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danzibr
2015-05-25, 09:23 PM
If you wish to contribute, please see post #10, specifically "To do/What I need help with."

Book of Flux

Arcane magic is the power of will or intellect.
Shadowcasting is the power of darkness.
Pact magic is the power of the beyond.
Sword magic is the power of training.
Druidic magic is the power of nature.
Truenaming is the power of words.
Divine magic is the power of gods.
Psionics is the power of the mind.
Incarnum is the power of souls.
Flux is the power of life.

What's this?
Ideally, a high tier 3 base class (Fluxion) with a focus on melee which is easy to build yet has enough options to contribute in nearly any scenario (hence... hopefully fun (http://www.giantitp.com/forums/showthread.php?417805-What-makes-a-class-fun&p=19319132#post19319132)). This comes with a new system and enough supplemental material to fill several roles (in the form of ACF’s). With enough interest/support I’d like to add 2 more base classes.
Oh yeah, and it’s a reboot of an older homebrew of mine, which was called Book of Flux.

What’s a Fluxion like?
So maybe you want to know what this new system/base class is like before diving into the mechanics. The best way to do that is to your current 3.5 knowledge as a frame of reference.

Fluff-wise, Fluxions are like Monks (training their bodies and stuff).
Crunch-wise, Fluxions pick up a couple things from Monks (good saves and unarmed combat).
Fluxions have something like the Warlock’s Eldritch Blast, an at-will ability with reasonable damage which can be enhanced. It’s a melee touch attack though called Gentle Touch.
Their Gentle Touch essentially does the same damage as a straight Rogue’s SA as a touch attack, and it deals force damage. However, unlike a Rogue, there is no base weapon damage, and it (almost always) happens only once per round.
Fluxions have something like the Incarnate’s/Totemist’s (wait, am I forgetting one?) soulmelds, with several differences: smoother power progression, no corresponding body slots, no conflict with magic items, only 1 effect (so not like shape v. bind). They’re called fusions. They also have something like essentia (remember essentia is a being’s personal store of incarnum) to buff their fusions, but it’s called flux.
Unlike any existing class, they get flight from level 1. It starts crappy and gets better.

The crudest but quickest comparison I can come up with is this: Think of a Totemist which can change soulmelds on the fly.
What’s the intended power level?
So I said high tier 3 melee. By melee I don’t mean Fighter or Barbarian, but more like Totemist (without the extra natural attacks). We often hear the phrases ``linear fighter’’ and ``quadratic wizard.’’ While Fluxions aren’t strictly fighters (think of them like Z Fighters, the stuff they use Ki/Qi/Xi/Chi/whatever), I hope to make them like quadratic fighters. My means of accomplishing this is having their current abilities get stronger every level, and they can add another ability.

If I get links and stuff I’ll add them here. Also, if you’re curious, I capitalize class names and ability names.

What niches (http://www.giantitp.com/forums/showthread.php?314701-Person_Man-s-Niche-Ranking-System) can a Fluxion fill?

1) Battlefield Control: Somewhat. Telekinesis provides ranged trip attempts. Antimagic Field can mess people up.
2) Buffer: Huge buffs to themselves. To their comrades, currently only Enhance Combat Prowess, like a Bard's IC.
3) Curiosity: Nothing comes to mind.
4) Debuffer: Brilliant Flesh has some debuffs. I intend on adding more here... not sure how to implement it.
5) Dominator: Well, there's the Dominate fusion.
6) Game Changer: Nope.
7) Healer: They can heal themselves quite well, and with Mend Wounds, can heal allies.
8) Meat Shield: A great number of fusions are defensive. In the bag ;)
9) Melee Damage: Very solid at this.
10) Mobility: Fly, Teleport, Sidestep, Alacrity. Yes.
11) Party Face: Path of the Heart has this covered. Plus Hereditary Knowledge and pumping Charisma.
12) Ranged Damage: Passable with Gentle Ray.
13) Sage: Not really.
14) Scout: They're a bit lacking in this department. Can up Dex and they have Hereditary Knowledge. I'm going to add a stealth fusion.
15) Thief: Telekinesis could quality a little, I suppose. But this isn't their strong suit.
16) Summoner: Reanimate for Flux Skeletons and Zombies. Soon, the ability to make Flux Golems. Decent, not pro.
17) Trapfinder: Not so much.

What about all these funny words?


Fabricate: The verb used when ``creating'' a fusion. You fabricate a fusion (like cast a spell, or shape a soulmeld, or bind a vestige, etc.).
Fabricator level: Like caster level, but for people who wield flux rather than spells.
Fluent: Essentially an archetype for Fluxion. Just a collection of ACF's. Melee-oriented.
Flux: Two definitions. First, the power of life present in every living thing. Second, the personal store in a living creature used to enhance fusions. Think like incarnum v. essentia, but there's no need for two words here.
Fluxion: The only base class (at least for now) which uses flux.
Focus: A verb, not a noun. You focus flux into a fusion to make it stronger. Think ``focus flux'' is like ``invest essentia.''
Fusion: The bread and butter. Think soulmelds, but no conflict with gear, and no shaping v. binding. There are four types: internal, surface, external, and mental.
Reanimator: Another archetype for Fluxion. A necromancy-themed collection of ACF's.

danzibr
2015-05-25, 09:25 PM
General Mechanics
A Fluxion’s three key features are Gentle Touch, Fly, and her fusions. Fusions need flux. This post details flux, Gentle Touch, and Fly.

Flux: Flux flows through all living things, which is why Dina called it as such. Flux is similar to incarnum, though while “ncarnum is an amorphous magical substance made up of the soul energies of all sentient creatures—living, dead, and, it is theorized, those even not yet born” and “very literally, the essence of all creatures” and there is a “nigh-infinite supply in the multiverse” (MoI p. 4), flux is found only in living beings, and only inside of them, though through great mastery of one's flux it is possible to overcome that limitation.
Fluxions experiences controlling their flux differently. Dina felt her flux like a red hot liquid coursing through her veins. Others see it is a cool, comforting light blue ether-like substance spread throughout their entire bodies. Yet others don't feel anything at all, only utilizing its effects.

Base Flux: The base amount of flux a Fluxion has is determined strictly by her level in the Fluxion class.

Bonus Flux: Fluxions get a number of bonus flux based on their fabricator level (think caster level) and either their current Intelligence, Wisdom or Charisma modifier based on which Path of Mastery they follow as described in the tables below (think bonus power points). This number changes immediately with a change in her key mental modifier.

The maximum number of flux a Fluxion may focus into a single fusion is equal to the minimum of her fabricator level and twice her Intelligence, Wisdom or Charisma modifier depending on if she follows the Path of the Mind, Will or the Heart, respectively (so basically you need to have a high mental stat, and if you don’t/it gets drained… that’s not good). This may be increased with the feat Increased Flux Limit, or increase/decrease with certain class features.

Fly and Gentle Touch are the only two flux-related abilities which do not need the focus of flux, although flux may be focused into either to enhance their effects. They count as fusions for the purposes of feats and class abilities.

There are four types of fusions: internal, surface, external, and mental. Fluxions first learn how to fabricate internal fusions, then surface, then external. The ability to fabricate a mental fusion is quite the feat ;)

Focusing flux and fabricating fusions: Fluxions are unique in that they can focus their flux to be of use to them, forming fusions. Fluxions may form as many fusions as they wish, limited only by their amount of flux. Unlike a psion's power points, flux is not consumed upon being focused into a fusion. A Fluxion's amount of flux instantly changes with her dominant modifier and level, not needing eight hours of rest.

To fabricate an internal fusion (like shaping a soulmeld), the Fluxion rolls 1d20+her fabricator level+twice her ability modifier against a DC of 10+the amount of flux focused, where modifier is used to mean Intelligence, Wisdom or Charisma modifier depending on if she follows the Path of the Mind, Will or the Heart, respectively. The amount of flux focused into a given fusion may not exceed her fabricator level. She may take 10 or 20 on this unless distracted or threatened. A natural 1 results in a failure. The amount of time it takes a Fluxion to fabricate a fusion depends on her Fluxion level (initially 1 minute, then 1 round, then a full-round action, etc.). The only consequence of failure is lost time. If a Fluxion is dealt damage while trying to fabricate an internal fusion, she must succeed on a Concentration check (DC 10+flux focused) or lose it. Fabricating an internal fusion does not provoke an attack of opportunity. Fabricating a surface fusion follows the same rules, but the DC's (for both forming it and in case she is dealt damage) is 15+flux focused.

Fabricating an external fusion is both more difficult and more dangerous. Flux is related to a person's life force and naturally resides within the body, and as such forcing it outside has possible consequences. The rules are similar to fabricating an internal or surface fusion, but the DC is 20+the amount of flux focused, and furthermore upon failure she takes 1d6 damage per flux focused into the failed fusion. This damage cannot be reduced or prevented.
For example, a ninth level Fluxion with an Intelligence of 24 rolls 1d20+23, and so may safely (except for a natural 1) focus up to 5 flux into an external fusion, but focusing 6 flux into an external fusion (making the DC 26) has a 10% chance of failure (rolling a 1 or 2), upon which she takes 6d6 damage. Focusing 7 flux into an external fusion has a 15% chance of failure, upon which she takes 7d6 damage, etc.

All internal and surface fusions are passive. Once fabricated they provide a static bonus until the Fluxion refocuses her flux. Certain external fusions are active and take effect in one of three ways, detailed in the fusion description: immediately upon being fabricated, discharged when the Fluxion wishes (in which case it must be fabricated again for further use), or used as many times as desired (essentially granting the Fluxion an at-will ability).

Table 1: Bonus flux based on ability score


Ability Score
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th


10-11

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0


12-13

0

1

1

2

2

3

3

4

4

5

5

6

6

7

7

8

8

9

9

10


14-15

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20


16-17

1

3

4

6

7

9

10

12

13

15

16

18

19

21

22

24

25

27

28

30


18-19

2

4

6

8

10

12

14

16

18

20

22

24

26

28

30

32

34

36

38

40


20-21

2

5

7

10

12

15

17

20

22

25

27

30

32

35

37

40

42

45

47

50


22-23

3

6

9

12

15

18

21

24

27

30

33

36

39

42

45

48

51

54

57

60


24-25

3

7

10

14

17

21

24

28

31

35

38

42

45

49

52

56

59

63

66

70


26-27

4

8

12

16

20

24

28

32

36

40

44

48

52

56

60

64

68

72

76

80


Path of Mastery: At first level a Fluxion must choose her approach to learning how to control her flux. In reality, all Fluxion use a blend of the three, but one is always their primary method.

[i]Mind-Dina, the first Fluxion, mastered her flux through pure intellect, separating her imagination and feelings from her logic. The Path of the Mind is sometimes called the Path of Intellect or the First Path of Mastery, the latter because it was how the first Fluxion wielded her flux.
Fluxions who follow the Path of the Mind use their Intelligence modifier to determine their bonus flux. They add certain Intelligence-based skills to their skill list.

Will-Dina originally thought the only way to control one's flux was by one's intellect. She tried to teach some exceptionally unintelligent people how to master their flux, not expecting them to ever be able to advance very far. Much to her surprise, some of them did very well, doing much better than her brighter students. It turns out they were using their willpower, perception and intuition. The Path of Will is sometimes called the Second Path of Mastery.
Fluxions who follow the Path of Will use their Wisdom modifier to determine their bonus flux. They add certain Wisdom-based skills to their skill list.

Heart-The most recent and fewest Fluxions follow the Path of the Heart. They control their flux not using cold reason and logic nor willpower and intuition but something else. Not even followers of the Path of the Heart can clearly articulate how they wield their flux.
Fluxions who follow the Path of Will use their Charisma modifier to determine their bonus flux. They add certain Charisma-based skills to their skill list.

AC Bonus (Ex): As part of their Path of Mastery, when unarmored or wearing leather armor and unencumbered, the Fluxion adds her key mental bonus (if any) to her AC. These bonuses to AC apply even against touch attacks or when the Fluxion is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor other than leather armor, when she carries a shield, or when she carries a medium or heavy load.


Fly (Ex): Beginning at first level, all Fluxions learn how to fly. The speed at which a Fluxion moves is 5 per two levels of Fluxion, rounded up, with perfect maneuverability. Doing so requires her to assume a cross-legged stance with her hands on her knees to focus properly. While in this stance a Fluxion may not perform any action requiring the use of her hands or concentration (such as attacking for the former, and casting spells or manifesting powers for the latter). This type of movement requires a standard action.

Focusing flux in Fly: Similar to Gentle Touch, a Fluxion may focus flux to improve their ability to fly, increasing the rate at which they fly by 5 feet per 2 flux focused, rounded down minimum 5. In addition, with 5 flux focused she may fly without assuming the cross-legged stance, freeing the use of her hands, and also may perform actions requiring concentration. With 9 flux focused she may do this type of movement as a move action. With 13 flux focused she may incorporate this type of movement into her normal movement. When taking any action requiring movement, such as a five-foot step or charge, she may fly, using the lesser of the two maximum movements. For example, a level 16 Fluxion with 13 flux focused into her Fly ability and a base land speed of 50 feet can charge 100 feet on land (twice her land speed) or 70 feet flying (how far she can move with her Fly ability).

Note Fly does not actually grant the Fluxion a flight speed and so is not improved by other feats or ability which increase movement speed.


Gentle Touch (Ex): Every Fluxion learns how to concentrate her flux into the tips of her fingers, converting a portion of their life energy into kinetic energy. Certain Fluxions also know how to do this to their melee weapons.

Beginning at first level a Fluxion may use a standard action to make a melee touch attack against any foe within reach. This does not provoke an attack of opportunity. If she fails to touch her opponent, nothing happens. If she succeeds she deals 1d6 force damage (and so this can damage incorporeal creatures) per two Fluxion levels, rounded up. She can choose to have this ability deal an equal amount of nonlethal damage instead.

In addition, the Fluxion gets a free bull rush on her opponent except she does not move from her square and she uses her Intelligence, Wisdom or Charisma modifier depending on if she follows the Path of the Mind, Will or the Heart, respectively (see Path of Mastery below).

The opponent may make a Fortitude save (DC 10+1/2 fabricator level+modifier) to reduce the damage and distance knocked by half, where ``modifier'' is used to mean Intelligence, Wisdom or Charisma modifier depending on if she follows the Path of the Mind, Will or the Heart, respectively, as above.

If the opponent fails its Fortitude save and is on any terrain that requires a check to run across or collides with any object it must make a Reflex save (DC 10+1/2 fabricator level +modifier) or be knocked prone.

Due to the nature of Gentle Touch, the Fluxion and her opponent must both be on the ground or both be flying. For example, a Fluxion may not fly over a grounded opponent and Gentle Touch them from above, knocking them into the ground.

Focusing flux in Gentle Touch: Furthermore, Gentle Touch may be improved by focusing flux into it with the following effects. In short, the damage can be increased from half the Fluxion’s level to three fourths of it. Additionally, the force damage may be converted to cold, electricity, fire, sonic, or acid. Alternatively, the bull rush effect can be improved. The Fluxion may combine any of the following, but keep in mind the maximum flux a Fluxion may invest is equal to her fabricator level.

For every two flux focused above half the Fluxion 's level, rounded up, Gentle Touch deals an additional 1d6 force damage.
For every flux focused up to half the Fluxion 's level, rounded up, 1d6 of the force damage is converted to 1d6+1 cold damage. If half the Fluxion 's level flux is focused the saving throw to resist being knocked prone is a Fortitude save instead of a Reflex save. For every two flux focused beyond half the Fluxion 's level, rounded up, Gentle Touch deals an additional 1d6+1 cold damage.
For every flux focused up to half the Fluxion's level, rounded up, 1d6 of the force damage is converted to 1d6 electricity damage. For every two flux focused beyond half the Fluxion's level, rounded up, Gentle Touch deals an additional 1d6 electricity damage and the saving throws to resist damage and being knocked prone are increased by 1.
For every flux focused up to half the Fluxion's level, rounded up, 1d6 of the force damage is converted to 1d6+1 fire damage. For every two flux focused beyond half the Fluxion's level, rounded up, Gentle Touch deals an additional 1d6 fire damage.
For every flux focused up to half the Fluxion's level, rounded up, 1d6 of the force damage is converted to 1d6-1 sonic damage. For every two flux focused beyond half the Fluxion's level, rounded up, Gentle Touch deals an additional 1d6-1 sonic damage. The sonic damage ignores an object's hardness.
For every flux focused up to half the Fluxion's level, rounded up, 1d6 of the force damage is converted to 1d6 acid damage. For every two flux focused beyond half the Fluxion's level, rounded up, Gentle Touch deals an additional 1d6 acid damage. The acid, unless somehow neutralized, lasts for another round, dealing another 1d3 points of damage per two flux focused in that round.
For every four flux focused the Fluxion is treated as one size category larger for her bull rush roll.

danzibr
2015-05-25, 09:26 PM
Fluxion

"It burns through my veins like liquid metal."
-Dina, the first Fluxion

Adventures: Fluxions typically adventure for one of two reasons: to perfect themselves or to better those around them. There are outliers interested only in their own gain, from mercenaries selling their skills to those who become wicked tyrants, but a majority behave more like neutral or good monks or even paladins and wouldn't acknowledge the former as true Fluxion.
As Fluxions gain experience and accumulate wealth they naturally are able to handle more challenging encounters, though they main goal remains the same: self-perfection. Most Fluxions have other aims, such as doing good deeds for their communities, but the path of the Fluxions is one which demands self-reflective fusion.

Characteristics: Fluxions are characterized by their unique ability to control their flux. Their two trademark abilities are Fly and Gentle Touch, allowing them to slowly levitate themselves around and knock foes back with a single touch, respectively. As Fluxions gain experience they master more methods of using their flux and become more versatile.

Alignment: Taught by Dina, directly or indirectly, most Fluxions are lawful good, though many neutral good and lawful neutral Fluxions may be found. Depending on how they approach mastering their flux some are drawn toward chaotic alignments, leading to any alignment being found among Fluxions.

Religion: While most Fluxions are naturally drawn to lawful and good deities, there is nothing inherent in learning how to wield one's flux which demands the worship of any deity at all.

Background: The first Fluxions was Dina. Dina grew up in a monastery, training from a young age to become a monk. Like any group of good monks, they strove to perfect their minds as well as their bodies, and Dina was no different; in fact, Dina's devotion impressed her elders. She surpassed all of her peers, developing abilities no other at the monastery possessed.
Before long Dina left her childhood home in hopes of perfecting herself. She had many adventurers, gaining fame and followers. She taught others how to control their flux, and they others, leading to the dissemination of Fluxions into the world.
Fluxions aren't required to wear a certain outfit or worship a certain deity. While many take after Dina and are both lawful and good, the only truly unifying bond they have is their desire for self-perfection. Many people mistake some Fluxions for monks, though some Fluxions are nothing like monks. Fluxions can be found all over the world.
Regarding the name Fluxion, Dina originally called herself a flower until she realized there was an alternate and much more common pronunciation of the word 'flower'. Likewise, she originally called flux flow until she realized flow is common vernacular.

Races: Dina, the first known person to learn how to use flux, was a human living in a monastery of mostly other humans. As such, most Fluxions are human, though Dina traveled far and wide teaching those willing to learn and so Fluxions made be found in almost any race. The exception is that only living creatures have flux and can become Fluxions.

Other Classes: Most Fluxions interact well with monks as they understand each other, but they don't complement each other's abilities very well. A Fluxion works best in a party which already has a strong spell caster and skill monkey.

Role: Fluxions are primarily melee offense. Their fusions provide them with some moderate utility and respectable defense, but their strongest feature is by far their ability to deal damage.

Game rule information
Fluxions have the following game statistics
Abilities: While Fluxions are primarily a martial class, they may specialize in various forms of combat, some demanding a high Strength, others high Dexterity. To supplement their relatively low hit die, Constitution helps any Fluxion. All Fluxions benefit from having at least one high mental stat, chosen at character creation, reflecting their method of harnessing their flux.

Alignment: Any.

Hit Die: d8.

Starting Gold: 3d4x10 gp.

Starting Age: As monk.

Class Skills
A Fluxion's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Spot (Wis), Swim (Str) and Tumble (Dex). In addition, a Fluxion gains access to additional class skills based on her Path of Mastery:
Path of the Mind: Knowledge (arcana) (Int), Knowledge (nature) (Int) and Knowledge (the planes) (Int).
Path of Will: Heal (Wis), Sense Motive (Wis) and Survival (Wis).
Path of the Heart: Bluff (Cha), Diplomacy (Cha) and Intimidate (Cha).

Skill Points at 1st Level: (4+Int modifier)x4.

Skill Points at Each Additional Level: 4+Int modifier.

Class Features
All of the following are class features of the Fluxion.

Weapon and Armor Proficiency: Fluxions are not proficient with any weapons. Fluxions are proficient with leather armor, but not with shields.

Table 2: Fluxion class progression by level


Level
BAB
Fort Save
Ref Save
Will Save
Special
Flux


1st

+0

+2

+2

+2
Fly, Gentle Touch, Internal Fusions, Path of Mastery, Unarmed Strike, 1 minute focus

3


2nd

+1

+3

+3

+3
Surface Fusions

4


3rd

+2

+3

+3

+3


6


4th

+3

+4

+4

+4
1 round focus

8


5th

+3

+4

+4

+4
External Fusions

10


6th

+4

+5

+5

+5


14


7th

+5

+5

+5

+5
full-round action focus

18


8th

+6/+1

+6

+6

+6


22


9th

+6/+1

+6

+6

+6


26


10th

+7/+2

+7

+7

+7
standard action focus

30


11th

+8/+3

+7

+7

+7


38


12th

+9/+4

+8

+8

+8


46


13th

+9/+4

+8

+8

+8
move action focus

54


14th

+10/+5

+9

+9

+9


62


15th

+11/+6/+1

+9

+9

+9


70


16th

+12/+7/+2

+10

+10

+10
swift or move action focus

82


17th

+12/+7/+2

+10

+10

+10


94


18th

+13/+8+3

+11

+11

+11


106


19th

+14/+9/+4

+11

+11

+11
free action focus

118


20th

+15/+10/+5

+12

+12

+12
Flow Freely

130



Monk-like: Fluxion counts as Monk for the purposes of racial favored classes.

Flux: As detailed above. Refer to the Fluxion's table to determine how long it takes her to fabricate fusions and focus flux.

Fusions Known: At 1st level a Fluxion knows all internal fusions. At 2nd level she knows all surface fusions. At 5th level she knows all external fusions.

Fly (Ex): As detailed above.

Gentle Touch (Ex): As detailed above.

Path of Mastery: As detailed above.

Unarmed Strike: At first level, a Fluxion gains Improved Unarmed Strike as a bonus feat. A Fluxion’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Fluxion may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Fluxion striking unarmed. A Fluxion may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a Fluxion’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A Fluxion’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A Fluxion also deals more damage with her unarmed strikes than a normal person would, identical to that of a Monk of her level.

Flow Freely: At twentieth level a Fluxion has complete mastery over her flux. Double her total flux (this includes base flux, bonus flux from a high stat modifier and bonus flux from other sources such as the feat Bonus Flux).
Also, rather than using Gentle Touch as a standard action, a Fluxion may incorporate it into her unarmed attacks. For example, when a level 20 Fluxion charges an opponent she receives the usual +2 bonus to attack for charging. If she hits her foe, she deals damage as normal and may also deal 10d6 force damage and get a free bull rush (in addition to any extra effects from focusing flux into Gentle Touch).

danzibr
2015-05-25, 09:28 PM
Remember how I mentioned I might do 3 base classes total? This post is in case I make the 2nd.

danzibr
2015-05-25, 09:29 PM
Remember how I mentioned I might do 3 base classes total? This post is in case I make the 3rd.

danzibr
2015-05-25, 09:30 PM
Fusions
When likening fusions to spells, all fusions have a casting time of however long it takes the Fluxion to focus. The range of all internal and surface fusions are personal (and hence have no area) while the range and area of external fusions vary. For duration, internal and surface fusions persist as long as they have flux focused in them while passive external fusions either last a number of rounds per fabricator level, after which the check to see if the Fluxion successfully fabricates the fusion must be made again (in the case of Antimagic Field) or their duration is instantaneous (in the case of Teleport).
The fusions are listed by category, first internal, then surface, then external, then mental, reflecting the order in which they are learned, basically. However, like noted above, mental fusions may be either internal, surface or external, thus fusions are separated into two broad categories, non-mental and mental, then each further into internal, surface and external.
All fusions are extraordinary abilities. No fusion may be fabricated multiple times at once unless otherwise indicated.

Internal Fusions

A preliminary note on internal fusions. Flux is naturally internal. These fusions come easily to Fluxions, and their flux is content staying in this manner, so to speak, even while asleep. All internal fusions remain fabricated until the Fluxion chooses to unfabricate them.

Alacrity
Range: Personal.
Duration: Until unfabricated.
Fluff: This fusion sharpens a Fluxion's mind and body, allowing her great speed.
Crunch: Fabricating this fusion has several effects. You get a 5 foot insight bonus to your base speed per 1 flux focused up to a 50 foot bonus with 10 flux. Focusing 5 flux gives you the effects of the Blur spell. Focusing 7 flux gives you all the effects of the Haste spell except for the speed bonus.
Focusing 11 flux gives you an extra swift action. Focusing 13 flux gives you an extra move action, 15 an extra standard action, 17 an extra full action. You may get an extra action this way only once per encounter, and once flux is focused to attain an extra action it remains focused for the rest of the encounter.
For example, a seventeenth level Fluxion may focus 10 flux to receive a 50 foot insight bonus to her speed and the effects of Blur and Haste. If she focuses 7 more flux into this fusion she receives a single extra full action but the 7 flux may not be focused into a different fusion until the encounter is over.

Enhanced Vision
Range: Personal.
Duration: Until unfabricated.
Fluff: Flux has the ability to augment one’s sight, sharpening not only the eyes and muscles, but also the brain, permitting Fluxions to see what they normally could not.
Crunch: By focusing 2 flux into this fusion you gain Low-Light Vision. 4 flux gives you Darkvision, 6 allows you to see secret doors hidden by magic, 8 to see through magical darkness, 10 to ignore concealment, 12 to see invisible creatures, 14 to see through illusions, 16 to see the true form of polymorphed, changed, or transmuted things, 18 to see onto the Ethereal Plane. The effects are cumulative. The Darkvision and ability to see onto the Ethereal Plane have a range of 60 feet.

Flowing Initiative
Range: Personal.
Duration: Until unfabricated.
Fluff: While often calm and contemplative, Fluxions realize acting first can mean the difference between life and death, and fortunately by sharpening their senses and bodies they can act more quickly than normal.
Crunch: You may focus flux into this fusion to get a +1 insight bonus to your initiative per 2 flux focused. With at least 4 flux focused, you retains her Dexterity bonus to AC (if any) even if you are caught flat-footed. With at least 8 flux focused this extends to invisible attackers as well. With at least 12 flux focused, you cannot be flanked.

Flowing Recovery
Range: Personal.
Duration: Until unfabricated.
Fluff: One's flux is directly tied to their life energy. Things like mending bones, fusing sinew and sealing flesh are simple for flux. A Fluxion may use her flow to stimulate her body into recovering at an incredibly rapid rate.
Crunch: You may focus x flux into this fusion to get fast healing x/4, rounded up.

Increased Statistic
Range: Personal.
Duration: Until unfabricated.
Fluff: A basic use of flux which all Fluxions learn is to make themselves stronger. Unlike spells and other effects which simply give the user bigger muscles, fabricating this fusion makes the muscles more effective, helping them to realize their true potential. Likewise for increasing one's Dexterity, Constitution, Intelligence, Wisdom, or Charisma.
Crunch: You may focus flux into this fusion to get a +1 insight bonus to Strength per 3 flux focused, rounded up.

Mental Bastion
Range: Personal.
Duration: Until unfabricated.
Fluff: Fluxions are known for great mental strength, whether intelligent, wise or charismatic. From early on in their training they learn to protect their minds from certain adverse conditions.
Crunch: Fabricating this fusion provides you with immunities to certain mental status effects. By focusing 2 flux into this fusion you become immune to being dazzled. By focusing 4 flux you become immune to being shaken. 6 flux gives you immunity to being fascinated, 8 to confused, 10 to dazed, 12 to frightened, 14 to feebleminded, 16 to panicked, 18 to any form as scrying (as per the spell Mind Blank). The effects are cumulative.

Powerful Strike
Range: Personal.
Duration: Until unfabricated.
Fluff: Another offense-oriented fusion, by focusing their flux into their fists, knees, elbows and whatever else they strike with, this helps Fluxions strike harder.
Crunch: You may focus flux into this fusion to get a +1 insight bonus to melee damage per 2 flux focused, rounded up.

Sure Strike
Range: Personal.
Duration: Until unfabricated.
Fluff: Primarily a martial class, Fluxions can fabricate numerous fusions which help them in combat. This fusion sharpens their mind and body for the purposes of striking unerringly.
Crunch: You may focus flux into this fusion to get a +1 insight bonus to attack rolls per 2 flux focused, rounded up.

Tough Stomach
Range: Personal.
Duration: Until unfabricated.
Fluff: The chief concern of most Fluxions is self-improvement, both mental and physical. One thing all Fluxions are capable of is using their flux to protect their bodies from physical ailments.
Crunch: Fabricating this fusion provides you with immunities to certain physical status effects. By focusing 2 flux into this fusion you become immune to being fatigued. By focusing 4 flux you becomes immune to being sickened. 6 flux gives you immunity to diseases, 8 to exhausted, 10 to blinded/deafened, 12 to poisons, 14 to nauseated, 16 to paralyzed, 18 to stunned. The effects are cumulative.

Surface Fusions

A preliminary note on surface fusions. Flux is naturally internal, not on the surface of one's body. It takes a fair amount of effort to keep flux on the surface. All surface fusions have a duration of 1 round/fabricator level, and when the duration end, the flux returns to its natural state, unfabricating. If the Fluxion wishes, when the fusion would expire she may again attempt the check associated with surface fusions (1d20+fabricator level+twice modifier against a DC of 15+flux focused). This does not take an action. If she fails, it simply unfabricates.

Absorb Blows
Range: Personal.
Duration: 1 round/fabricator level.
Passive, surface
Fluff: Not naturally the physically toughest of people despite often being thick in melee, this important fusion allows a Fluxion to shrug off considerable damage.
Crunch: You may focus flux to get damage reduction x/-, where x is the number of focused flux. This does not allow her natural weapons to overcome damage reduction.

Amplified Offense
Range: Personal.
Duration: 1 round/fabricator level.
Fluff: One of Fluxions most impressive abilities, fabricating this fusion allows their fists, knees or other body parts function just like magical weapons.
Crunch: You may focus flux into her fists, or whichever part of your body you wish to make your unarmed strikes with, to get a +1 weapon bonus to your unarmed strikes per 2 flux focused, rounded up. This bonus may be distributed among an enhancement bonus, up to +5, and special abilities such as Flaming or Speed, subject to DM approval.
As usual, a weapon must have an enhancement bonus of +1 before it can have special abilities. However, this does not mean a Fluxion must spend flux to do so; for example, a Fluxion wearing a +1 Amulet of Mighty Fists +1 could spend 2 flux to make her fists +1 Flaming fists.
This fusion may also be used on other natural weapons, but every natural weapon after the first requires 2 more flux to be focused. For example, a Kobold using the web enhancement with 7 levels of Fluxion may focus 5 flux into this fusion making one of her claws a +1 Flaming claw, and spread this to her other claw (or her bite, or her unarmed strike). The same Kobold could spend 7 flux to make both claws and her bite +1 Flaming weapons.

Brilliant Flesh
Range: Personal.
Duration: 1 round/fabricator level.
Fluff: Usually internal, flux is rarely seen. Even when a talented Fluxion pushes it to the surface or outside her body, flux is invisible. However, it's possible to stimulate flux to an excited state, in which it emanates pure light.
Crunch: For every flux focused into this fusion, you shed light as bright as daylight in a 5-foot radius, and dim light for an additional 5 feet beyond that. In addition, with at least 3 flux focused, any enemy which relies on its eyes to see in the zone of bright light must make a Fortitude save (DC 10+1/2 flux focused+modifier based on Path of Mastery) or be dazzled while in the zone of bright light. With at least 9 flux focused, it is treated as natural daylight for the purposes of creatures that are damaged or destroyed by bright light. With at least 15 flux focused, any enemy which relies on its eyes to see in the zone of bright light must make a Fortitude save or be blinded while in the zone of bright light.
For the interaction of Brilliant Flesh with magical darkness, treat Brilliant Flesh as a spell of level (flux focused+1)/2, rounded down.

Energy Resistance
Range: Personal.
Duration: 1 round/fabricator level.
Fluff: By focusing their flux to the surface of their bodies, Fluxions are able to make themselves able to tolerate great amounts of heat, cold, or the like.
Crunch: When fabricating this fusion, choose either fire, cold, acid, electricity, or sonic. You may focus flux to get resistance 2x for the chosen energy type, where x is the number of focused flux. This fusion may be fabricated multiple times, once for each energy type.

Power Resistance
Range: Personal.
Duration: 1 round/fabricator level.
Fluff: Somewhat similar to Spell Resistance, fabricating this fusion grants the Fluxion some defense against powers.
Crunch: You may focus flux to get power resistance 2x, where x is the number of focused flux. This overlaps (does not stack with) other sources of power resistance.

Spell Resistance
Range: Personal.
Duration: 1 round/fabricator level.
Fluff: Similar to how flux Fluxions through all living things, magic can be found everywhere. They're not the same, but flux interacts with magic to a certain degree. This fusion grants the Fluxion some defense against magic.
Crunch: You may focus flux to get spell resistance 2x, where x is the number of focused flux. This overlaps (does not stack with) other sources of spell resistance.

Tough Skin
Range: Personal.
Duration: 1 round/fabricator level.
Fluff: Like the fusion Absorb Blows, Fluxions can make their bodies tougher, but rather than using their flux to shrug off some damage, they toughen their skin, making them less likely to receive any damage.
Crunch: You may focus flux to get a +1 insight bonus to her natural armor class per 2 flux focused, rounded up.

External Fusions

A preliminary note on external fusions. For those with a limited duration, if the Fluxion wishes, when the fusion would expire she may again attempt the check associated with external fusions. This does not take an action. Failing the check results in taking the usual amount of damage and the fusion not fabricating.

Antimagic Field
Range/Area: Variable-ft.-radius emanation, centered on you. See text.
Duration: 1 round/fabricator level.
Fluff: With this fusion a Fluxion creates a bubble around herself which most magic can't penetrate and inside of which doesn't function.
Crunch: You may focus x+12 flux to get an antimagic field of radius x/3 rounded down squares centered on you.

Flowing Armor
Range: Personal.
Duration: 1 round/fabricator level.
Fluff: This fusion turns a Fluxion's flux into an armor-like, invisible substance surrounding her body.
Crunch: You may focus flux to get a +1 insight bonus to her deflection armor class per 2 flux focused.

Form Flux Golem
Range: Close (25 ft. + 5 ft./2 fabricator levels).
Duration: 1 minute + 1 round/fabricator level.
Fluff: See Flux Golem creature entry.
Crunch: When fabricating this fusion, designate an empty square (or squares if the Flux Golem is large or larger). The Flux Golem appears and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can will it not to attack, to attack particular enemies, or to perform other actions. The Flux Golem acts normally on the last round of the fusion’s duration and dissipates at the end of its turn.

Flux Golems are not summoned; they are created on the plane you inhabit (using your flux). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.

Gentle Ray
Range: Personal.
Duration: 1 round/fabricator level.
Fluff: With Gentle Strike a Fluxion focuses flux into her fingertips. It is possible to fabricate a fusion similar to Gentle Strike but rather than ending at her fingertips the Fluxion extends her flux outside of her body.
Crunch: While this fusion is active, you may make a ranged version of Gentle Touch functioning by the following rules.

It takes a standard action to make the ranged touch attack with a range of close (25 ft. + 5 ft./2 fabricator levels). While the fusion is fabriacted, you may make as many attacks as you is able.
It deals 1d6 force damage per flux focused, up to a maximum of half her fabricator level rounded up, after which it takes 2 flux per extra 1d6 (essentially allowing for 3/4HDd6).
It may instead deal fire, cold, electricity, sonic or acid damage, like Gentle Touch.
You may focus 2 flux to increase the range to medium (100 ft. + 10 ft./fabricator level), though with a -2 penalty to attack. You must be able to see her target.
To determine which direction the opponent is knocked back, extend the line segment centered on the center of you and the center of the foe.


Gentle Blast
Range/Area: Variable-ft.-radius burst, centered on you. See text.
Duration: Instantaneous.
Fluff: By forcing her flux out in all directions, a Fluxion can damage and knock back all enemies within a certain range.
Crunch: This fusion works like Gentle Ray with the following differences:

It deals half as much damage and also has half as much distance knocked back from the bull rush.
You make a ranged touch attack against all foes within 15 feet. For every 2 additional flux focused, increase the range by 5 feet.
You do not need to see your opponents.
It is consumed upon use and you must refabricate it to use it again.


Mend Wounds
Range: Touch.
Duration: Instantaneous.
Fluff: Flux is the power of life. A crucial aspect of life is repairing wounds. By flooding a being with her flux, a Flusion forces an ally's body to instantly heal itself.
Crunch: When laying your hand upon a living creature, you channel flux that cures 1d4 points of damage per flux focused. This does not affect undead or constructs.

Sidestep
Range: Personal.
Duration: See text.
Fluff: The Material Plane itself has three spatial dimensions: length, width, and height. The Ethereal and Shadow Planes are coexistent with the Material Plane, meaning if one could only step in a fourth direction, he or she could step into the Ethereal or Shadow Plane. Fortunately, flux can do this, and as with teleporting, pull the Fluxion along.
Crunch: You may focus x+12 flux to be able to freely pass between the Material, Ethereal, and Shadow Planes for x rounds (spending exactly 12 flux allows for a one-way trip).

Telekinesis
Range: Close.
Target: See text.
Duration: 1 round/fabricator level.
Fluff: Similar to how Gentle Touch may be used at a range, you may use the force of her flux to move objects.
Crunch: You may focus x flux into this fusion to move an object within a range of close weighing up to 5x pounds. This movement is identical to the Sustained Force entry under the Telekinesis spell.
Alternatively, you may perform a combat maneuver once per round, as the Combat Maneuver entry under the Telekinesis spell, except use fabricator level instead of caster level, use the modifier based on your Path of Mastery instead of Intelligence for Wizard and Charisma for Sorcerer, and spell resistance does not apply.
You must spend one standard action per round concentrating on this fusion; otherwise, it ends prematurely.

Teleport
Range: Personal.
Duration: Instantaneous.
Fluff: The connection between a Fluxion and her flux is very deep. In fact, they are near inseparable, though with intense training and much experience a Fluxion learns how to project their flux outside of their body. Her body and flux naturally wish to be reunited.
Crunch: You may focus x+10 flux into this fusion to teleport 5x feet to a vacant square with which she has line of sight.

Mental Fusions

Enhance Combat Prowess
Range: 10 feet per flux focused.
Duration: 1 round/fabricator level.
Fluff: By casting out a wide net of her flux onto her allies, a Fluxion can sharpen their senses, making their attacks swifter and more accurate, more likely to strike home and deal extra damage.
Crunch: Every living ally within range receives a +1 insight bonus on attack and weapon damage rolls per 4 flux focused, rounded up. Any ally outside of the range loses the benefits and cannot regain them until the fusion is fabricated again.

Hereditary Knowledge
Range: Personal.
Duration: Until unfabricated.
Fluff: A person's knowledge is not strictly limited to their mind. People's bodies learn when they perform the same actions over and over. More than that, their life energy remembers what their bodies and minds practice, and this knowledge is passed down through generations.
Crunch: Upon learning this fusion choose two skills. You may focus x flux into this fusion to be treated as having an extra x/2 ranks, rounded up, distributed among the two skills. These ranks may exceed the natural skill rank cap but may not be used to satisfy prerequisites.
This fusion may be learned multiple times. Every time it is learned after the first choose two more skills.
Also, the two skills should be approved by the DM. If the Fluxion has no ancestor who has ever practiced iaijutsu it's unlikely there will be much of that knowledge in their flux.

Dominate
Range: Personal.
Duration: 1 round/fabricator level.
Fluff: By putting her flux into the mind of another living being a Fluxion can attempt to take control of its mind.
Crunch: At any time during the fusion's duration, you may make a melee touch attack against a living creature with an intelligence of at least 1 to dominate it as per the spell Dominate Person. The creature may attempt a Will save (DC 10+1/2 flux focused+modifier based on Path of Mastery) to negate the effect. Flux focused into this fusion has the following effects:

You must focus a base amount of flux into this fusion. Dominate automatically fails if the target has more hit dice than the base amount of flux focused.
For every 2 flux focused beyond the base amount Dominate's range is increased. 2 flux makes its range close, 4 flux makes its range medium, 6 flux makes its range long. You must still have line of sight with her target.
If Dominate is used on a second creature you immediately loses control of the first creature.


Reanimate
Range: Touch.
Target: Corpse touched.
Duration: See text.
Fluff: Corpses have no flux in them. When a person dies and their soul departs, their flux dissipates. However, flux itself is the stuff of life and by putting some of her flux into a corpse a Fluxion can animate a corpse, making something similar to a skeleton or zombie. In doing so the Fluxion puts some of her own life energy into the corpse, weakening herself. Unlike normal skeletons and zombies, Flux Skeletons and Zombies (see the Creatures section below) are not inherently evil, though most good Fluxions would find it hard to justify fabricating this fusion.
Crunch: By making physical contact with a corpse, you may turn it into a Flux Zombie as follows:

You must focus 1 flux per HD of the creature to be reanimated.
Your maximum hit points and maximum flux are lowered by 1 per HD of the creature to be reanimated. Your hit point maximum and flux are returned to normal when the skeleton or zombie is destroyed (though you is not healed).
You may have as many skeletons and zombies as your hit points and flux allow.
Once the skeleton or zombie either reaches 0 hit points or you unfabricate this fusion, it turns to ash and may not be reanimated again.
You may focus additional flux above the number of HD of the target to strengthen your skeleton or zombie in two different ways. The first method is for every flux focused beyond the target's HD gives it a +1 insight bonus to its Strength and Dexterity scores and +1 hp/hit die. The second method is for every two flux focused beyond the target's HD the creature retains either a special attack or special quality it had in life, subject to DM approval.

danzibr
2015-05-25, 09:31 PM
Feats

Boost Flux Golem
Prerequisite: Ability to fabricate a Flux Golem.
Benefit: When fabricating Form Flux Golem, you can give it one additional special ability from any menu that the construct currently has an ability from.

Bonus Flux
Prerequisite: Ability to fabricate a fusion.
Benefit: Gain 1 additional flux per level.
Special: This feat may be taken several times. Its effects stack.

Favored External Fusion
Prerequisite: Ability to fabricate an external fusion.
Benefit: Choose one external fusion. When making the check to see if you succeed in fabricating the fusion, roll 1d20 + twice your fabricator level + twice your modifier rather than 1d20 + your fabricator level + twice your modifier.
Special: This feat may be taken several times. Each time choose a new external fusion.

Fusion Study
Prerequisite: Must be a living being with either Intelligence, Wisdom or Charisma at least 10.
Benefit: You learn a single internal fusion and gain 1 flux. You may spend 10 minutes to focus your flux into your fusion as you fabricate it. If you have additional flux you may focus more flux into your chosen fusion, treating your fabricator level as half your HD. This may not be used to learn a mental fusion.
Special: This feat may be taken multiple times. Each time you learn a new internal fusion and gain an additional flux.

Advanced Fusion Study
Prerequisite: Must be a living being with either Intelligence, Wisdom or Charisma at least 10 and able to fabricate an internal fusion.
Benefit: You learn a single surface fusion and gain 1 flux. You may spend 10 minutes to focus your flux into your fusion as you fabricate it. If you have additional flux you may focus more flux into your chosen fusion, treating your fabricator level as half your HD. This may not be used to learn a mental fusion.
Special: This feat may be taken multiple times. Each time you learn a new surface fusion and gain an additional flux.

Increased Flux Limit
Prerequisite: Ability to fabricate fusions.
Benefit: Choose a single fusion. Increase the amount of flux which can be focused into that fusion by 1. This feat may be taken multiple times. Each time you choose a different fusion.

Immediate Fusion
Prerequisite: Ability to fabricate fusions.
Benefit: Once per encounter, you may spend flux equal to your fabricator level to fabricate a fusion as an immediate action. This fusion is treated as having an amount of flux equal to your fabricator level focused in it. The effects of this fusion last until the end of your next turn, at which time is unfabricates, and the flux used to fabricate it may not be focused into another fusion for the remainder of the encounter.
Special: This feat may be taken multiple times. Each time you may do this an additional time per encounter.

Maximized Fusion
Prerequisite: Ability to fabricate fusions.
Benefit: Once per encounter, you may spend flux equal to your fabricator level to fabricate a fusion for which all variable, numeric effects are maximized (in the case of Gentle Touch and Gentle Ray, this affects only the next attack made). This fusion is treated as having an amount of flux equal to your fabricator level focused in it. The flux used to fabricate the fusion may not be focused into another fusion for the remainder of the encounter.
Special: This feat may be taken multiple times. Each time you may do this an additional time per encounter.

danzibr
2015-05-25, 09:32 PM
Alternate Class Features
Constructor
Some Fluxions dislike fighting. Some like to craft things out of their flux. Some wish to fight alongside their flux rather than it merely supporting them. These Fluxions sometimes becomes masters of crafting Flux Golems, forsaking other studies in order to do so.
Changes

- Hit dice reduced to d6.
- Base attack bonus reduced to half progression.
- Fortitude save reduced to bad progression.
+ Form Flux Golem is available from first level.
+- Extreme Specialized Focus: You become more adept at fabricating the Form Flux Golem fusion but less so at fabricating others. The amount of flux you can focus into Form Flux Golem is twice your fabricator level (rather than your fabricator level itself), while for all other fusions it is 3/4 your fabricator level, rounded up. Only up to your fabricator level in flux may be spent on your Flux Golem's hit dice, the rest on special abilities.
+ Constructor Pro: You suffer no chance of failing to fabricate Form Flux Golem.


Fluent
Not all Fluxions follow the unarmed path of Dina. Some like their weapons.
Changes

+ Hit dice increased to d12.
+ Base attack bonus increased to full progression.
+ Gain proficiency with all simple and martial weapons, and light, medium, and heavy armor, and with shields (except tower shields).
- Will save reduced to bad progression.
- 3/4 base flux, rounded down.
- The time it takes to fabricate a fusion is every 4 levels instead of every 3 levels after 1st (1 minute at level 4, full-round at level 8, standard action at level 12, move action at level 16, swift action at level 20).
- Gain access to surface fusions at level 3 and external at level 6.
+ Gentle Touch may be delivered through any melee weapon. The Amplified Offense fusion may also affect any held weapon.


Reanimator
Flux is the stuff of life. Reanimated corpses do not have the flux they had in life. This does not stop certain Fluxions from uses corpses to rise again and fight for them. While most Reanimators are evil due to obvious reasons, there is nothing inherently evil about reanimating corpses with flux. Good Fluxions rarely become Reanimators, but those that do are simply exceptionally interested in that part of the circle of life.
A Reanimator can be thought of as a type of necromancer. Unlike Clerics and Dread Necromancers, a Reanimator focuses on having a single, potent undead companion.
Changes

- Hit dice reduced to d6.
- Base attack bonus reduced to half progression.
- Fortitude and Reflex saves reduced to bad progression.
+ Learn the Reanimate Fusion.
+- Specialized Focus: You become more adept at fabricating the Reanimate fusion but less so at fabricating others. Every 4 levels (4, 8, 12, 16, 20), the maximum flux you may focus into Reanimate is increased by 2 but the maximum flux you may focus into all other fusions is not increased.
+ Bonus Feat: At second level and every even level thereafter you get a bonus feat chosen from the following list: Corpsecrafter, Bolster Resistance, Deadly Chill, Destruction Retribution, Hardened Flesh, Nimble Bones, Necromantic Presence, Necromantic Might. You must still meet the prerequisites.
+ Share Fusions: You may have any internal or surface (but not external) fusions you fabricate also affect your flux zombies. The flux zombie must be within 5 feet at the time of fabricating to receive the benefit. The fusions stop affecting the flux zombie if it moves farther than 5 feet per fabricator level away and will not affect the flux zombie again even if it returns to you while the fusions are still in effect.
- Focused Animation: You may only have one Flux Skeleton or Zombie at a time.

danzibr
2015-05-25, 09:33 PM
Creatures

Flux Zombie

Heuristically speaking, a Flux Zombie is somewhere between a normal Zombie and a Necrocarnum Zombie. They're faster than a Zombie but are still unintelligent. Also, similar to Necrocarnum Zombies they can be buffed, but rather than getting their own essentia pool they get something similar to share spells, provided their creator is a reanimator.
Like Zombies, Flux Zombies are lumbering masses of flesh. They move swifter but are just as mindless and, in most cases, stinky.

Combat
Like their counterparts created through questionable magic, Flux Zombies are mindless. They follow their master's commands to the best of their abilities.

Creating a Flux Zombie
``Flux Zombie'' is an acquired template that can be added to any corporeal creature (except undead) that has a skeletal system (referred to hereafter as the base creature).
A Flux Zombie uses all the base creature's statistics and abilities except as noted here.
Size and Type: The creature's type changes to undead. It retains any other subtypes the base creature had except subtypes that indicate kind (such as goblinoid or reptilian). It does not gain any augmented subtype. The creature's Hit Dice, base attack bonus, saves and skill points change as given below. Size is unchanged.
A Flux Zombie uses all the base creature's statistics and special abilities except as noted here.
Hit Dice: All Hit Dice from class levels are dropped and each of the creature's remaining Hit Dice increase to a d12. If the creature has no Hit Dice remaining, it gains 1d12.
Armor Class: The base creature's natural armor bonus increases by a value based on the Flux Zombie's size equal to that of a normal Zombie.
Base Attack Bonus: A Flux Zombie has a base attack bonus equal to 3/4 of its Hit Dice (as a cleric).
Attacks: A Flux Zombie loses any weapon proficiencies that the base creature possessed. It retains all the natural attacks of the base creature, and it also gains a slam attack if it didn’t already have one. A Flux Zombie fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A Flux Zombie armed with a weapon uses its slam or a weapon, as it desires.
Full Attack: A Flux Zombie fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.
Damage: Flux Zombies have slam attacks. If the base creature does not have this attack form, use the appropriate damage value equal to that of a normal Zombie according to the Flux Zombie’s size. If the base creature already had a slam attack, it retains its old damage value or uses the appropriate value equal to that a normal Zombie would have, whichever is better. A Flux Zombie’s natural weapon attacks deal the same base damage as the corresponding attacks of the base creature did.
Special Attacks: A Flux Zombie loses all the special attacks of the base creature.
Special Qualities: A Flux Zombie loses most of the special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks and it gains the following special qualities.
Damage Reduction: A Flux Zombie gains damage reduction 5/slashing.
Saves: The Flux Zombie’s base save bonuses are as follows: Fort + 1/3 HD, Ref +1/3 HD, and Will +1/2 HD +3.
Abilities: A Flux Zombie's Strength increases by +2. It has no Constitution or Intelligence scores and its Charisma score changes to 1.
Skills: A Flux Zombie has no skills.
Feats: A Flux Zombie loses any feats derived from class levels and any racial bonus feats the base creature had (including the extra feat a human gains). It gains Toughness as a bonus feat.
Environment: Any.
Organization: Any.
Challenge Rating: A Flux Zombie's strength and hence challenge rating varies drastically depending on how it was created, and as such determining their challenge rating is case-by-case, up to the DM.
Treasure: None.
Alignment: Always true neutral.
Advancement: As base creature, or — if the base creature advances by character class.
Level Adjustment: —.

Flux Skeleton

Flux Skeletons are somewhere between normal Skeletons and Flux Zombies, only not so stinky as the latter.

Combat
Like their counterparts created through questionable magic, Flux Skeletons are mindless. They follow their master's commands to the best of their abilities.

Creating a Flux Skeleton
``Flux Skeleton'' is an acquired template that can be added to any corporeal creature (except undead) that has a skeletal system (referred to hereafter as the base creature).
A Flux Skeleton uses all the base creature's statistics and abilities except as noted here.
Size and Type: The creature's type changes to undead. It retains any other subtypes the base creature had except subtypes that indicate kind (such as goblinoid or reptilian). It does not gain any augmented subtype. The creature's Hit Dice, base attack bonus, saves and skill points change as given below. Size is unchanged.
A Flux Skeleton uses all the base creature's statistics and special abilities except as noted here.
Hit Dice: All Hit Dice from class levels are dropped and each of the creature's remaining Hit Dice increase to a d12. If the creature has no Hit Dice remaining, it gains 1d12.
Armor Class: The base creature's natural armor bonus increases by a value based on the Flux Skeleton's size equal to that of a normal Skeleton.
Base Attack Bonus: A Flux Skeleton has a base attack bonus equal to 3/4 of its Hit Dice (as a cleric).
Attacks: A Flux Skeleton loses any weapon proficiencies that the base creature possessed. It retains all the natural attacks of the base creature, and it also gains two claw attacks if it didn’t already have them. A Flux Skeleton fighting without weapons uses either its claw attacks or its primary natural weapon (if it has any). A Flux Skeleton armed with a weapon uses its claws or a weapon, as it desires.
Full Attack: A Flux Skeleton fighting without weapons uses either its claw attacks (see above) or its natural weapons (if it has any). If armed with a weapon, it uses the weapon as its primary attack along with its claws or other natural weapon as a natural secondary attack, if possible.
Damage: Flux Skeleton have claw attacks. If the base creature does not have this attack form, use the appropriate damage value equal to that of a normal Skeleton according to the Flux Skeleton’s size. If the base creature already had claw attacks, it retains its old damage value or uses the appropriate value equal to that a normal Skeleton would have, whichever is better. A Flux Skeleton’s natural weapon attacks deal the same base damage as the corresponding attacks of the base creature did.
Special Attacks: A Flux Skeleton loses all the special attacks of the base creature.
Special Qualities: A Flux Skeleton loses most of the special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks and it gains the following special qualities.
Immunity to Cold (Ex): Flux Skeletons are not affected by cold.
Damage Reduction: A Flux Skeleton gains damage reduction 5/bludgeoning.
Saves: The Flux Skeleton’s base save bonuses are as follows: Fort + 1/3 HD, Ref +1/3 HD, and Will +1/2 HD +3.
Abilities: A Flux Skeleton's Dexterity increases by +2, has no Constitution or Intelligence scores and its Charisma score changes to 1.
Skills: A Flux Skeleton has no skills.
Feats: A Flux Skeleton loses any feats derived from class levels and any racial bonus feats the base creature had (including the extra feat a human gains). It gains Improved Initiative as a bonus feat.
Environment: Any.
Organization: Any.
Challenge Rating: A Flux Skeleton's strength and hence challenge rating varies drastically depending on how it was created, and as such determining their challenge rating is case-by-case, up to the DM.
Treasure: None.
Alignment: Always true neutral.
Advancement: As base creature, or — if the base creature advances by character class.
Level Adjustment: —.

Flux Golem

Being the stuff of life, when a great deal of flux is gathered outside of one's body (a feat which can be accomplished only by a talented fabricator) and solidified, it takes the form it is most used to: that of a living being. Such creations are called Flux Golems, which is something of a misnomer, as Flux Golems are not traditional Golems in the sense that they are not powered by a bound spirit and do not typically have immunity to magic (not that all golems have both of these qualities).
Interestingly, regardless of the size and shape of the fabricator, such flux is always roughly humanoid and medium in size, unless forced into another form by its creator. Flux Golems stand about 6 feet tall and weigh only 100 pounds. While flux is naturally invisible, the process of forcing it into physical form gives Flux Golems an appearance, tat of cloudy glass.

Combat
Flux Golems have no minds of their own, obeying exactly what their creators order them to do, to the best of their abilities. A Flux Golem with no orders does not act. Flux Golems can follow simple instructions, such as attacking a particular enemy, performing combat maneuvers such as tripping and grappling, and other actions, but being mindless cannot perform complex tasks.

Construct Traits
A Flux Golem has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

Special Abilities
Every time a Flux Golem is created, the fabricator can choose to either increase the Flux Golem's number of hit dice or apply special abilities to the construct. When the fabricator begins to fabricate the Form Flux Golem fusion, if she decides to spend some of the flux on special abilities, she chooses one or more special abilities from the menu of abilities for Flux Golems.

Creating a Flux Golem
The only way Flux Golems come into being is via a fabricator with the Form Flux Golem fusion. When fabricating the Form Flux Golem fusion, the fabricator decides how much (minimum 1) of her flux focused in the fusion is applied toward hit dice of her Flux Golem (1 hit die/flux). The remaining flux is spent on special abilities from the below menus.

A Flux Golem does not need to meet the prerequisites for a feat granted by a menu choice.

Below is the stat block for a generic Flux Golem with no special abilities, where x stands for the number of flux spend on hit dice. If you don't like looking at stat blocks with variables, it's just a medium construct with 10's in Str, Dex, Wis, and Cha (others are null), a number of racial hit dice determined by flux, a single slam for 1d6, speed of 40, and +1 Str, Dex, and NA/HD.
Size and Type: Medium Construct.
Hit Dice: xd10+20.
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 10+1.5*x (+x/2 Dex, +x natural), touch 10+x/2, flat-footed 10+x, rounded down
Base Attack/Grapple: +3x/4, rounded down
Attack: Slam +3x/4 (1d6 + 1.5*Str modifier)
Full Attack: Slam +3x/4 (1d6 + 1.5*Str modifier)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60 ft., low-light vision
Saves: Fort +x/3, Ref +x/3 + Dex modifier, Will +x/3, all rounded down
Abilities: Str 10+x, Dex 10+x, Con Ř, Int Ř, Wis 10, Cha 10
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: Variable.
Treasure: None.
Alignment: Always true neutral.
Advancement: -
Level Adjustment: -

Flux Golem Menu A

Special abilities from this menu cost 1 flux each. These abilities may be chosen more than once, and the effects are cumulative.

Armor Spikes
The Flux Golem's body is covered in spikes, which allows it to deal an extra 1d6 points of piercing damage with a successful trample, constrict, bull rush, or grapple attack. It also can make a regular melee attack with the spikes, and they deal 1d6+1/2 Strength modifier points of damage (x2 critical) in that case.

Buff (Ex)
The Flux Golem gains +1 hit point/Hit Die.

Brawn (Ex)
The Flux Golem gains a +2 enhancement bonus to Strength and Dexterity.

Celerity (Ex)
The Flux Golem's land speed is increased by 10 feet.

Claws (Ex)
The Flux Golem has razor sharp claws. Attacks are now considered claw attacks instead of slams. Damage from these claw attacks is 1d8 + Strength modifier. The claw attacks are considered slashing or piercing weapons. The type is chosen when the construct is fabricated.

Cleave (Ex)
The Flux Golem gains the Cleave feat.

Deflection (Ex)
The Flux Golem gains a +1 deflection bonus to its Armor Class.

Dodge (Ex)
The Flux Golem gains the Dodge feat even if it does not meet the prerequisites.

Fly (Ex)
The Flux Golem has physical wings and a fly speed of 20 feet (average).

Improved Bull Rush (Ex)
The Flux Golem gains the Improved Bull Rush feat.

Improved Slam Attack (Ex)
The Flux Golem gains the Improved Natural Attack feat.

Mobility (Ex)
The Flux Golem gains the Mobility feat.

Power Attack (Ex)
The Flux Golem gains the Power Attack feat.

Resistance (Ex)
Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The Flux Golem gains resistance 5 against that energy type.

Swim (Ex)
The Flux Golem is streamlined and sharklike, and gains a swim speed of 30 feet.

Trip (Ex)
If the Flux Golem hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the Flux Golem.

Flux Golem Menu B

Special abilities from this menu cost 3 flux each. These abilities may be chosen more than once, and the effects are cumulative.

Energy Touch (Ex)
The Flux Golem deals an extra 1d4 points of damage of an energy type you choose (fire, cold, acid, or electricity) when you fabricate the construct.

Extra Attack
If the Flux Golem is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier × 1.5. If the Flux Golem is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged.

Fast Healing (Ex)
The Flux Golem heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.

Great Cleave (Ex)
The Flux Golem gains the Great Cleave feat even if it does not meet the prerequisites.

Improved Critical (Ex)
The Flux Golem gains the Improved Critical feat with its slam attacks.

Improved Damage Reduction (Ex)
The Flux Golem’s surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).

Improved Fly (Ex)
The Flux Golem has physical wings and a fly speed of 40 feet (average).

Improved Grab (Ex)
To use this ability, the construct must hit with its slam attack. A construct can use this ability only on a target that is at least one size smaller than itself.

Improved Swim
The Flux Golem is streamlined and sharklike, and gains a swim speed of 60 feet.

Poison Touch (Ex)
If the Flux Golem hits with a melee attack, the target must make an initial Fortitude save (DC 10 + 1/2 Flux Golem’s HD + Flux Golem’s Cha modifier) or take 1 point of Constitution damage. One minute later, the target must save again or take 1d2 points of Constitution damage.

Pounce (Ex)
If the Flux Golem charges a foe, it can make a full attack.

Reach (Ex)
The Flux Golem's arms elongate, which increases its reach by 5 feet.

Share Fusion
When fabricating the Flux Golem, choose a single fusion which you have fabricated. The Flux Golem gains the benefits of that fusion until the Flux Golem expires.

Shrink
The Flux Golem becomes 1 size smaller, including ability score changes. This special ability may be paid for up to 4 times (3 flux to go to small, 6 to go to tiny, etc.). A small Flux Golem only has 10 bonus hit points. Tiny and smaller only have 0. Change the damage of its slam attack, and its speed as usual.

Smite (Su)
Once per day the Flux Golem can make one attack that deals extra damage equal to its Hit Dice.

Stunning Fist (Ex)
The Flux Golem gains the Stunning Fist feat even if it does not meet the prerequisites.

Trample (Ex)
As a standard action during its turn each round, a Large or larger Flux Golem can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + 1/2 Flux Golem’s Hit Dice + Flux Golem’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.

Flux Golem Menu C

Special abilities from this menu cost 5 flux each. These abilities may be chosen more than once, and the effects are cumulative.

Blindsight (Ex)
The Flux Golem has blindsight out to 60 feet.

Constrict (Ex)
The Flux Golem has the improved grab ability with its slam attack. In addition, on a successful grapple check, the Flux Golem deals damage equal to its slam damage.

Grow
The Flux Golem becomes 1 size larger, including ability score changes. This special ability may be paid for up to 4 times (5 flux to go to large, 10 to go to huge, 15 to go to gargantuan, 20 to go to colossal). A Flux Golem which is at least large has 2 slam attacks, but the bonus damage is Str modifier rather than 1.5*Str modifier. A large Flux Golem has 30 bonus hit points, a huge has 40, a gargantuan 60, and a colossal has 80. Change the damage of its slam attack, and its speed as usual.

Natural Invisibility (Ex)
In its natural state, flux is invisible. When forced to take the physical form of a Flux Golem, the process makes it opaque. However, with a great deal more effort, its original invisible nature can be maintained. The Flux Golem is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Power Resistance (Ex)
The Flux Golem gains power resistance equal to 10 + its Hit Dice.

Rend (Ex)
The Flux Golem makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). An Flux Golem that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1.5 times its Str modifier.

Spell Resistance (Ex)
The Flux Golem gains spell resistance equal to 10 + its Hit Dice.

Spring Attack (Ex)
The Flux Golem gains the Spring Attack feat.

Tail Slap (Ex)
The Flux Golem has a tail, and it can slap one opponent each round with its tail. A tail slap deals 2d8 points of damage plus 1.5 times its Strength bonus (round down) and is treated as a secondary attack.

Whirlwind Attack (Ex)
The Flux Golem gains the Whirlwind Attack feat.

danzibr
2015-05-25, 09:34 PM
Random Information
To do/What I need help with

Going to make temp hp and buffing fusions.
Should I add immunity/resistance to death attacks and the like? How about Freedom of Movement? Special senses like Blindsense and Blindsight?
You might have noticed there are no way to get mental fusions in general. Not sure how to implement these.
Need more mental fusions... I’ll throw this in here:
On Mental Abilities... I might have some suggestions. Large, and small ones. First of all, some mass effects might be nice. Mass Calm Emotions, or even that one bardic spell that incites a crowd to riot. Some kind of Invisibility effect would not go unwanted to those Contemplatives who intend to lurk about. Also maybe some kind of ability damage, in a similar vein to Ego Whip. Debuffs are always seen under good light for the character who doesn't rely on damage to deal with challenges. Perhaps things to lower opponents' defense/offense, or even eventually simply burn out their Flow energy for a darker side of things.
Related to the above quote, I was thinking of either making a fusion or building something into Gentle Touch which allowed for status effects. Maybe call it Virulent Touch.
Check balance.
Write up PrC's.
Get pictures.


6/2/15: Flux Golem essentially done.
6/1/15: Added Flux Golem, Form Flux Golem, and Constructor, but I need to add more special abilities and check balance.
5/30/15: Added fusions: Brilliant Flesh, Enhance Combat Prowess, Mend Wounds. Added feats: Immediate Fusion, Maximized Fusion. Added creature: Flux Skeleton. Also, lots of minor formatting changes. Oh yeah, and changed the title (since there's more than Fluxion going on, and it's not as melee as it once was).
5/27/15: Modifications made to reduce the super lameness of level 1. In particular, mental modifier to AC, 3 more flux and 1 more fusion known should help. Actually, I removed the limitation on fusions known. It wasn't mechanically good nor flavorful. I have no idea why I had it that way.
5/25/15: Revamp added!
5/22/15: Holy crap, 2.5 years later. I changed the tables and fixed typos. Got inspiration to pick up this bugger.
12/30/12: Couple of typos fixed and added Dominate (mental fusion).
12/28/12: Minor changes. Touched up the to-do list and changed how Gentle Touch can be improved. Rather than +1/flux it's +size/4 flux.
12/13/12: Added!


I had a dream the morning of 11/8/12. In this dream I could fly by sitting Indian style, so to speak, and by touching someone could send them flying. I could also picture bright blue stuff flowing through my veins (and arteries, I guess), and for some reason remember it granting defensive capabilities as well. All I had to do was focus and I change what the blue stuff in my veins could do.

That's it! Open to suggestions. Thanks for waiting :)

Tacitus
2015-05-27, 12:14 AM
Hmm, I'm liking what I'm seeing here, but between MAD and defenses taking a while to come online, I don't see them surviving in melee much at early levels. Hell, 2 and 3 almost have to be Absorb Blows and Tough Skin just to offer enough damage mitigation to get into melee to be effective with their only damage dealing ability. Not even able to pick up a sling and cast stones, I imagine level one is going to hurt fairly badly. It begs for quite a bit of similarity between Fluxions at low level.
Unless, of course, there is a Path Mental Attribute to AC in there somewhere that I missed, of course. That'd burn this to the ground and

I get that there is a combat heavy ACF for heavier armor types, but the base just begs for full power to shields.

Certain external fusions state you must make the check again to extend them beyond their duration. Does this intend to mean you must spend the action time required to focus their flux, a lesser type of action, or a non-action in reaction to the duration expiring?

Does making use of Increase [Mental Ability Score] adjust your maximum flux and flux capacitory? I'd imagine so from the "Flux and Fusions and Path of Mastery" entry, but I'm double checking. Its another that feels like its mandatory after a certain level to help keep your capacity up. Though, I'm not up for math this late at night so it might not even be an issue.

Any possibility for inclusion of a Fusion retraining method? ie, forget one every x levels to learn another?

Is there any benefit to leaving Flux un-focused? I wouldn't imagine so, but its something fun to think about. Maybe this could lend towards an HP buffer and/or bonuses to saves vs death effects and negative energy?

On the subject of HP buffer, perhaps an External to grant self and/or allies temp HP for duration? External to heal allies would be interesting, but it would no doubt cause people to scream about OP at will team-wide healing. le sigh.

Ziegander
2015-05-27, 01:09 AM
What are you expecting to happen at 1st level with this class? They have no proficiencies, they can "fly" 5ft per round, "eldritch touch" for 1d6, and/or they can increase their speed by 5ft. Oh, and they can punch people for 1d6 + Str damage. Lacking AC Bonus, a Bonus Feat, and Flurry, this is actually worse, by far, than Monk at 1st level. Obviously I won't argue that quickly this begins to surpass the Monk, as it truly does eventually go quadratic, but there's literally no choice in Fusions at 1st level. You're not going to start with more than a 16 in your mental ability score, you'd be a fool, so you only have 1 Flux at 1st level, and there's only two things you can use that Flux for - making your Gentle Touch elemental or fabricating Alacrity to increase your speed by 5ft. That's super lame.

This also doesn't feel like a "martial class," especially not at 1st level, but really, not at any level. It feels like a psionic/incarnum Monk that sacrifices martial training for spiritual... "casting."

danzibr
2015-05-27, 07:10 AM
Yay, feedback!

Hmm, I'm liking what I'm seeing here, but between MAD and defenses taking a while to come online, I don't see them surviving in melee much at early levels. Hell, 2 and 3 almost have to be Absorb Blows and Tough Skin just to offer enough damage mitigation to get into melee to be effective with their only damage dealing ability. Not even able to pick up a sling and cast stones, I imagine level one is going to hurt fairly badly. It begs for quite a bit of similarity between Fluxions at low level.
Unless, of course, there is a Path Mental Attribute to AC in there somewhere that I missed, of course. That'd burn this to the ground and

I get that there is a combat heavy ACF for heavier armor types, but the base just begs for full power to shields.

Great point. I was concerned with making them viable at early levels, I seem to have overlooked early levels. Not completely forgotten, but... right, overlooked.

I was thinking nobody else has the ability to fly at this level, and flying (even a crappy version) + at-will 1d6 force damage on a touch attack was pretty good. And ya know, writing that up, I still think it's pretty good, but considering how squishy they are... yeah, they need a buff.

Certain external fusions state you must make the check again to extend them beyond their duration. Does this intend to mean you must spend the action time required to focus their flux, a lesser type of action, or a non-action in reaction to the duration expiring?
The ambiguity is a mistake on my part. It was my intention that when the duration was up, they simply made the check to keep it going.

Does making use of Increase [Mental Ability Score] adjust your maximum flux and flux capacitory? I'd imagine so from the "Flux and Fusions and Path of Mastery" entry, but I'm double checking. Its another that feels like its mandatory after a certain level to help keep your capacity up. Though, I'm not up for math this late at night so it might not even be an issue.
Yes, that was my intention. I figured one of the 20 (or more, given feats) fusions every Fluxion knew would be one to increase a mental attribute. I'll make it more clear.

Any possibility for inclusion of a Fusion retraining method? ie, forget one every x levels to learn another?
That's a brilliant idea! Yes, I'll add that in.

EDIT: I've removed the fusions-known limitation. It wasn't good mechanically nor fluff-wise.

Is there any benefit to leaving Flux un-focused? I wouldn't imagine so, but its something fun to think about. Maybe this could lend towards an HP buffer and/or bonuses to saves vs death effects and negative energy?
Hmm, good question. I was thinking that since everyone has flux, flux in its natural state doesn't really do anything. But... maybe a Fluxion's flux is more potent even while not focused into a fusion. I'll have to think about it.

On the subject of HP buffer, perhaps an External to grant self and/or allies temp HP for duration? External to heal allies would be interesting, but it would no doubt cause people to scream about OP at will team-wide healing. le sigh.
I really like these ideas. Thematically it makes sense, like Share Fusion (if you read the Reanimator ACF) but for other people, and only for the healing one. Oh, and right, the temporary HP. I'm not sure it would make people scream OP since, unless someone invests a feat or has an unusually high mental score, you can't dump a ton of flux into an external fusion.

What are you expecting to happen at 1st level with this class? They have no proficiencies, they can "fly" 5ft per round, "eldritch touch" for 1d6, and/or they can increase their speed by 5ft. Oh, and they can punch people for 1d6 + Str damage. Lacking AC Bonus, a Bonus Feat, and Flurry, this is actually worse, by far, than Monk at 1st level. Obviously I won't argue that quickly this begins to surpass the Monk, as it truly does eventually go quadratic, but there's literally no choice in Fusions at 1st level. You're not going to start with more than a 16 in your mental ability score, you'd be a fool, so you only have 1 Flux at 1st level, and there's only two things you can use that Flux for - making your Gentle Touch elemental or fabricating Alacrity to increase your speed by 5ft. That's super lame.
Super lame indeed. As I said to Tacitus, I was more focused on what's going on at higher levels. A low-level buff is definitely in order. I'm very hesitant of giving bonus AC based on their Path of Mastery since there are fusions which grant bonus AC. But... maybe it's not a bad idea. Maybe knowing an extra fusion and some more flux would be in order.

This also doesn't feel like a "martial class," especially not at 1st level, but really, not at any level. It feels like a psionic/incarnum Monk that sacrifices martial training for spiritual... "casting."
Right. I said somewhere that they're not melee like Fighter or Barbarian. I think of them like Totemists but without the extra natural attacks. I mean, their abilities are all about making them better at melee (at least, mostly about it). Still, perhaps I should edit that ``quadratic melee'' tag.

Regardless, thank you for your feedback.

In other news, I intend to put some sample builds in. Or probably one sample build. And change the formatting. My son woke up a few minutes ago and we're going to hang out now.

EDIT: I thought of two things.
1) Melee, not martial. That's a distinction which hadn't occurred to me. Granted Druids and Wizards can be good at melee...
2) Buffs for low levels. I borrowed PsyWar progression for early levels, but yeah, due to them lacking weapon and armor proficiencies, that wasn't the best call on my part. Also, mental modifier to AC is thematic and not op, so I'll add that. With these minor tweaks they should be much more viable at lower levels, and not affect mid to higher levels much.
When I have time I'll do some comparing, not-too-optimized Fluxion v. Monk v. Fighter v. Barbarian, see how the numbers look.

EDIT EDIT: While in the shower, a thought hit me. Why am I limiting fusions known? One of the nicer features of MoI is that all soulmelds are known.

So you come up across an unexpected Fire Elemental but don't have the right fusion? Well, that sucks with the current writing. I'm going to remove that silly limitation. What's worse, it gives it more of a caster-y feel, something I don't want. I'm also going to fiddle with the amount of time it takes to fabricate a fusion. While this doesn't increase the power at level 1, this should greatly increase the versatility.

Tacitus
2015-05-27, 07:32 PM
I was thinking nobody else has the ability to fly at this level, and flying (even a crappy version) + at-will 1d6 force damage on a touch attack was pretty good. And ya know, writing that up, I still think it's pretty good, but considering how squishy they are... yeah, they need a buff.
At will flight, even at a low speed (with Perfect Maneuverability) without the ability to do much while flying is indeed still pretty damn useful at 1st. The mobility alone is pretty big, but until you hit 5, which is where most flight abilities come into their own anyway, its just a mobility option and not much of a tactical option. Like I've said, I like what I see.


The ambiguity is a mistake on my part. It was my intention that when the duration was up, they simply made the check to keep it going.
Yes, that was my intention. I figured one of the 20 (or more, given feats) fusions every Fluxion knew would be one to increase a mental attribute. I'll make it more clear.

I thought it might be, but clarity in homebrew is super important.


I really like these ideas. Thematically it makes sense, like Share Fusion (if you read the Reanimator ACF) but for other people, and only for the healing one. Oh, and right, the temporary HP. I'm not sure it would make people scream OP since, unless someone invests a feat or has an unusually high mental score, you can't dump a ton of flux into an external fusion.

Well, I mention people screaming OP because it seems like every 'brew I see that has an at-will healing method for other people gets people grumpy for some silly reason. Despite the fact that a Binder can do it from what, 5th level?


In other news, I intend to put some sample builds in. Or probably one sample build. And change the formatting.
EDIT: I thought of two things.
1) Melee, not martial. That's a distinction which hadn't occurred to me. Granted Druids and Wizards can be good at melee...
2) Buffs for low levels. I borrowed PsyWar progression for early levels, but yeah, due to them lacking weapon and armor proficiencies, that wasn't the best call on my part. Also, mental modifier to AC is thematic and not op, so I'll add that. With these minor tweaks they should be much more viable at lower levels, and not affect mid to higher levels much.
When I have time I'll do some comparing, not-too-optimized Fluxion v. Monk v. Fighter v. Barbarian, see how the numbers look.

I imagine at 1st level it'd shake down like this (super simple, no feats, +3s/+2s for relevant stats assuming included racials)
Fighter (S&B): +4 for 1d8+3, 16 AC, 12hp
Barbarian (in rage): +6 for 1d12+6, 14 AC, 15hp
Monk: +2 or +0/+0 for 1d6+2, 15AC, 10hp
Fluxion: +2 MTA for 1d6 Force, 17 AC with the Key Mental to AC (likely 14 without), 10hp

I started making other examples for higher level, but then it was time to go get food and I lost my train of thought. >.>
I imagine http://www.myth-weavers.com/generate_npc.php? would help draw up the core classes quickly.


EDIT EDIT: While in the shower, a thought hit me. Why am I limiting fusions known? One of the nicer features of MoI is that all soulmelds are known.

So you come up across an unexpected Fire Elemental but don't have the right fusion? Well, that sucks with the current writing. I'm going to remove that silly limitation. What's worse, it gives it more of a caster-y feel, something I don't want. I'm also going to fiddle with the amount of time it takes to fabricate a fusion. While this doesn't increase the power at level 1, this should greatly increase the versatility.

Hmm... so would this be on the order of "All Known with Some Prepared" or "All Known with Max Fused"?


Antimagic Field

With needing 12 Flux to get started, and even then only in your square, the scaling for range seems... wonky? Lacking? At what point outside of the Fluxion do adjacent creature become treated as affected? 1ft? 3ft? 5ft? If 5ft, that means you need to invest 27 Flux just to affect your neighbor. I'd think something more akin to 4flux/5ft might not be out of order. That means you would be able to create a 10ft radius bubble at 20th and it scales with far less math. Alternately, even simpler math is base 10+5flux/5ft. I don't imagine a 5ft radius bubble of antimagic would be that insane at 15th.

danzibr
2015-05-27, 07:56 PM
At will flight, even at a low speed (with Perfect Maneuverability) without the ability to do much while flying is indeed still pretty damn useful at 1st. The mobility alone is pretty big, but until you hit 5, which is where most flight abilities come into their own anyway, its just a mobility option and not much of a tactical option. Like I've said, I like what I see.
Excellent, excellent.

I thought it might be, but clarity in homebrew is super important.
Indeed. This site has higher standards than dandwiki! (j/k)

Well, I mention people screaming OP because it seems like every 'brew I see that has an at-will healing method for other people gets people grumpy for some silly reason. Despite the fact that a Binder can do it from what, 5th level?
Yeah. I guess if I throw it up and people complain, I can always justify it. Without obscene mental stats or feat investment, external fusions are dangerous (so to speak).

I imagine at 1st level it'd shake down like this (super simple, no feats, +3s/+2s for relevant stats assuming included racials)
Fighter (S&B): +4 for 1d8+3, 16 AC, 12hp
Barbarian (in rage): +6 for 1d12+6, 14 AC, 15hp
Monk: +2 or +0/+0 for 1d6+2, 15AC, 10hp
Fluxion: +2 MTA for 1d6 Force, 17 AC with the Key Mental to AC (likely 14 without), 10hp

I started making other examples for higher level, but then it was time to go get food and I lost my train of thought. >.>
I imagine http://www.myth-weavers.com/generate_npc.php? would help draw up the core classes quickly.
Very helpful. So like, humans with 14s in key stats? Fighter with longsword, armor and shield. I think the numbers on the Barb are a little off. *1.5 Str for two-hander, -2 to AC while raging.


Hmm... so would this be on the order of "All Known with Some Prepared" or "All Known with Max Fused"?
I'm not sure of a brief phrase which catches it. You can only fabricate a fusion if you put flux into it, and you're limited only by your amount of flux. So you'd either max just a few, or put a couple flux into several fusions, giving you a hodgepodge (or something between). With a mental modifier of +2, you can max 4 fusions at level 1, 3 at level 2, 3 again at level 3, 3 again at level 4, 3 again at level 5... then at level 10 you can max 4. At level 19 you can max 7 (and by then your mental stat is surely higher).

With needing 12 Flux to get started, and even then only in your square, the scaling for range seems... wonky? Lacking? At what point outside of the Fluxion do adjacent creature become treated as affected? 1ft? 3ft? 5ft? If 5ft, that means you need to invest 27 Flux just to affect your neighbor. I'd think something more akin to 4flux/5ft might not be out of order. That means you would be able to create a 10ft radius bubble at 20th and it scales with far less math. Alternately, even simpler math is base 10+5flux/5ft. I don't imagine a 5ft radius bubble of antimagic would be that insane at 15th.
Good point. I meant range like squares rather than feet. Basically, put in 12 for an AMF only on you, 15 for you and the adjacent squares (starting at a corner), etc. I changed the wording to clear that up.

And thanks for your feedback!

AmberVael
2015-05-27, 08:04 PM
Rather than picking over all the details, for a project like this I feel like I'd be better off giving some broad observations/critiques.

First, there is a lot about this that is overly complicated. When something is more complicated and confusing than Incarnum, that should be a bad sign.

The math to determine some of the numbers you need should be way simpler.
Example one:
"The maximum number of flux a Fluxion may focus into a single fusion is equal to the minimum of her fabricator and one more than twice her Intelligence, Wisdom or Charisma modifier."
Incarnum has a simple chart to follow. Psionics allows points equal to manifester level. That's the kind of math you should be aiming for, not... this. There is a lot of this in your system, and it either needs to be simplified or entirely removed for the user's sake.

Another complication is in tons of fiddly details. You have to choose your points, and then you have to make a check, and then it takes an amount of time to make that drastically differs depending on your level (Fun fact: Default time is 10 minutes, which changes to 1 minute as a level one Fluxion. C'mon man, really?). You list two different max amounts of flux you can focus, and make a differentiation between focusing flux and fabricating, but don't really define anything other than fabricating in the system. Just... really? Simplify this. I'd say remove the checks (you'll probably shape most of this in advance anyway), standardize the fabrication time at least.



The more pressing concern I have about this though is that it just looks boring to play. Again, it suffers a similar problem as Incarnum.
See, while Incarnum is fun to play around with and work with, the issue with it is that it offers few new actions or choices. Its abilities are passive, so when it comes time to do things you're still generally left pressing the same buttons over and over again in comparison to some of the more interesting classes. Things aren't dynamic, but repetitive. Your system ends up the same way, with only a handful of abilities that really offer new choices in what to do each turn, most of which don't even change things up that much. Sure, its better than the standard fighter, but I don't see it really being much more fun than the standard fighter, which should be just as much your aim as making it more mechanically viable.

danzibr
2015-05-27, 08:26 PM
Thanks for the response!

Rather than picking over all the details, for a project like this I feel like I'd be better off giving some broad observations/critiques.

First, there is a lot about this that is overly complicated. When something is more complicated and confusing than Incarnum, that should be a bad sign.

The math to determine some of the numbers you need should be way simpler.
Example one:
"The maximum number of flux a Fluxion may focus into a single fusion is equal to the minimum of her fabricator and one more than twice her Intelligence, Wisdom or Charisma modifier."
Incarnum has a simple chart to follow. Psionics allows points equal to manifester level. That's the kind of math you should be aiming for, not... this. There is a lot of this in your system, and it either needs to be simplified or entirely removed for the user's sake.
Good point. While I feel the minimum thing is simple enough, originally I had it based strictly on level. Then it felt... having the high mental stat was less as important. I dunno. Still, in actual play the 1+2*modifier seems like it wouldn't see much use. I can see why it's just bogging things down.

Another complication is in tons of fiddly details. You have to choose your points, and then you have to make a check, and then it takes an amount of time to make that drastically differs depending on your level (Fun fact: Default time is 10 minutes, which changes to 1 minute as a level one Fluxion. C'mon man, really?). You list two different max amounts of flux you can focus, and make a differentiation between focusing flux and fabricating, but don't really define anything other than fabricating in the system. Just... really? Simplify this. I'd say remove the checks (you'll probably shape most of this in advance anyway), standardize the fabrication time at least.
Shucks. I made the change from 10 minute to 1 minute at level 1 just a few minutes ago. Missed one, eh? Thanks. I'll fix that.

And adding a glossary is on my to-do list. Right, definitions are important.

And... I added the checks for... a reason, but maybe a silly reason. Mainly the 5% auto-fail throwing some spontaneity into the system. But yes, I see your point, and agree with it. However, may I ask your thoughts on external fusions? The difficulty in fabricating them is there for fluff reasons. Maybe... there should be no difficulty.

The more pressing concern I have about this though is that it just looks boring to play. Again, it suffers a similar problem as Incarnum.
See, while Incarnum is fun to play around with and work with, the issue with it is that it offers few new actions or choices. Its abilities are passive, so when it comes time to do things you're still generally left pressing the same buttons over and over again in comparison to some of the more interesting classes. Things aren't dynamic, but repetitive. Your system ends up the same way, with only a handful of abilities that really offer new choices in what to do each turn, most of which don't even change things up that much. Sure, its better than the standard fighter, but I don't see it really being much more fun than the standard fighter, which should be just as much your aim as making it more mechanically viable.
Hmm, that is indeed a huge concern. Huge. I might say gargantuan or colossal.

I made this post (http://www.giantitp.com/forums/showthread.php?416757-What-do-you-want-from-melee) in preparation for this homebrew. In particular, Jormengand had some great things to say (http://www.giantitp.com/forums/showsinglepost.php?p=19296688&postcount=42).

Over the next couple days I'll have to revisit that thread and 'brew up some fun fusions. Ones which give abilities. Maybe at-will, maybe a single charge. Got some thinkin' to do.

Thanks for the advice!

EDIT: I've been thinking on AmberVael's words. How to make it fun? Over the next few days I'll be trying to do the following: streamline the mechanics, and add more options. It'll likely take a step or two farther away from strictly melee (buffing seems like it would fit the fluff well, and I think it can work with the crunch). For some inspiration I'll be watching this thread (http://www.giantitp.com/forums/showthread.php?417805-What-makes-a-class-fun&p=19318831).

danzibr
2015-05-30, 08:52 PM
I'd like to again thank everyone so far for their input.

I made quite the update. You can check the change log. Basically, here's what happened.

1) More fusions: Brilliant Flesh makes you glow (and debuff). Mend Wounds lets you heal (it's an external fusion, which comes with drawbacks, and the healing isn't stellar). Enhance Combat Prowess gives you something like a Bard's IC. Now... for the last one, I was thinking of adding other effects, like energy types or bonuses to saves, but I'm afraid to make it too good.
2) Something like metamagic feats. Metafusion feats? The last two.
3) Made Flux Skeleton, for your not-so-stinky needs.

My next two projects are adding a stealthy fusion and a collection of monsters, Flux Golems. They'd be most like Astral Constructs, with key differences. And with these baddies comes a way to create them.

I'm also still pondering hard about what AmberVael said about fun factor.

danzibr
2015-06-02, 08:35 PM
Yuh-oh, three posts in a row. I get the feeling this will die soon (or is already dead). I may go play Suikoden and let it slumber for another year or two.

I added the Flux Golem business. An external fusion nets you the ability to make a generic construct, which can be spruced up with extra flux. Check the Constructor archetype/bundle of ACF's. It's quite reminiscent of Astral Construct, but mechanically quite different. You split your flux focused between HD and special abilities. The HD alone essentially make a generic medium construct (with construct RHD, of course) with meager gains to Str, Dex, and NA. ... ya know, maybe instead of making a stat block with variables in it, I should just say use construct RHD with +1 Str, Dex, and NA/HD.

The abilities grant all sorts of things. Lots look familiar from AC menu choices, but several are new, like making it bigger or smaller, sharing fusions with it, etc.

Tacitus
2015-06-02, 09:29 PM
Favored External Fusion
Prerequisite: Ability to fabricate an external fusion.
Benefit: Choose one external fusion. When making the check to see if you succeed in fabricating the fusion, roll 1d20 + twice your fabricator level + twice your modifier rather than 1d20 + your fabricator level + twice your modifier.
Special: This feat may be taken several times. Each time choose a new external fusion.

First time I read it my brain derped and I thought there was a grammar error or a C&P error or some sort of wrong. I guess it makes sense upon a third reading, but sleepy Tac is sleepy, so ignore this.


Constructor

So, do they get the relevant Fusion from 1st level, or just suffer for 4 levels until they actually get the benefit of being super good at Goleming? Or, feat tax? Compare, Reanimator states it gains the appropriate Fusion.
Also, I imagine these flux golems will be used for all of the trap springing. Spring all of the traps! Like unlimited out of combat healing, I personally do not consider this a bad thing.


maybe instead of making a stat block with variables in it, I should just say use construct RHD with +1 Str, Dex, and NA/HD.
Well, perhaps. I'd keep it there just because you've already went through the trouble, and people can just swipe it for copypasta if needed.
My j is sticking. Ugh...


Brilliant Flesh

Blind your allies the whole dungeon crawl? Well, not blind until later, but that -1 to attk/spot/search might get annoying. Its not a big issue, mind, but maybe some sort of clause that you can allow allies to touch your flesh while it is fabricated to resonate and maybe get a cumulative bonus vs dazzle/blind? Or.... something.

I had more thoughts, but again, Sleepy Tac is sleepy.

danzibr
2015-06-03, 07:07 AM
Ahh, Tacitus! I saw you in another thread. I see you're quite the homebrew forum-goer.

First time I read it my brain derped and I thought there was a grammar error or a C&P error or some sort of wrong. I guess it makes sense upon a third reading, but sleepy Tac is sleepy, so ignore this.
Maybe I should say add your character level again to the roll. Actually, since AmberVael's post, I've been thinking of altering those rules a good bit. I hate bogging down combat, and with multiple fabricating of fusions there'd be multiple rolls. Plus it feels more caster-y, which I'm trying to avoid. There are just two problems with this:
1) Currently surface fusions have a duration. Removing the roll makes it silly to have this. Maybe I could add a cooldown.
2) (the bigger issue) I'm not sure how to handle external fusions.

So, do they get the relevant Fusion from 1st level, or just suffer for 4 levels until they actually get the benefit of being super good at Goleming? Or, feat tax? Compare, Reanimator states it gains the appropriate Fusion.
Also, I imagine these flux golems will be used for all of the trap springing. Spring all of the traps! Like unlimited out of combat healing, I personally do not consider this a bad thing.
Ha... guess I was tired too.

Well, perhaps. I'd keep it there just because you've already went through the trouble, and people can just swipe it for copypasta if needed.
My j is sticking. Ugh...
Hmm, I'll go spoiler it. Streamline!

Blind your allies the whole dungeon crawl? Well, not blind until later, but that -1 to attk/spot/search might get annoying. Its not a big issue, mind, but maybe some sort of clause that you can allow allies to touch your flesh while it is fabricated to resonate and maybe get a cumulative bonus vs dazzle/blind? Or.... something.

I had more thoughts, but again, Sleepy Tac is sleepy.
For the time being (and perhaps permanently) I changed it to enemy, which was my original intention. Surely one's flux can distinguish friend from foe.