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Dazhbug
2014-01-29, 08:31 PM
Hello again GITP! I've been working on a custom arcane caster prestige class for a campaign I'm in (specifically for my wizard), and I wanted some feedback now that I actually have some mechanics down on paper. The idea/theme here is a Lawful Neutral caster who is slowly discovering the fundamental equations of the universe, and using it in his casting. I pulled heavily from the themes and backgrounds of the Axiomites and Inevitables who inhabit Axis (the campaign is Inner Sea based), and the "end goal" of the class is more or less the caster's integration into the axiomite community/groupmind.

Before the mechanics happen, I do want to note that I feel the PrC is on a whole somewhat over-powered, but that's based on a still rather limited knowledge base. I used both the Diabolist (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/diabolist) and the Alienist (http://dndtools.pw/classes/alienist/) as my main points of comparison in terms of overall level of potency. The campaign as a whole is 20 levels plus 10 mythic tiers, so things are going to get Epic (or Broken, if you prefer)as is; we're already halfway to Exalted levels of weirdness, so might as well go whole-hog.

Student of the Transfinite

Hit Die: d6

Requirements:

Alignment - Any lawful alignment

Skills - Knowledge(Arcana) 5 ranks, Knowledge(The Planes) 5 ranks, Knowledge(Engineering) 3 ranks, Spellcraft 5 ranks

Feats - Craft Construct

Special - Ability to cast arcane spells (at least one summon spell 3rd level or higher), contact with a lawful outsider, and the requisite paperwork (in triplicate, of course).

Class Skills: Appraise, Craft(Alchemy, Blacksmithing, Clockwork, Constructs), Disable Device, Knowledge(Arcana, Engineering, Nature, The Planes), Spellcraft, Use Magic Device.

Skill Ranks per Level: 4 + INT modifier


Lvl BAB Fort Ref Will Special Spells/Day
1 +0 +0 +0 +1 CitM, Dingbots, Mental Math +1 lvl of existing arcane class
2 +1 +0 +0 +1 RpdPrt, Transhuman, Sudo Command +1 lvl of existing arcane class
3 +1 +1 +1 +2 Read the Comments +1 lvl of existing arcane class
4 +2 +1 +1 +2 Platonic Ideal +1 lvl of existing arcane class
5 +2 +1 +1 +3 Level Up, Matrix Management +1 lvl of existing arcane class
6 +3 +2 +2 +3 Universal Compiler +1 lvl of existing arcane class
7 +3 +2 +2 +4 +1 lvl of existing arcane class
8 +4 +2 +2 +4 Master the Vessel +1 lvl of existing arcane class
9 +4 +3 +3 +5 Augment Self +1 lvl of existing arcane class
10 +5 +3 +3 +5 Upload +1 lvl of existing arcane class


Spells - When a new Student of the Transfinite level is gained, the character gains new spells per day as if he had also gained a level in a spell-casting class he belonged to before he added the prestige class. He does not, however, gain other benefits a character of that class would have gained. If a character had more than one spell-casting class before becoming a student of the transfinite, he must decide to which class he adds each level of Student of the Transfinite for the purpose of determining spells per day.

Cog in the Machine - Reduce Craft Construct costs by one-half, rounding up where needed. In addition, the character increases the potency of the Mending and Make Whole spells: Mending now repairs 1d4 hp per caster level, maximum 5d4, while Make Whole repairs 1d8 hp per caster level, max 6d8. However, when a student of the transfinite is killed, his soul is diverted from the Boneyard into the Axis bureaucracy. Any character attempting to resurrect him must succeed at a caster level check equal to 10 + the student's level or their spell fails. That character cannot attempt to resurrect the student again until the following day, though other characters can attempt as they please.

Rapid Prototyping - When a student of the transfinite casts a summon monster spell, he may summon a clockwork version of the creature chosen from the appropriate tables for the Summon Monster spell. For example, when casting Summon Monster V, he may summon a Clockwork dire lion. This adds the Clockwork Creature (http://www.d20pfsrd.com/bestiary/monster-listings/templates/clockwork-creature-cr-2) template, with the exception that a summoned clockwork monster does not require periodic winding as per the Windup Key special quality. A summoned creature to which this template is applied counts the caster as its creator for the purpose of the Created Mind special quality. Rapid Prototyping does not apply to summoned Inevitables.

Dingbots - When a new Student of the Transfinite level is gained, the character's familiar (if any) advances as if he had gained a level in a spell-casting class he belonged to before adding the prestige class. At 5th level any familiar the character already possesses takes on clockwork qualities and gains the Clockwork Creature template as a result. From this point onward any familiars summoned by the student already possess the Clockwork Creature template.

Mental Maths - The character adds his Student of the Transfinite level on all Craft and Knowledge(Arcana, Engineering, Nature, The Planes) skill checks.

Transhuman - The character gains the ability to heal themselves with the Mending, Make Whole, and Rapid Repair spells. He also gains Mending as a SLA (limit 1/day + 1 per 2 levels in SotT). This uses the increase as described in Cog in the Machine, and can also be used to damage any creature with the Chaotic type (a casting time of 1 standard action applies when the ability is used offensively). At 6th level, the SLA uses Make Whole instead of Mending (also with the increased die as described in CitM). However, the increasingly non-organic nature of the student's form renders common medical knowledge and practice unworkable. Other characters can no longer use the Heal skill on the student, and at 7th level he gains only half the benefit from magical healing such as Cure Light Wounds.

Sudo Command - The character gains the ability to summon Inevitables, and enjoys a better report with the machines of Axis. He gains a +2 bonus on all Charisma checks made when interacting with inevitables and other Outsider typed constructs. This bonus increases to +4 at 4th level and to +6 at 7th level. Add Zelekhuts to the Summon Monster 7 table, Kolyaruts to the Summon Monster 8 table, and Maruts to the Summon Monster 9 table. Additionally, the student can override the core processes of inevitables, allowing him to modify the machine's mission parameters.

Read the Comments - At 3rd and 7th levels, the student may choose any metamagic fear as a bonus feat.

Platonic Ideal - The student's attacks and damage spells gain the Lawful descriptor for the purposes of overcoming damage reduction, regeneration, and other effects. The student also gains an Aura of Law with power equal to his SotT level.

Level Up - Any inevitables or constructs summoned by the student gain +4 to strength, as well as HP as if they were a size category larger. Additionally, at level 8 all summoned constructs gain Darkvision(60ft.), SR, and Smite Chaos as per the Resolute (http://www.d20pfsrd.com/bestiary/monster-listings/templates/resolute-cr-0-or-1) template.

Matrix Management - The student's soul is no longer tied up in Axis bureaucracy upon death, and can be resurrected as normal.

Universal Compiler - The student gains truespeech, and can speak with any creature that has a language, as though using a tongues spell (caster level equal to student's character level). This ability is always active.

Master the Vessel - The student gains Darvision (60ft., 100ft if they already possess Darkvision), DR 5/-, and regeneration 5(chaos).

Augment Self - The student can modify his own body, replacing it with platonic ideals and universal equations. He may apply the Etherweave Arm, Leg, and Spine grafts (ref (http://dnd-wiki.org/wiki/3.5e_Grafts)), even if he does not meet the prerequisites (he must still meet the cost requirement, although it is halved). At 10th level, the student can apply the Etherweave Torso and Wing grafts.

Upload - The student's mind flies free of their body, and he becomes fully axiomatic, changing into an Outsider with a Lawful subtype. He gains immunity to electricity and mind-affecting spells, Resist 10 Cold and Fire, SR 20, and true seeing as a SLA (3/day). He also gains Crystalline Dust form as per a typical Axiomite (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/axiomite).

---

Advice very much appreciated. Over and beyond levels of brokeness, I feel like too many of the abilities are too early in the class, and could be shifted towards later levels. I'm also trying to figure out how to add in some downsides, similar to the Alienist's phobia or the general "insanity" flavor of the movie Pi (http://youtu.be/jo18VIoR2xU).

upho
2016-03-23, 08:45 PM
Aight, just done a rather quick read through and not much thinking yet, so I might be off on some things (I most certainly will be, considering my track record), especially since PF wizards aren't really my forte.

Judging from the mechanics, the flavor is pretty much spot on for a "clockwork specialist" I think, although I suspect it could be improved with some, you know, actual flavor text? :smalltongue:
(I think you've done the right thing by keeping to the barebone mechanics for now, making it less crowded.)

Before I get into specifics, I think I should explain my perspective when looking at this and also ask a few general related questions.


I've been working on a custom arcane caster prestige class for a campaign I'm in (specifically for my wizard), and I wanted some feedback now that I actually have some mechanics down on paper. /snip/ Before the mechanics happen, I do want to note that I feel the PrC is on a whole somewhat over-powered, but that's based on a still rather limited knowledge base. I used both the Diabolist (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/diabolist) and the Alienist (http://www.pathfinderdb.com/character-options/prestige-classes/779-alienist) as my main points of comparison in terms of overall level of potency. The campaign as a whole is 20 levels plus 10 mythic tiers, so things are going to get Epic (or Broken, if you prefer)as is; we're already halfway to Exalted levels of weirdness, so might as well go whole-hog.What would you say is the power level you're aiming for here and, more importantly, what is the intended use for the PrC?

Judging from the above, it seems as if the SotT is only intended to be used by your existing PC in a home campaign which is already up and running, which makes balance questions not just campaign and group specific, but also player and build specific. And if you're looking for ways to balance the PrC with that intent, I believe you're going to have to provide not just your current build, but also a bunch of other additional details about the game (party, players, DM play style, campaign etc).

But I'm gonna try and evaluate the SotT assuming you want to find out how it compares to similar Paizo options, and just as when evaluating any other build choice, taking all kinds of possible builds using any Paizo options into account.

Also, since this seems to be primarily aimed at arcane full casters (mainly wizards) focusing on summoning, I'd like to point out something you probably already know: full casters include the most powerful class options in the game by far, and the wizard is arguably the most powerful full caster, while conjuration spells in general and summon spells in particular typically makes for the most versatile and powerful spell focus a wizard can have. And depending on your POV, tinkering with the most powerful focus of the most powerful class makes balance issues either very tricky if you absolutely don't want to worsen any balance issues already caused by Paizo options, or very simple if you believe the Paizo options are already so OP any additional silly options won't really matter. Assuming the former, be aware that this is not easy IME, especially in cases like this when you're trying to add further specialization options without also making the options stronger or weaker than existing ones. The smallest detail can have a much greater impact than intended in certain cases, and the margins for error in terms of power level are about as narrow as they get.


Skills - Knowledge(Arcana) 5 ranks, Knowledge(The Planes) 5 ranks, Knowledge(Engineering) 3 ranks, Spellcraft 5 ranksThis makes the PrC very wizard focused. Was this intentional? Otherwise, I'd dump one of the "5 ranks" (probably Arcana) to give clerics, druids and sorcerers access.


Special - Ability to cast arcane spells (at least one summon spell 3rd level or higher),See above. And what about summoners and their SLA?


contact with a lawful outsider, and the requisite paperwork (in triplicate, of course).Heh, I like the bureaucratic flavor, but what does the "requisite paperwork" need to say exactly?


Cog in the Machine - Reduce Craft Construct costs by one-half, rounding up where needed.Whoa, this is a pretty big deal, considering crafted constructs are primarily balanced by their high costs, and their usefulness can be comparable to permanent "muscle" summons. Especially on a chassis which also supports summoning and having a familiar, cheap constructs will also make the PC's army of critters even larger and thus it will hog even more time and brain power in combat. I'd suggest changing this to reducing the time needed to craft a construct by half, and maybe give a smaller scaling cost reduction, perhaps 5% which increases with an additional 5% every fourth level (1, 4, 7, 10) for a maximum 20% reduction at 10th. Or perhaps even better, give a free customization of up to a scaling gp value.


Rapid Prototyping - When a student of the transfinite casts a summon monster spell, he may summon a clockwork version of the creature chosen from the appropriate tables for the Summon Monster spell. For example, when casting Summon Monster V, he may summon a Clockwork dire lion. This adds the Clockwork Creature (http://www.d20pfsrd.com/bestiary/monster-listings/templates/clockwork-creature-cr-2) template, with the exception that a summoned clockwork monster does not require periodic winding as per the Windup Key special quality. A summoned creature to which this template is applied counts the caster as its creator for the purpose of the Created Mind special quality.OK, let's crunch some numbers: a wizard 5/SotT 8 with a typical setup including Augment Summoning and Superior Summoning plus a rod of giant summoning decides to summon an average of 3 (1d3+1) Giant Celestial Clockwork Dire Tigers, each with the following stats:

CR 11
N Huge construct (clockwork)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +0

DEFENSE
AC 28, touch 12, flat-footed 24 (+3 Dex, +16 natural, +1 dodge, 2 size)
hp 137 (14d10+60)
Fort +4, Ref +9, Will +4
DR 15/adamantine; Resist Acid and Cold 15, Fire and Sonic 10; Vulnerable Electricity; SR 16
Defensive Abilities Construct Traits

OFFENSE
Speed 40 ft.
Melee (Power Attack) 2 claws +27 (2d6+26 plus grab), bite +27 (3d6+26/1920 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce, rake (2 claws +27, 2d6+8)

Smite Chaos 1/day, +14 damage
Smite Good 1/day, +14 damage

STATISTICS
Str 47, Dex 17, Con -, Int -, Wis 10, Cha 4
Base Atk +14; CMB +35 (+39 grapple); CMD 48 (52 vs. trip)
Feats Dodge, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Run, Skill Focus (Stealth), Weapon Focus (bite, claw)
SQ Created Mind


Summoning three of these steel monstrosities is what I would call OP or probably broken, especially since they'll probably hit basically everything they'll attack at 13th level (which is normally not the case). While the rod and Augment Summoning adds a +12 to Str, the Clockwork template and Level Up feature adds an additional +8 for a hilarious total of +10 to attack and damage. In addition, the SotT features gives these mechatigers an additional +4 bab and +9 AC on top of a huge pile of immunities and other useful defensive abilities, making them a lot more durable than "regular" giant celestial dire tigers in most situations despite the loss of 24 hp, nerfed save bonuses and non-existent Con and Int.

Now imagine this on something like a T-rex with Evolved Summoned Monster (claws)... :smalleek:

Besides the broken potential for especially DPR summons like this, I think the Clockwork Creature template is way too fiddly and complicated for on-the-fly applications and will grind the game to a halt (unless the player is willing to do a boatload of extra homework whenever the PC gains new summon options).

Suggestion: Make a "Clockwork Simple Template" which simplifies the original template and brings much less drastic changes while adhering to the general flavor, sort of a "clockwork light". This template should probably not include any major changes to complicated derived numbers such as skill points, hit die size or saves, and especially not give yet another Str bonus or all the construct trait's immunities.


Dingbots - When a new Student of the Transfinite level is gained, the character's familiar (if any) advances as if he had gained a level in a spell-casting class he belonged to before adding the prestige class. At 5th level any familiar the character already possesses takes on clockwork qualities and gains the Clockwork Creature template as a result. From this point onward any familiars summoned by the student already possess the Clockwork Creature template.Flavorful, but at least in the case of most improved familiars also very limiting due to the mental stat penalties. Probably ok though.


Sudo Command - Add Zelekhuts to the Summon Monster 7 table, Kolyaruts to the Summon Monster 8 table, and Maruts to the Summon Monster 9 table.The marut is a bit strong in comparison to existing SM IX alternatives, but that probably won't matter much at this level I guess.


Read the Comments - At 3rd and 7th levels, the student may choose any metamagic fear as a bonus feat.Careful so you don't give everything the wizard class gives. I'd reduce this to one metamagic feat at most.


Platonic Ideal - The student also gains an Aura of Law with power equal to his SotT level.Just in case you didn't know, this grants access to the Sacred Summons feat for easy standard action summoning without the drawbacks of Academae Graduate. Probably won't matter that much considering the limitation to exactly matching original alignment of the summoned creature. Might be worth checking out what it would apply to though.


Level Up - Any inevitables or constructs summoned by the student gain +4 to strength, as well as HP as if they were a size category larger. Additionally, at level 8 all summoned constructs gain Darkvision(60ft.), SR, and Smite Chaos as per the Resolute (http://www.d20pfsrd.com/bestiary/monster-listings/templates/resolute-cr-0-or-1) template.Too much IMO, see my comments on Rapid Prototyping. Template stacking can easily get pretty weird...


Augment Self - The student can modify his own body, replacing it with platonic ideals and universal equations. He may apply the Etherweave Arm, Leg, and Spine grafts (ref (http://dnd-wiki.org/wiki/3.5e_Grafts)), even if he does not meet the prerequisites (he must still meet the cost requirement, although it is halved). At 10th level, the student can apply the Etherweave Torso and Wing grafts.This seems a bit redundant with the Crystalline Dust form gained next level. Or am I missing something here?


Upload - The student's mind flies free of their body, and he becomes fully axiomatic, changing into an Outsider with a Lawful subtype. He gains immunity to electricity and mind-affecting spells, Resist 10 Cold and Fire, SR 20, and true seeing as a SLA (3/day). He also gains Crystalline Dust form as per a typical Axiomite (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/axiomite).Note that especially the ability to become incorporeal is typically much more useful for a summon focused caster than for virtually any other character type. I'd tone down both this ability and the subtype immunities. In addition, changing creature types this late is often just annoying due to the many things the party has already invested in that suddenly won't work for the SotT. Especially if it also involves overriding your potentially much better creature type resists and SR (as in the case of for example an aasimar). I suggest you change this to something like: "...and he can become fully axiomatic, allowing him to be treated as an Outsider with the Lawful subtype whenever doing so would be advantageous."

That's what I have for now. Hopefully I might come up with some suitable drawback.

This PrC has some really interesting and flavorful potential IMO, so good work on the whole! Keep it up!

Dazhbug
2016-03-24, 01:29 AM
First off, thanks for taking the time to look at this, upho, I appreciate it.


What would you say is the power level you're aiming for here and, more importantly, what is the intended use for the PrC?

Judging from the above, it seems as if the SotT is only intended to be used by your existing PC in a home campaign which is already up and running, which makes balance questions not just campaign and group specific, but also player and build specific. And if you're looking for ways to balance the PrC with that intent, I believe you're going to have to provide not just your current build, but also a bunch of other additional details about the game (party, players, DM play style, campaign etc).

But I'm gonna try and evaluate the SotT assuming you want to find out how it compares to similar Paizo options, and just as when evaluating any other build choice, taking all kinds of possible builds using any Paizo options into account.

Originally, this was a PrC generated for a campaign that I knew was going to become rather silly as it was (high levels plus Mythic teirs), so at the time I was less concerned with balance and more with "rule of cool", alongside the foreknowledge that I'm an experienced enough player to tone things down on the fly as needed. Overall, I think your assessment bears that out, as does my own experience with the PrC in-game.

That said, if I were to balance this for general play, my goal would be to dump some of the sheer versatility of the wizard in exchange for strong specialization in summoning, similar to the diabolist PrC (which I used as reference) and, to a lesser extent, the Alienist PrC from 3.5; noting in passing that the Alienist is relatively close to what I have currently here in terms of power level (seriously, the thing is nuts). With that in mind, I'd probably tone things towards where the Diabolist sits, flavoring for constructs and inevitables instead of devils.

Let's do a bit of overhauling, shall we?:

Student of the Transfinite

Hit Die: d6

Requirements:

Alignment - Any lawful alignment

Skills - Knowledge(The Planes) 5 ranks, Knowledge(Engineering) 3 ranks

Feats - Craft Construct, Augment Summons

Special - Ability to cast at least one summon spell 3rd level or higher, contact with a lawful outsider, and the requisite paperwork (in triplicate, of course).

Class Skills: Appraise, Craft(Alchemy, Blacksmithing, Clockwork, Constructs), Disable Device, Knowledge(Arcana, Engineering, Nature, The Planes), Spellcraft, Use Magic Device.

Skill Ranks per Level: 2 + INT modifier


Lvl BAB Fort Ref Will Special Spells/Day
1 +0 +0 +0 +1 CitM, Dingbots, Mental Math +1 lvl of existing arcane class
2 +1 +0 +0 +1 RpdPrt, Transhuman +1 lvl of existing arcane class
3 +1 +1 +1 +2 Sudo Command, Read the Comments +1 lvl of existing arcane class
4 +2 +1 +1 +2 Platonic Ideal, Level Up +1 lvl of existing arcane class
5 +2 +1 +1 +3 Matrix Management +1 lvl of existing arcane class
6 +3 +2 +2 +3 Universal Compiler +1 lvl of existing arcane class
7 +3 +2 +2 +4 +1 lvl of existing arcane class
8 +4 +2 +2 +4 Master the Vessel +1 lvl of existing arcane class
9 +4 +3 +3 +5 Augment Self +1 lvl of existing arcane class
10 +5 +3 +3 +5 Upload +1 lvl of existing arcane class


Spells - When a new Student of the Transfinite level is gained, the character gains new spells per day as if he had also gained a level in a spell-casting class he belonged to before he added the prestige class. He does not, however, gain other benefits a character of that class would have gained. If a character had more than one spell-casting class before becoming a student of the transfinite, he must decide to which class he adds each level of Student of the Transfinite for the purpose of determining spells per day.

Cog in the Machine - The character increases the potency of the Mending and Make Whole spells: Mending now repairs 1d4 hp per caster level, maximum 5d4, while Make Whole repairs 1d8 hp per caster level, max 6d8. However, when a student of the transfinite is killed, his soul is diverted from the Boneyard into the Axis bureaucracy. Any character attempting to resurrect him must succeed at a caster level check equal to 10 + the student's level or their spell fails. That character cannot attempt to resurrect the student again until the following day, though other characters can attempt as they please.

Rapid Prototyping - The student of the transfinite reduces the time to craft constructs by half, rounding up when needed; additionally, they may add a free customization to any constructs they produce, with a total value of no more than (their level * 3500) gp. At 3rd level, they may split this total gp between two free customizations, and at 7th level, they may split it between three free customizations.

Dingbots - When a new Student of the Transfinite level is gained, the character's familiar (if any) advances as if he had gained a level in a spell-casting class he belonged to before adding the prestige class. At 5th level any familiar the character already possesses takes on clockwork qualities and gains the Clockwork Creature template as a result. From this point onward any familiars summoned by the student already possess the Clockwork Creature template.

Mental Maths - The character adds half his Student of the Transfinite level on all Craft and Knowledge(Arcana, Engineering, Nature, The Planes) skill checks. Additionally, he may make checks for these skills while untrained, but only when dealing with constructs, inevitables, or similarly mechanical beings and mechanisms.

Transhuman - The character gains the ability to heal themselves with the Mending, Make Whole, and Rapid Repair spells. He also gains Mending as a SLA (limit 1/day + 1 per 3 levels in SotT). This uses the increase as described in Cog in the Machine; at 6th level, the SLA uses Make Whole instead of Mending (also with the increased die as described in CitM). However, the increasingly non-organic nature of the student's form renders common medical knowledge and practice unworkable. Other characters can no longer use the Heal skill on the student, and at 7th level he gains only half the benefit from magical healing such as Cure Light Wounds.

Sudo Command - The character gains the ability to summon Inevitables, and enjoys a better report with the machines of Axis. He gains a +2 bonus on all Charisma checks made when interacting with inevitables and other Outsider typed constructs. This bonus increases to +4 at 5th level and to +6 at 7th level. Add Zelekhuts to the Summon Monster 7 table and Kolyaruts to the Summon Monster 8 table, and reduce the bargaining cost needed to bind any inevitables summoned by Gate or similar means by one half.

Read the Comments - The code of the multiverse is laid bare before the student, and they can begin to tweak some of the variables. Unfortunately, this doesn't always have the intended consequences! Once per day, the student can roll 2d4 when casting a spell. If both dice have the same number on them, the spell gains the effect of the Heighten metamagic feat; if the dice show different results, the spell instead is cast as if it were one level lower. If both dice read 1, the spell is Minimized (all variables set to lowest value), and if both dice read 4, the spell is Maximized. At 7th level, the student gets an additional use of this power.

Platonic Ideal - The student's attacks and damage spells gain the Lawful descriptor for the purposes of overcoming damage reduction, regeneration, and other effects. The student also gains an Aura of Law with power equal to his SotT level.

Level Up - When the student would normally apply the celestial or fiendish template to a summoned creature, he can now only apply the Clockwork Creature[1] template instead. Level Up does not apply to summoned Inevitables.

Matrix Management - The student's soul is no longer tied up in Axis bureaucracy upon death, and can be resurrected as normal.

Universal Compiler - The student gains truespeech, and can speak with any creature that has a language, as though using a tongues spell (caster level equal to student's character level). This ability is always active.

Master the Vessel - The student gains Darvision (60ft., 100ft if they already possess Darkvision), DR 5/-, and regeneration 5(chaos).

Augment Self - The student can modify his own body, replacing it with platonic ideals and universal equations. He may apply the Etherweave Arm, Leg, and Spine grafts (ref (http://dnd-wiki.org/wiki/3.5e_Grafts)), even if he does not meet the prerequisites (he must still meet the cost requirement, although it is halved). At 10th level, the student can apply the Etherweave Torso and Wing grafts.

Upload - The student's mind flies free of their body, and he becomes fully axiomatic. He gains True Seeing as an SLA (2/day), and may treat himself as an Outsider with a Lawful subtype in any situation for which it would prove an advantage. If he has acquired all five Etherweave grafts, he gains the Crystalline Dust form as per a typical Axiomite (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/axiomite), although it takes him a standard action to change forms.

[1] - Link to slightly modified Clockwork template goes here.
---

There, that should tone things down a bit. I'd also like to add a flavorful downside or two, in keeping with the thought of reducing versatility (maybe limiting some spell slots to only summoning spells? Messing about with magical schools?) while increasing specialization, but for the moment I'm too zonked to manage it.

Gideon Falcon
2016-03-25, 01:44 AM
The links to the Alienist class is broken.

Dazhbug
2016-03-25, 08:55 PM
The links to the Alienist class is broken.

Should be fixed now!

upho
2016-03-25, 10:43 PM
That said, if I were to balance this for general play, my goal would be to dump some of the sheer versatility of the wizard in exchange for strong specialization in summoning, similar to the diabolist PrC (which I used as reference) and, to a lesser extent, the Alienist PrC from 3.5; noting in passing that the Alienist is relatively close to what I have currently here in terms of power level (seriously, the thing is nuts). With that in mind, I'd probably tone things towards where the Diabolist sits, flavoring for constructs and inevitables instead of devils.This sounds good. Although I don't find the Alienist (http://alcyius.com/dndtools/classes/alienist/index.html) that impressive, or am I looking at a different version or missed something (your link to it is broken)? AFAICT, it gives a few mostly minor boosts and drastically reduces the versatility of summons, besides replacing the celestial/fiendish template with a somewhat less impressive one (true strike SLA 3/day instead of smite, DR/magic instead of DR/alignment, no SR):

"Whenever an alienist would use any summon monster spell to summon a celestial or fiendish creature, she instead summons a pseudonatural version of that creature. For example, by casting summon monster IV, she could summon a pseudonatural dire wolf. This adds the pseudonatural template (see page 160) to the summoned creature. An alienist gives up the ability to summon nonpseudonatural creatures with a summon monster spell. For instance, the alienist described above couldn't summon a mephit or howler with summon monster IV." (My emphasis.)


Let's do a bit of overhauling, shall we?:
/snip/
There, that should tone things down a bit. I'd also like to add a flavorful downside or two, in keeping with the thought of reducing versatility (maybe limiting some spell slots to only summoning spells? Messing about with magical schools?) while increasing specialization, but for the moment I'm too zonked to manage it.Yes, this looks fine to me if you can put together a somewhat comparable template. Good work!

But I actually wouldn't mind boosting some clockwork summoning stuff while reducing other casting versatility. I was thinking about the exact same thing as you - limiting slots to only summoning spells. And maybe, considering the inherent versatility and power of summoning, perhaps also decreasing CL or progression for other spells?

That would give a lot more room for more drastically changed and flavorful clockwork summons, I think, although I'm uncertain if it can be done without being overly complicated and messy.


The links to the Alienist class is broken.This should work (http://alcyius.com/dndtools/classes/alienist/index.html), although I'm not 100% certain it's the PrC Dazhbug actually refers to (the one I'm linking to is from 3.5's CA IIRC, and it's very similar to PF's Diabolist).

Dazhbug
2016-03-26, 03:49 AM
Hmmm, that was the link I was thinking of, but for some reason I could've sworn that the Alienist got a summons boost similar to a second augment summons. Or perhaps I was originally looking at the epic Pseudonatural template?