also able to "borrow" the awareness of another creature that you can see, though the creature need not remain within sight. When "borrowing" awareness like this you see, hear, feel, etc, everything that the creature does, but you have no control over the creature.

You cannot "piggy back" this ability by borrowing the senses of creatures while you are already doing so.

While you are using this ability, you are roughly aware of your actual surroundings, meaning that you can still react to your actual location, regardless of where your awareness is. "Returning" to your body is a free action.

You cannot use any abilities (Except for Direct, see below) while borrowing awareness.

That needs a will save, or some way for the creature to become aware - otherwise, players will always be able to get the Big Bad Evil Guy's Big Bad Evil Plan, by letting any one of his lieutenants escape.



Attuned Empathy (Ex): This ability functions as the Wild Empathy class feature, except that it can be used on all Denizens of an Attuned Environment, not just animals.


I'm noticing a pattern here - I think you need to clarify when "Denizen" can include "Sentient Humanoid" and when it can not.



One with this place (Su): At twentieth level, you have truly achieved perfection with your environment. You are attuned so perfectly and completely that you can physically become a part of your environment. As a free action you are able to become a strange ethereal being that is able to join with your Attuned Environment.

While joined thusly, you are perfectly aware of everything within every version of all your Attuned Environments, you are, quite literally, everywhere at once. While joined you do not need to eat, drink, sleep or breathe and you cannot be harmed by any means.

As another free action, you may return to a physical form at any place within any of your Attuned Environments in the world.

Er... am I mis-reading something? Or does this basically equate to "Omniscience over every city everywhere, and omnipresence anywhere needed?" Cause if so, that... yeah, that's the sort of stuff that both requires (and will quickly earn) a Divine Rank.

Think about it for a moment - with that ability, unless I'm misreading something, you are instantly the world's super-batman; every time there is a mugging anywhere, or any other crime, or any conspiracy starts to develop, you know about it instantly - and unless there are limits on daily use (which is not indicated), you can appear and stab it in the face. Even if it's only a once-a-day thing, the early-warning capacity of this is wizard broken.

On the whole, I like the idea for this class fluff wise (I had a similar but less ambitious notion a while ago myself - but it was basically just a Ranger with "Favoured Terrain" instead of "Favoured Enemy."), but you need to be really careful about balance - as is, you've got a class that will either be woefully underpowered off of their own turn, abusively powerful on their own turn, or both.

On the whole, I like the concept of this class fluff-wise, but it's gonna be hell to balance it so that it's not

Sgt. Cookie
2013-05-09, 03:46 PM
@Rizban: No, five. For a grand total of 330 Calls. Yeah, I know.

My balance point is Tier 3 full casters, +/- a level. Meaning that a level 6 Attuned Soul is about on par with a Dread Necro or Beguiler.



Reading, reviewing as I go.

First thought - the "Environments" are nowhere near balanced. Unless the campaign is clearly aquatic itself - set aboard a pirate ship, say - expect every player to pick Urban and Underground as their first two settings, and not care about the rest.

Well, since environment choice affects availablity of Calls, I don't think it's a big of a problem as you do.


This might need some clarification - does this mean they always no their exact position (GPS wise)? That they will always be able to backtrack their steps? Does that include distance they travelled unwillingly, or magically? That they will always maintain a sense of magnetic north? Does it go so far as to say that they'll always know the route out of an area (even a maze or dungeon)? How does it interact with magical regions that make everybody lost/unable to escape?

I'll say a combination of 1 and 2. You don't know what's ahead, but you know exactly where you are, can retrace your steps perfectly and you are considered to always have a point of reference.


That needs a will save, or some way for the creature to become aware - otherwise, players will always be able to get the Big Bad Evil Guy's Big Bad Evil Plan, by letting any one of his lieutenants escape.

I'll stick it in.


I'm noticing a pattern here - I think you need to clarify when "Denizen" can include "Sentient Humanoid" and when it can not.

I already did, it's right underneath Speak with Denizens.


Creatures that live in Cities (Most Humanoids, Rats, Sewer Creatures, Every Monster in Cityscape, Domesticated Pets) are considered Urban creatures, as well as whatever is stated in its Environment stat.


Er... am I mis-reading something? Or does this basically equate to "Omniscience over every city everywhere, and omnipresence anywhere needed?" Cause if so, that... yeah, that's the sort of stuff that both requires (and will quickly earn) a Divine Rank.

Think about it for a moment - with that ability, unless I'm misreading something, you are instantly the world's super-batman; every time there is a mugging anywhere, or any other crime, or any conspiracy starts to develop, you know about it instantly - and unless there are limits on daily use (which is not indicated), you can appear and stab it in the face. Even if it's only a once-a-day thing, the early-warning capacity of this is wizard broken.

Yeah, I admit I hadn't thought of that. I'm not exactly sure how to remake it while keeping the idea the same.


On the whole, I like the idea for this class fluff wise (I had a similar but less ambitious notion a while ago myself - but it was basically just a Ranger with "Favoured Terrain" instead of "Favoured Enemy."), but you need to be really careful about balance - as is, you've got a class that will either be woefully underpowered off of their own turn, abusively powerful on their own turn, or both.

On the whole, I like the concept of this class fluff-wise, but it's gonna be hell to balance it so that it's not

Yeah, it'll be a helluva task.

Sgt. Cookie
2013-05-10, 10:31 AM
UPDATE: I've added the first Tier 6 Aquatic Call.

EDIT: I've made some changes, specifically to:


Know Direction
Speak with Denizens
Awareness
Direct
and One with this Place

Sgt. Cookie
2013-05-12, 05:02 PM
UPDATE: The Tier 2 Jungle call (Supporting Canopy) has been added.

Sgt. Cookie
2013-05-28, 05:09 PM
UPDATE:
The first two Tier 3 Calls, Jungle and Urban Visage, have been added. As well as general information regarding Visage Calls.