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View Full Version : Unleash the Fury! [Alternative Spellcasting System, Base Class]



Kellus
2007-09-05, 10:23 PM
Attention! May I have your attention, please! All of the stuff here is being revised and updated and added to, and has moved to a new thread, here (http://www.giantitp.com/forums/showthread.php?t=69882)! Primarily so that I can have all the stuff at the beginning of the thread instead of having links going all over the place. So! Discuss!

The Gate

Alignment: Any
Hit Die: d6

Class Skills
The gate’s class skills (and the key ability for each skill) are Concentration (Con), Control Shape (Wis), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Speak Language (n/a), and Use Magic Device (Cha).

Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Gate
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Furies per Day

1st|
+0|
+1|
+0|
+2|Magic seal, innately aligned|3

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

3rd|
+2|
+2|
+1|
+3|Overreach +1|4

4th|
+3|
+2|
+1|
+4|-|4

5th|
+3|
+3|
+1|
+4|-|4

6th|
+4|
+3|
+2|
+5|-|4

7th|
+5|
+3|
+2|
+5|-|5

8th|
+6/+1|
+4|
+2|
+6|Overreach +2|5

9th|
+6/+1|
+4|
+3|
+6|-|5

10th|
+7/+2|
+5|
+3|
+7|-|5

11th|
+8/+3|
+5|
+3|
+7|-|6

12th|
+9/+4|
+6|
+4|
+8|-|6

13th|
+9/+4|
+6|
+4|
+8|Overreach +3|6

14th|
+10/+5|
+6|
+4|
+9|-|6

15th|
+11/+6/+1|
+7|
+5|
+9|-|7

16th|
+12/+7/+2|
+7|
+5|
+10|-|7

17th|
+12/+7/+2|
+8|
+5|
+10|-|7

18th|
+13/+8/+3|
+8|
+6|
+11|Overreach +4|7

19th|
+14/+9/+4|
+8|
+6|
+11|-|8

20th|
+15/+10/+5|
+9|
+6|
+12|Unique seal|8

[/table]

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

Weapon and Armour Proficiency: A gate is proficient with all simple weapons, as well as light armour and shields. A gate uses supernatural abilities, so he does not incur any arcane spell failure chance by using his abilities.

Magic Seal (Su): A gate derives his magic from extraplanar beings that he seals inside of his own body.

Every morning at dawn, the gate may perform a ritual requiring five minutes of quiet meditation, in which he draws an outsider inside of his body and creates a magical seal that prevents it from escaping. It is also at dawn, whether or not a gate performs this ritual, that a previous outsider in his body exits his flesh and returns to its home plane.

An outsider sealed may not have more hit dice than the gate who seals it, unless the gate has attained certain levels of achievement. However, overreaching one’s abilities in such cases is very dangerous. See the Overreach class feature, below.

A gate may not seal a unique outsider inside his body, unless he has achieved mastery over his craft. See the Unique Seal class feature, below. He may, however, advance the outsider he seals as described in the Monster Manual if he wishes to seal the same beast at higher levels. He may not apply a template to the outsider.

Outsiders, once released, have no memory of the time sealed within a gate, and thus never attempt to take revenge upon him.

When sealing an outsider, or beast, within his body, a gate also constructs a certain number of furies, as determined by his level of achievement. The number of furies he may construct in any one day is shown on Table: The Gate, above. Depending on the nature and abilities of the outsider bound within him, different types of furies may be available to him. For more information on furies, see the Furies section below.

Once a gate has constructed his daily furies, he may unleash them at any time, as a conventional spellcaster casts a spell or a psionicist manifests a power. The gate may unleash his furies as many times in a day as he wishes. However, every time that a gate unleashes a fury, he gives up a portion of his identity, his self. A gate who relies too much upon the power of his sealed outsider quickly finds himself overwhelmed by it.

A gate’s sealbreaker value represents how close the beast within him is to breaking free. Every day at dawn, the gate’s sealbreaker value returns to 0 as he regains his humanity when the extraplanar forces leave his mortal frame. However, upon the successful unleashing of a fury, he adds a number equal to 5 + (his beast’s hit dice - his own hit dice), to his sealbreaker value. Even if his beast is 5 or more hit dice below the gate, he always adds a minimum of 1 to the sealbreaker value upon unleashing a fury.

From that point on, when attempting to unleash a fury, the gate must roll percentile dice beforehand. A result greater than his sealbreaker value means that the fury is unleashed successfully, and he adds a number to his sealbreaker value. Failure indicates that his beast breaks free of the seal.

When the beast breaks free, the gate and all of his worn possessions are instantly replaced with the outsider he sealed inside himself. The outsider, regardless of alignment, is driven partially mad by its confinement in a mortal body. It does not listen to reason, nor does it act according to normal patterns. Instead, it does as much harm to the gate as possible without him there. This could mean attacking his possessions, his mount, his comrades, or moving into an unfavourable position. Some beasts have been known to try and kill themselves in an attempt to escape the trap and leave the gate powerless. Breaking free is not an action, and as such when it occurs the beast has as many actions left to it as the gate had left to him before he attempted to unleash a fury. This includes the standard action that would have been used to unleash the fury. The only things that a beast cannot do in such a situation are effects to teleport or shift planes. Because of the presence of the mortal flesh and soul trapped within the outsider, it cannot travel effortlessly through space and dimensions like it normally can.

Every round that the beast has broken free, the gate takes damage equal the beast’s hit dice as he is slowly digested by the extraplanar being, but his sealbreaker value decreases by 5. This includes the round that it breaks free, but not the round where it is resealed. If he dies, the beast instantly returns to its normal senses, and may once again use teleportation and plane-shifting magic. If the outsider dies instead, the gate is returned to his own body, but no longer has the beast sealed within him. Thus, he does not have access to his furies until he can seal another outsider inside himself at dawn.

The gate may attempt to take back control of the beast once every round. This requires a Control Shape check equal to 15 + the hit dice of the beast. Every time he fails, the DC drops by 2. Attempting to regain control takes place at the start of the turn, and thus upon success the gate is returned to his body in the location where the beast previously was, with a full complement of actions remaining. Like breaking free, resealing the beast is not an action.

Innately Aligned (Su): Due to his dual nature, for all intents and purposes of spells and magic items, a gate has the best possible combination of his alignment and the alignment of the beast he has sealed inside of himself. For example, a CG gate with a LN beast sealed is treated as being CG, CN, LG, or LN, depending on whichever alignment is most advantageous to the gate at the time.

Overreach (Su): At 3rd level, and every 5 levels thereafter, the max hit die limit for outsiders sealed by the gate increases by 1. This means that he can construct more powerful furies which are harder to resist, but also that his beast will find it easier to break free, will be more dangerous, and will be harder to subdue.

Unique Seal (Su): At 20th level, the gate is a master of sealing outsiders. He may at this point attempt to seal a unique outsider inside his body. This requires one day of study for every hit die that the unique outsider has, and expenditure of resources for incense and similar tools requiring 500 gp per hit die of the outsider. Sealing a unique outsider also requires a ritual consuming 1 hour instead of 5 minutes, and successful Control Shape and Knowledge (The Planes) checks against a DC of 15 + the hit dice of the outsider. A failed check does not mean that the resources are wasted, but does mean the gate must wait another day to make another attempt. A natural 1 on one of these checks alerts the outsider to the gate’s plan.

Upon success, the gate has sealed an incredibly powerful being inside of himself. He may spend 5 additional points constructing his furies, although he still may not spend more points on any one seed than he has gate levels. In addition, the save DC for all of his furies increases by 2.

However, despite the benefits, sealing this type of beast is very dangerous. Unlike conventional outsiders, unique outsiders retain their memory after being released, and are also lucid if they break the gate’s seal. Most unique outsiders are vindictive after such an act, and will not hesitate to hunt down the gate personally.

The gate may attempt every day to maintain the same seal on the unique outsider, which requires another hour and Control Shape and Knowledge (The Planes) checks, with a cumulative +2 to the DCs for every day he attempts to maintain the seal. Additional resources are not required to maintain the seal on a unique outsider.

Furies

Constructing a Fury

Building a fury is very similar to creating an epic spell, although on a much smaller scale. You use innate abilities of the beast you have bound to create the fury, and thus there are restrictions on the seeds available to you. For example, to construct a fury with the Law seed, you must have a beast bound whose alignment is partially lawful. Other seeds may have specific requirements which the beast must fulfill in order for you to access it. More powerful beasts all you greater access to furies.

The unleasher level for all furies is equal to the HD of the beast bound within you.

Furies you construct must be within a certain number of points, equal to the hit dice of your beast plus an amount of bonus points equal to your Int modifier (these bonus points cannot excede your gate level). Thus, a 1st level gate may only slightly change his seeds, whereas a higher level gate may modify his seeds extensively to create truly unique furies. However, you may not spend more points on a single seed than your beast has hit dice.

Furies never require material components or XP costs. The only cost worth paying is your soul, and you put that at risk every time you draw upon the unnatural forces of the beast within you.

Combining effect seeds or personal seeds requires an additional number of points equal to the number of effect seeds combined, and the total amount of points must be within the limit set by your gate level. You may not use the same seed more than once.

All seeds have a base point cost of 1.

Save DCs against furies are equal to 10 + 1/2 the hit dice of your beast + your Cha modifier.

Furies are supernatural abilities, and as such do not cause arcane spell failure in armour.

Alignment Seeds

These seeds may not be heightened. You may apply two of these seeds to the same fury, if you meet both requirements.

Chaos

Requirement: Your beast must have a the [Chaotic] subtype.

This seed can only be added to another fury, and not unleashed on its own. The fury constructed deals, if applicable, an additional 2d6 damage against lawful beings, and the save DC, if applicable, increases by 1 against such beings.

Evil

Requirement: Your beast must have the [Evil] subtype.

This seed can only be added to another fury, and not unleashed on its own. The fury constructed deals, if applicable, an additional 2d6 damage against good-aligned beings, and the save DC, if applicable, increases by 1 against such beings.

Good

Requirement: Your beast must have the [Good] subtype.

This seed can only be added to another fury, and not unleashed on its own. The fury constructed deals, if applicable, an additional 2d6 damage against evil-aligned beings, and the save DC, if applicable, increases by 1 against such beings.

Law

Requirement: Your beast must have the [Lawful] subtype.

This seed can only be added to another fury, and not unleashed on its own. The fury constructed deals, if applicable, an additional 2d6 damage against chaotic beings, and the save DC, if applicable, increases by 1 against such beings.

Effect Seeds

Effect seeds are the main power of a fury. They dictate what the fury will do to a being it comes in contact with. All effect seeds can be heightened extensively.

Acid

Requirement: Your beast must have an ability that deals acid damage or immunity to acid.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This seed deals 1d6 acid damage to a target within range. On the following turn, the target receives the same amount of acid damage again that it took the previous round.

This seed may be heightened in the following ways:

1 point: the fury deals an additional 1d6 points of acid damage.
4 points: the fury does not allow spell resistance.
4 points: the fury deals the same amount of damage for another cumulative round.
8 points: the fury bypasses acid resistance and immunity.

Cold

Requirement: Your beast must have an ability that deals cold damage or immunity to cold.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This seed deals 1d6 cold damage to a target within range. In addition, targets who fail their Fortitude saving throw move at half speed on their next turn.

This seed may be heightened in the following ways:

1 point: the fury deals an additional 1d6 points of cold damage.
1 point: the fury drops the target’s speed for another cumulative round.
4 points: the fury does not allow spell resistance.
8 points: the fury bypasses cold resistance and immunity.

Control

Requirement: Your beast must have an ability to control other beings’ minds, such as Suggestion or Dominate Monster.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round, see text
Saving Throw: Will negates
Spell Resistance: Yes

This seed places the target under your control. Depending on the number of points you invest in this seed, the more powerful this control is. Commanding the target is a standard mental action. By itself, this seed will cause the target to follow simple orders that are not against its own nature.

This seed may be heightened in the following ways:

1 point: the fury’s duration increases by 1 round.
4 points: the fury allows actions to be taken that the subject normally would not commit, but not self-destructive actions.
4 points: the fury does not allow spell resistance.
8 points: the fury allows any action to be taken that the subject is capable of, including self-destructive actions.

Darkness

Requirement: Your beast must have an ability that creates darkness.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round
Saving Throw: None, Reflex negates
Spell Resistance: No

This seed causes darkness to fill one 5-foot square. A creature in the square treats all targets as having partial concealment. In addition, creatures in the target area must make a Reflex saving throw or by entangled by the groping darkness. Every round, the target may make another Reflex saving throw to break free of the entanglement.

This seed may be heightened in the following ways:

1 point: the duration of the fury and the entanglement increases by 1 round.
4 points: the fury causes creatures in the area to treat targets as having total concealment.

Death

Requirement: Your beast must have an ability that can kill a being regardless of hit points, such as a spell-like ability with the [Death] descriptor.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

This seed instantly snuffs out the life force of a being, killing it. If the target succeeds on a Will saving throw, this seed deals 1d4 negative energy damage to the target instead. This seed may only affect with the death effect a target with hit dice up to half the unleasher level of the fury.

This seed may be heightened in the following ways:

1 point: the fury deals an additional 1d4 negative energy damage on a successful saving throw.
2 points: the fury may affect a target of 1 additional hit die with the death effect
4 points: the fury does not allow spell resistance.

Electricity

Requirement: Your beast must have an ability that deals electricity damage or immunity to electricity.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This seed deals 1d6 electricity damage to a target within range. This fury gains an additional +1 to the save DC and to checks to overcome spell resistance.

This seed may be heightened in the following ways:

1 point: the fury deals an additional 1d6 points of electricity damage.
1 point: the fury gains a cumulative +1 to the save DC and spell resistance checks.
4 points: the fury does not allow spell resistance.
8 points: the fury bypasses cold resistance and immunity.

Fire

Requirement: Your beast must have an ability that deals fire damage, the Fire subtype, or immunity to fire.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This seed deals 1d8 fire damage to a target within range.

This seed may be heightened in the following ways:

1 point: the fury deals an additional 1d8 points of fire damage.
2 points: the fury deals an additional 1 point of damage per die.
4 points: the fury does not allow spell resistance.
8 points: the fury bypasses fire resistance and immunity.

Force

Requirement: Your beast must have an ability that deals force damage or be normally incorporeal or ethereal.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This seed deals 1d4 force damage to a target within range.

This seed may be heightened in the following ways:

1 point: other effects combined in the same fury are treated as force damage to affect incorporeal, ethereal, or similar creatures.
2 points: the fury deals an additional 1d4 points of force damage.
4 points: the fury does not allow spell resistance.

Health

Requirement: Your beast must have fast healing or an ability to recover hit point damage.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous, see text
Saving Throw: Will half
Spell Resistance: Yes

This seed fills the target with positive energy. They gain 5 hit points. Undead are damaged for the same amount, although they may attempt a Will saving throw for half damage.

This seed may be heightened in the following ways:

1 point: the fury heals an additional 2 hit points.
2 points: the fury also grants fast healing 3 for 2 rounds.
4 points: the fury does not allow spell resistance.

Life

Requirement: Your beast must have an ability to raise the dead or otherwise defy death.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This seed returns life to a dead being. However, you may only return to life a being with 1 hit die. In addition, the being loses XP equal to 50 x the number of his hit dice from the shock and pain of dying. To use this seed, there must be a body of some kind to return life to.

This seed may be heightened in the following ways:

1 point: the fury revives may revive a being with 1 more hit die than normal.
4 points: the fury does not require a body to return life to the being.

Light

Requirement: Your beast must have an ability that creates illumination.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round
Saving Throw: None, Fortitude negates
Spell Resistance: No

This seed causes bright light to flare in one 5-foot square. A creature in the space must make a Fortitude saving throw or be dazzled for one round.

This seed may be heightened in the following ways:

1 point: the duration of the fury and the dazzle effect increase by 1 round.
6 points: the fury causes permanent blindness instead of dazzling.

Null Magic

Requirement: Your beast must have Dispel Magic or Antimagic Field as a spell-like ability.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous, 1 round, see text
Saving Throw: None
Spell Resistance: Yes

This seed disrupts conventional magic. It dispels spells already in place, similarly to the Dispel Magic spell, but for your dispel check, you must roll 1d20 + your unleasher level. If used in conjunction with a shape seed that causes an area effect, this seed creates an antimagic field in the area.

This seed may be heightened in the following ways:

1 point: the fury’s duration for the antimagic field effect increases by 1 round.
4 points: the fury dispels psionics as well as magic, as the Dispel Psionics power.

Poison

Requirement: Your beast must have an ability that inflicts poison which deals the appropriate ability damage.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous, see text
Saving Throw: Fortitude negates
Spell Resistance: Yes

This seed inflicts the target with a deadly poison. To use this seed, you must select at the time of construction an ability score to damage. This seed deals 1d4 damage to that ability score, and after 1 minute the same amount of damage again. Otherwise, this works like mundane poison. The save DC against the poison for both iterations is equal to the save DC of the fury.

This seed may be heightened in the following ways:

3 points: the fury deals an additional 1d4 ability damage to the same ability score.
4 points: the fury does not allow spell resistance.

Sense

Requirement: Your beast must have an ability to detect the unseen, such as See Invisibility, True Seeing, or even something as mundane as Scent.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round, see text
Saving Throw: None (harmless)
Spell Resistance: Yes

This seed grants exemplary senses to the target. It grants a +5 bonus to Spot and Listen checks made by the target for the duration of the fury.

This seed may be heightened in the following ways:

1 point: the fury’s duration increases by 1 round.
2 points: the fury’s bonus to Spot and Listen improves by +3.
4 points: the fury grants the Scent special ability.
4 points: the fury allows the target to see through invisibility.
8 points: the fury grants True Seeing, as the spell of the same name.

Shadow

Requirement: Your beast must have an ability that creates shadowy illumination.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: No

This seed causes shadowy illumination to fill one 5-foot square. A creature in the square suffers no vision impairment, but is treated as having partial concealment.

This seed may be heightened in the following ways:

1 point: the duration of the fury increases by 1 round.
4 points: the fury grants total concealment instead of partial concealment.

Shield

Requirement: Your beast must have a deflection bonus to its AC greater than or equal to the bonus you bestow.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round/unleasher level
Saving Throw: None
Spell Resistance: Yes

This seed causes attacks to simply slide off your target. The target receives a +2 deflection bonus to its AC.

This seed may be heightened in the following way:

4 points: the fury grants an additional +1 to AC.

Sonic

Requirement: Your beast must have an ability that deals sonic damage or immunity to sonic.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This seed deals 1d4 sonic damage to a target within range. It deals 1d8 sonic damage against crystalline creatures.

This seed may be heightened in the following ways:

1 point: the fury deals an additional 1d4 (or 1d8, as applicable) points of sonic damage.
4 points: the fury does not allow spell resistance.
8 points: the fury bypasses sonic resistance and immunity.
12 points: crystalline creatures affected by this fury must make a Fortitude save or be destroyed.

Spell Shield

Requirement: Your beast must have spell resistance.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round, see text
Saving Throw: None (harmless)
Spell Resistance: Yes

This seed grants protection from magic. The target receives spell resistance 10.

This seed may be heightened in the following ways:

1 point: the fury grants another 2 points of spell resistance.
2 points: the fury’s duration increases by 1 round.
4 points: the fury grants power resistance equal to the spell resistance provided.

Warp Reality

Requirement: Your beast must have Wish or Miracle as a spell-like ability, or Reality Revision as a psi-like ability.

Casting Time: 1 standard action
Range: See text
Duration: See text
Saving Throw: See text
Spell Resistance: See text

This seed warps the fabric of reality to better suit your needs. Unlike other seeds, this seed is extremely dangerous to make use of. It increases your sealbreaker value by twice the normal amount, and also automatically breaks the seal immediately after unleashing the fury if the seal was not broken in unleashing it.

Despite the danger in unleashing it, this seed is incredibly powerful, and adds true versatility to the gate’s arsenal.

This seed mimics any other effect seed or personal seed, even one that your beast would not normally allow you to access. The seed to mimic does not need to be decided upon construction of the fury. You may heighten the seed to be mimiced with the same number of points that you put into this seed. Otherwise, the fury that this seed is part of does not change.

This seed may be heightened in the following way:

1 point: the seed you mimic may be heightened by 1 point.

Weak

Requirement: Your beast must have an ability to deal the appropriate kind of ability damage or drain.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: Instantaneous
Saving Throw: Fortitude negates or Will negates
Spell Resistance: Yes

This seed deals 1d4 points of ability damage to the target. You may select which ability score to affect, but it must match the type of ability damage or drain that your beast can inflict. This decision must be made when constucting the fury, and may not be changed afterward.

If you deal damage to a physical ability score: Str, Dex, or Con, the target may make a Fortitude saving throw to avoid the effect.

If you deal damage to a mental ability score: Int, Wis, or Cha, the target may make a Will saving throw to avoid the effect.

This seed may be heightened in the following ways:

2 points: the fury deals an additional point of ability damage.
4 points: the fury deals one negative level if the target fails their saving throw.
4 points: the fury does not allow spell resistance.
6 points: the fury deals half of the normal ability damage on a successful saving throw.

Wind

Requirement: Your beast must have Gust of Wind as a spell-like ability, or the Air subtype.

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Duration: 1 round
Saving Throw: Reflex partial, Fortitude negates; see text
Spell Resistance: Yes

This seed forces the target to make a Reflex saving throw or be knocked prone. So long as the fury continues, a prone target must continue to make a Reflex saving throw with a -4 penalty each round if it wishes to stand up.

On a successful save, the target must also make a Fortitude saving throw or be checked by the wind. If checked, the target may not move towards you in the following round. This seed can also so anything that a sudden blast of wind would be expected to do.

This seed may be heightened in the following ways:

1 point: the duration of the fury increases by one round.
1 point: the fury deals 1d6 slashing damage against any target who is knocked prone.
4 points: the fury does not allow spell resistance.

Shape Seeds

You may only apply multiple shape seeds to a fury if it is mentioned in the shape seed description. Shape seeds do not require the additional points usually neccessary to combine seeds. Unlike most seeds, you may not use these seeds by themselves, and they do not have any special requirements of your beast to use.

Cylinder

Range: Unchanged
Area: 10 ft. radius cylinder, centered on the target
Point Cost: 2

This shape seed causes the fury to call down a cylinder from the heavens centered upon the target. All creatures within the area are affected by the fury as normal.

This seed may be heightened in the following way:

1 point: the fury’s radius increases by 5 ft.

This seed may be combined with the Extend seed.

Burst

Range: Unchanged
Area: 20 ft. burst, centered on the target
Point Cost: 2

This shape seed causes the fury to explode in a burst at the target. All beings within 20 ft. of the target are affected as if by the fury.

This seed may be heightened in the following way:

1 point: the fury’s radius increases by 10 ft.

This seed may be combined with the Extend seed.

Cone

Range: 15 ft.
Area: Cone-shaped burst
Point Cost: 1

This shape seed changes the fury into a cone-shaped burst emanating from the gate. All beings within the area are affected as if by the fury.

This seed may be heightened in the following way:

1 point: the fury’s range increases by 10 ft.

Dimensional Form

Range: Unchanged
Area: 1,000 cubic ft.
Point Cost: 4

This shape seed changes the fury into a three-dimensional shape. The shape comes into being in the square of the target. The gate may choose where to place the shape, but 125 cubic feet of it must be on the target square. All beings within the shape are affected as if by the fury.

The shape built must be made of discrete 125-cubic ft. blocks. Because otherwise it is far, far too complicated.

This seed may be heightened in the following way:

1 point: the area increases by 125 cubic ft.

This seed may be combined with the Extend seed.

Note for players: this seed is not usable with hex grids. If you play with hex grids or any other kind of grid aside from the standard 5-ft. squares, consult your DM before constructing a fury with this seed.

Extend

Range: See text
Area: None
Point Cost: 1

This shape seed extends the range of a fury to 100 ft. + 10 ft./level.

This seed may be heightened in the following way:

1 point: the fury’s range changes to 400 ft. + 40 ft./level.

This seed may be used in conjunction with many other shape seeds, as explained in their individual descrptions.

Ray

Range: Unchanged
Area: None
Point Cost: 3

This shape seed changes a fury into a ray. The range is unchanged, but any fury that requires a saving throw for half damage now allows no save for half damage with a successful ranged touch attack. This does not affect other kinds of saving throws.

This seed may not be heightened, but it may be combined with the Extend seed.

Touch

Range: Touch.
Area: None
Point Cost: 2

This shape seed changes the fury into a touch attack. A successful touch attack imparts the full fury onto the being. Any fury that requires a saving throw for half damage now deals its full damage on a successful touch attack.

This seed may not be heightened.

Wall

Range: Unchanged
Area: A 10ft. high sheet up to 20ft. long
Duration: Concentration, up to 1 round/unleasher level
Point Cost: 2

This shape seed creates an opaque sheet of energy which affects all beings who pass through it as if they were affected by the fury as normal. Multiple beings passing through the same wall do not require the fury to be unleashed again. You may shape this sheet in any way you wish, such as an enclosing box, a straight curtain, a triangle, or any other formation you can think of. The wall has no thickness to speak of, and thus is usually placed between squares.

This seed may be heightened in the following ways:

1 point: the height of the wall increases by 10 ft.
1 point: the length of the wall increases by 10 ft.

Personal Seeds

A personal seed is similar to an effect seed, but targets the gate instead of a target within range. These seeds may not be affected by alignment seeds or shape seeds. They may be unleashed in conjunction with an effect seed, but the additional point to combine seeds is required to combine a personal seed with another seed.

For example, you could combine a teleport personal seed with a fire effect seed, and unleash a blast of fire at any target within range, while you teleport somewhere.

Animate

Requirement: Your beast must have an ability to animate objects or bodies.

Casting Time: 1 standard action
Range: Personal
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: Yes

This seed grants you the ability to animate objects around you. For the duration of the fury, you may grant an inanimate object the Animated Object template and place it under your control as a standard action that provokes an attack of opportunity. Commanding an animated object is a move action.

You may not animate an object that has will have HD than your beast.

This seed may be heightened in the following ways:

1 point: the duration of the fury increases by 1 round.
2 points: the maximum HD of an animated object increases by 1.

Boost

Requirement: Your beast must have a value greater than your own in the relevant ability score.

Casting Time: 1 standard action
Range: Personal
Duration: 1 round/unleasher level
Saving Throw: None (harmless)
Spell Resistance: Yes

This seed grants a +1 enhancement bonus to one ability score of your choice. You do not need to decide what ability score to boost when constructing the fury. This can be done upon unleashing it, and you may change it with later unleashings of it.

You may not raise your ability score above the value your beast has for that ability score. For example, if you have bound a devil with a Str of 16, and you have a Str of 14, you may only raise your Str to a 16, even if you heighten the seed enough to afford a +3 bonus.

This seed may be heightened in the following ways:

3 points: the boost to the ability score increases by 1.
4 points: the fury affects one additional creature within 20 ft. of you. The additional target cannot have the relevant ability score raised above the value your beast has for the same ability.

Summon

Requirement: No special requirement, but the fury can only summon beasts similar to your own.

Casting Time: 1 standard action
Range: Personal
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: Yes

This seed grants you the ability to summon forth otherworldly beings to fight for you. You may only summon a being with the same type, subtype(s) and alignment as your beast. You may summon as many beings as you want while the fury lasts, but all of them disappear at the end of the duration. Summoning a being is a standard action that provokes attacks of opportuity. You may use a move action to command a single monster. This does not bprovoke an attack of opportunity.

You may only summon monsters within a range of 25ft. + 5ft./unleasher level. This distance may be modified by the Extend shape seed.

A being summoned may only have half as many HD as your beast. You may not summon unique beings with this seed.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

This seed may be heightened in the following ways:

1 point: the duration of the fury increases by 1 round.
4 points: the maximum HD of a summoned monster increases by 1.

Teleport

Requirement: Your beast must have dimension door, teleport, or a similar ability to move through space instantly.

Casting Time: 1 standard action
Range: Personal
Duration: Instantaneous
Saving Throw: None (harmless) or Will negates
Spell Resistance: Yes

This seed teleports you without error to any location you can see within 10 ft. If the square is occupied, you transpose whatever was in that space to your previous location. If alive, the target transposed may make a Will saving throw to avoid this effect.

You may attempt to teleport to a location you cannot see, such as through a wall, but must describe exact directions to where you teleport (such as “I teleport 5 ft. east and 10 ft. south”, instead of “I teleport to the room past the door”.). If you teleport into solid matter, you transpose the material previously there (such as stone, wood, what have you) and, depending on the material, begin to suffocate.

This seed may be heightened in the following ways:

1 point: the fury may teleport you an additional 10 ft.
2 points: the duration of the fury increases by 1 round. This means that you may teleport once per round as a standard action so long as the fury lasts.
4 points: the fury does not allow spell resistance.

Tesseract

Requirement: Your beast must have teleport or greater teleport as a spell-like ability, or a similar ability.

Casting Time: 1 standard action
Range: Personal
Duration: Instantaneous
Saving Throw: None (harmless) or Will negates
Spell Resistance: Yes

This seed teleports the target to any point within 5 miles that the unleasher describes. The unleasher must have previously visited the point, or there is a chance of error. If the unleasher has not visited the location before, roll on the following table to determine how close the fury delivers you.

{table]d%|Error Margin
00-30|No error
31-50|5% off in a random direction
51-80|15% off in a random direction
81-95|25% off in a random direction
96-99|50% off in a random direction
100|75% off in an actively harmful direction[/table]

This seed may be heightened in the following ways:

1 point: the distance teleported to increases by up to 5 miles.
3 points: the fury may bring one additional being touched (if unwilling, target receives a Will saving throw to resist the effect).
4 points: the fury does not allow spell resistance.
8 points: there is no chance of teleportation error.

Transform

Requirement: Your beast must have the ability to change shape or form, or the [Shapeshifter] subtype.

Casting Time: 1 standard action
Range: Personal
Duration: 1 round
Saving Throw: None (harmless) or Will negates
Spell Resistance: Yes

This seed transforms you into another form. You take on the form of an animal of equal or less HD than yourself. Your ability scores also change in this new form. Each ability score is modified for the duration of the fury by a value equal to your new form’s relevant modifier minus your own relevant modifier. Thus, a gate with 10 Str changing into an animal with 16 Str has his Str score increased by 3, to 13, because 16 Str is a +3 modifier and 10 Str is a +0 modifier.

You temporarily lose all equipment in this form, the effects of magical equipment, and you may not unleash additional furies while in this new form. You do not heal wounds upon assuming this new form, unless you combine this seed with the Health seed.

You gain all the natural weapons and modes of movement of your new form. You do not gain Extraordinary, Supernatural, Spell-like or Psi-like abilities of your new form.

This seed may be heightened in the following ways:

1 point: the duration of the fury increases by 1 round.
4 points: the fury may affect a creature by touch, rather than the unleasher himself. An unwilling creature receives a Fortitude save to avoid this effect.
4 points: the fury does not allow spell resistance.

Nondetection

Requirement: Your beast must have an ability which renders it invisible.

Casting Time: 1 standard action
Range: Personal
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: Yes

This seed renders you invisible for the duration of the fury. This invisibility does not automatically end if you attack a being or cast a spell on a being during the duration, but it is subject to effects such as Invisibility Purge. You may end this effect prematurely if you wish as a free action.

This seed may be heightened in the following ways:

1 point: the duration of the fury increases by 1 round.
2 points: the fury renders you undetectable by scent for the same duration.
4 points: the fury renders you inaudible for the same duration.
8 points: the fury renders you undetectable by tremorsense or blindsense for the same duration.
12 points: the fury renders you undetectable by any magical methods, such as a balhannoth’s dweomersight or an arcane spell to detect intruders.

View

Requirement: Your beast must have an ability to view targets remotely.

Casting Time: 1 standard action
Range: Personal
Duration: 1 round
Saving Throw: None (harmless) or Will negates
Spell Resistance: Yes

This seed allows you to leave your body and view nearby areas. You can take no actions while in this state except to move, but are undetectable by any means save spells such as Detect Scrying. You gain a fly speed of 60 ft. (perfect) and become perfectly intangible. You cannot take damage while in this state, nor suffer the effects of any harmful or helpful ability, unless the ability specifically targets a soul (such as Magic Jar or Trap the Soul). You may only take 1 move action in a round while in this state, which you can only use to move.

When the duration of the fury ends, you awaken again in your own body. While in your extrasensory state, you may make Spot and Listen checks as a free action once per round each. You maintain any sort of magical vision enhancements, even though you have left your physical eyes behind. Any attack on your physical body during this time counts you as helpless. You may end this effect prematurely if you wish as a free action.

This seed may be heightened in the following ways:

1 point: the duration of the fury increases by 1 round.
4 points: the fury allows you to see through invisibility during your remote viewing.
12 points: the fury allows you to gain the ability to see through any kind of illusion or magical effect during your remote viewing, similar to a True Seeing spell.

Prestige Classes

The Body of Many Beasts (http://www.giantitp.com/forums/showthread.php?p=3154233#post3154233)

The Worldheart (http://www.giantitp.com/forums/showthread.php?p=3154233#post3154233)

Wondrous Items

Seed Shards (http://www.giantitp.com/forums/showthread.php?p=3309110#post3309110)

Monsters

Seed Guardians (http://www.giantitp.com/forums/showthread.php?p=3309110#post3309110)

Caewil
2007-09-06, 12:21 AM
Most interesting - I like it. But could you give a few examples? Like a 5th level gate casting the equivalent of a fireball?

Kellus
2007-09-06, 12:40 AM
Certainly. That was actually close to an exact example I used myself in development.

A 5th level wizard with 18 Int can fire off a Fireball at 600 ft. that explodes in a 20 ft. radius, dealing 5d6 fire damage (Reflex 17 half) twice per day.

A 5th level gate not overreaching himself with 16 Int and 16 Cha (MAD) can construct a fury with 8 points (his beast has 5 HD, and he has a +3 Int). This guy has sealed an advanced (5 HD) lemure inside himself. A lemure has immunity to fire, so this gate decides to construct a fury with the Fire seed.

He pours 5 (the max) points into the Fire seed, 2 on the Burst shape seed, and 1 on the Extend shape seed. This lets him fire off a ball of fire dealing 5d8 fire damage (Reflex 15 half) at a range of 150 ft. that explodes in a 20 ft. radius.

This fury is comparable to the Fireball in most aspects: slightly more damage, slightly lower save DC and distance, same burst. But this fury can be used as much as the gate wants, as opposed to only 2 3rd level spell slots. In addition, the gate himself can decide what's more important to him: maybe he wants more range over radius. Maybe he wants to make it lawfully-aligned instead of long-range. Maybe he decides to drop the shape seeds entirely, and adds in a personal seed to turn him invisible for a round after unleashing it. If he even wants, he could try to overreach himself, and seal a lemure with 6 HD. Then at 5th level, he could be dealing 6d8 damage and have a save DC of 16. The downside, of course, is the sealbreaker value, which now increases faster, and a more dangerous foe which breaks free.

That's the point: he can customize the fury to do whatever he wants it to do, but remain at a consistent power level with conventional spellcasters of the same level. Like a warlock, he can go all day, but he gets to decide his furies each day.

The kicker, of course, is his ludicrously small number of unique furies in any one day, his MAD, and of course the chance of his seal breaking and making things worse for his party.

I hope this answers your question, and clears things up a little. I know it's confusing to start with, but in actuality it's really simple.

Caewil
2007-09-06, 01:03 AM
Brilliance. And it is perfect for my homebrew world. I had originally intended to use a modified version of Arcanist from IH, but this fits the flavour of my campaign much better. Magic by binding demons/outsiders to oneself.

Just a question though, what is this balanced against? Warlock-Type classes? the original wizard? Psionics?

Kellus
2007-09-06, 01:18 AM
I tried to balance it against conventional spellcasters and psionics. It's certainly more powerful that the warlock, but also doesn't have the no-hold-barred inifinite invocations of that class either.

The nice thing about the class is the built-in DM control-factor. When a beast breaks free, the DM can pretty much decide what it does in response to how the gate is playing. If he's proving to be too powerful in a particular encounter, the beast can always try to commit suicide and deprive the gate of his furies until he can rest.

Also, with the automatic damage dealt to the gate every round the beast is in control, nobody playing this class is going to go crazy with their powers the way most warlocks do ("You encounter the king." "I use Baleful Utterance on his crown! And his throne! And his clothes! And the room! And the guards' armour! And the castle!").

It goes without saying, obviously, that you should feel free to use this wherever you want. That's why I put it up here, obviously.

Thanks for the questions: the clearer I can explain things, the better. I like the system quite a lot too. :smallwink:

knightsaline
2007-09-06, 02:02 AM
Could a gate instead of forcibly binding an outsider into their body, make a deal with it instead? I can imagine a CE gate attracting a demon to him and making a deal with the demon so the demon can sneak around, attacking good and lawful targets without looking like a demon. This would not circumvent the breaking free thing, as instead, if the gate takes too much damage, the seal will be broken and the demon attacks its target, kind of like an overdrive or limit break.

good work anyway!

Finerty
2007-09-06, 02:24 AM
Love it. Especially the use of Control Shape, very nice. Little bit thrown off by the 'outsider remembers none of the experience' thing. Fluff-centric, I know, but how exactly do you see that working?

Is the consciousness of the outsider suppressed while sealed, so that the outsider essentially 'sleeps' an uneasy sleep, ever closer to waking, and upon being released, is aware that a day has gone but has no idea why?
Is it just, since you seal a non-unique outsider, it's assumed to be kind of rank-and-file, and incapable of figuring out what happened or who to pursue or how to get to the Material Plane to wreak vengeance?
Is the beast's essence separated from the rest of it, so that the actual outsider is suspended and then returns to existing once it's essence is released?

Or am I completely off-track here? I just don't like the "aaaaaaand gatesealing has no consequences if you seal someone unwilling". I mean, I'd like the ability to communicate with sealed monsters early on, establish certain allies, make certain pacts. i.e., if you're CG and you seal a ghaele, I don't see why you should necessarily need to come into conflict with the ghaele. You might be furthering a creature's cause much more than it could on it's own, at no risk to the outsider, so I think peaceful contact should be possible.
Also, the alignment seeds - how about making them available to beasts with the relevant alignment subtype, instead of just the alignment? I know that's normally a moot point, but I see the potential for some really great roleplaying once unique beasts can be sealed, and for the introduction of some really cool outsiders, perhaps with unusual alignments. Like a gate that spends most of her career forcibly sealing a demon and using it's evil powers for good, slowly but eventually converting the demon's alignment, until in the end, the gate binds to a good or otherwise unusual demon, actively supporting the gate.
And how about range seeds?

Caewil
2007-09-06, 02:29 AM
Well, you won't be able to bind a unique outsider till Level 20, so I imagine you'd just get a random outsider. Pretty hard to make deals with.

Fizban
2007-09-06, 02:38 AM
*Stunned Silence*

Holy. Crap.

As Arachnid said, brilliance. It feels more bindery than the Binder, more warlocky than the Warlock, and has a functional modular spellcrafting system, with a credible drawback. My only concern is with the capabilities of monsters presented in books, but I can't think of any off the top of my head that would be too problematic. The fact that a monster has to have a main design point limits how much they can mess the class up, while the fact that so many share certain commonly needed magic abilities means that most of the time you can at least prepare some damage and evasive abilities (damage effect, teleport, etc).

Some needed seeds, or abilities for PrC's: long range teleportation, planar travel, creature summoning, object creation, item crafting, personal transform, non-personal transform. Shape seeds: persistant area (glitterdust, web, ice storm), wall (wall of fire), cylinder.

I'd also suggest some buffing abilities, such as morale bonuses to attack and/or damage (bless, heroics).

But, I get ahead of myself; you've probably got most of these in the works already, so I'll just bookmark this and come back later.

Zeta Kai
2007-09-06, 08:10 AM
Wow, this is really something special. It takes the spell seeds from epic, & the augments from psionics, & wraps them up in a well-crafted fluffy bow. Nice job. I have always liked the epic spell seed idea, & was extremely annoyed to see it practically abandoned after its initial 3.0 publication. I've tinkered with de-epic-ing the notion for use in standard D&D, but I never got around to it, & now I see that someone has outdone me. My hat's off to you, sir. Kudos.

Caewil
2007-09-06, 08:43 AM
Competition: What creature gives the most possible abilities for the least Hit-Die?

The Cerebrelith from Expanded Psi handbook is pretty good. Immunity to electricity, poison and a crapload of Psi Like & Spell-Like abilities. And all for 9 HD. I'm sure some of you can do better though.

Kellus
2007-09-06, 01:34 PM
Alright, thanks for the comments! I'll try to address some of your concerns.

First, I've added the Cylinder and Wall shape seeds, as well as the Tesseract and Transform personal seeds. More to come. Thank you for the suggestions, Fizban.

Also, I'm glad to hear of your concerns, Finerty. The idea of the outsider not remembering the experience is not to give the feeling that there are no consequences, but rather not to tie up the campaign in infinite sidequests resolving what happens to each outsider the gate seals on a particular day. This falls into the realm of a system which tells the DM how to write the story, and no class should do that.

Secondly, I don't believe that there is a 'no consequences' feel to the system at all. The entire point of the sealbreaker value is that every time you unleash furies, you endanger yourself a little more. This system has very real consequences for using your abilities, which can be an immediate danger. As opposed to conventional spellcasting, where you'd say, "Oops, I'm out of spells for the day. Okay, let's find a place to rest so I can fill up on world-altering magics again." A gate can use his abilities as much as he wants, but only if he's willing to accept the risk involved.

As for sealing an outsider with a like alignment, the problem with this is that if the outsider is lucid after breaking free, he'd be allied with the gate and not against him. Mechanically, this removes the consequential aspects mentioned above, and also actively gives the gate a reason to WANT to have the seal broken. This is a no-no, so I decided to have the outsider, no matter the alignment, be slightly insane from being confined in a mortal's body. I think that's fairly believable. If you like, fluff-wise, you can attribute the violent behaviour to the beast being disoriented or otherwise 'out of it' upon breaking free. Instinct takes over, and the beast lashes out against the one who trapped him.

One of the prestige classes I have planned seals the same type of beast over and over, and eventually can gain some measure of control over it when it breaks the seal. But that is the only method I have envisioned to have sealbreaking be a quasi-good thing.

Also, bear in mind that Overreach works both ways. A gate who's exceptionally careful or paranoid can choose to summon a beast with LESS hit dice than his limit as well. His furies will be weaker, but his sealbreaker will build up much slower and if the seal is broken, the outsider will be very easy to subdue with Control Shape. Just wanted to point out an aspect that some people may have overlooked.

More seeds to come, so stay tuned. On a related note, I realized too late that there is a character limit (50,000) on posts, which I actually didn't know before. Therefore, I'm going to reserve a few posts after this to have the additional material forthcoming.

Thanks for the comments!

Kellus
2007-09-06, 01:35 PM
The Body of Many Beasts

The gate forges an intimate bond with an extraplanar being of unimaginable power. However, he maintains a sense of self about his body. Some, however, go beyond this limit. These individuals see their body as nothing more than the crossing roads for higher beings. These self-proclaimed bodies of many beasts push magic sealing to the limit in order to fill their bodies with more beings than most people would consider safe; or even sane.

Requirements
Magic Sealing: Able to seal 6 HD outsiders
Skills: Control Shape 8 ranks, Diplomacy 4 ranks, Knowledge (the Planes) 4 ranks
Special: Must have successfully subdued a beast that has broken free of equal HD.

Skill Points at Each Additional Level: 4 + Int modifier

Class Skills
The body of many beasts’ class skills (and the key ability for each skill) are Concentration (Con), Control Shape (Wis), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), and Use Magic Device (Cha).

Hit Die: 1d6
Body of Many Beasts
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+0|
+2|
+0|
+2|Double seal|—

2nd|
+1|
+3|
+0|
+3|Perfect alignment|+1 Level of Existing Magic Sealing Class

3rd|
+2|
+3|
+1|
+3|Coalition seal|—

4th|
+3|
+4|
+1|
+4|Body of many beasts|+1 Level of Existing Magic Sealing Class

5th|
+3|
+4|
+1|
+4|Triple seal|—

[/table]

All of the following are class features of the body of many beasts.

Enhanced Magic Sealing: At 2nd level and 4th level, the body of many beasts improves his effective gate level to determine the maximum HD of a beast he may seal, the number of furies he may construct every day, and any other effect related to his gate level such as the maximum number of additional points he may use in constructing furies that he derives from his Int modifier.

Double Seal (Su): A body of many beasts may seal two beasts inside his body simultaneously. This extends his sealing ritual at dawn to 10 minutes instead of 5, and has several additonal effects:

The body of many beasts may select from seeds made available by both of his beasts when constructing furies. This means that he could theoretically apply two opposed seeds, such as the Good seed and the Evil seed to the same fury.

The body of many beasts receives a bonus number of points to spend on constructing furies while sealing 2 beasts equal to his body of many beasts class level.

The body of many beasts has 2 sealbreaker values. When unleashing a fury, he must first determine which beast provides the power for this fury. If seeds have been contributed by both of his beasts, this is the beast with the higher sealbreaker value. The body of many beasts chooses one if they are equal. This sealbreaker value is the dominant value in this unleashing of the fury.

The body of many beasts rolls against the dominant value to determine if the beast breaks the seal. However, unleashing while maintaining two seals is difficult; the gate adds to the dominant value as normal, but also adds an additional point every time he unleashes a fury to both of his values. A sealbreaker value may not exceed 100. If it does, that beast immediately breaks free.

If a beast breaks free, it is treated as normal. The dominant beast is the one that can break free, and the dominant value reduces as normal while the dominant beast is free. In addition, every round that the dominant beast is free, the dormant beast’s sealbreaker value increases by 1.

If the dominant beast dies while free, the body of many beasts must immediately make a Control Shape check equal to the dormant beast’s HD, or that seal is immediately broken and the dormant beast replaces the dominant beast.

A body of many beasts does not always need to make a double seal. He may choose how many beasts to seal every day.

All effects relating to the beast’s HD use the lower HD beast involved in the fury. For example, if a body of many beasts seals a 9 HD outsider and an 11 HD outsider and constructs a fury with seeds from both of them, the save DC, points to spend, and all other effects are based off of a 9 HD beast.

A unique outsider can never be sealed in a multiple seal.

Perfect Alignment (Su): At Due to his countless seals and beasts that have inhabited his body, a body of many beasts has perfect control over his own alignment. Starting at 2nd level, while maintaining a double seal, the body of many beasts has the ideal alignment for any spell or item affecting him.

Coalition Seal (Su): Starting at 3rd level, the body of many beasts may combine his seals to maximize his longevity. He may transfer points between his sealbreaker values as he wishes as a full-round action which provokes attacks of opportunity. No sealbreaker value may exceed 100. If it does, that beast immediately breaks free.

Body of Many Beasts (Su): At 4th level, the body of many beasts assumes the Shapechanger subtype. He is immune to any effect that alters his form (aside from the sealbreaker value) unless he is willing to accept it.

Triple Seal (Su): Starting at 5th level, the body of many beasts may choose to seal 3 beasts inside his body at a time. This increases the time he requires to seal to 15 minutes instead of 5 or 10 minutes. It otherwise functions identically to the Double Seal class feature, except where outlined below.

The body of many beasts receives a number of additional points to spend on his furies equal to twice his body of many beasts level while sealing 3 beasts. This negates the bonus points he receives from having 2 beasts sealed, although he still receives those points if he chooses to only seal 2 beasts on a given day.

When unleashing a fury, the body of many beasts adds 2 points, and not 1, to all of his sealbreaker values if he is sealing 3 beasts.

If the dominant beast has broken free, all dormant seals are increased by 2 every round, and not by 1.

If there is ever conflict between multiple beasts, such as to determine order for any reason, the beast with the higher sealbreaker value goes first. If this is even, the beast with the higher HD goes first. If this is equal as well, the body of many beasts must select a beast to go first.

The Worldheart

Unlike a traditional gate who spends his hours studying ancient beings, invoking rites, and calling demons of all manner into his body, some find more elegant methods of magic sealing. The worldheart has broken nature into its fundamental constituent pieces, and has managed to tame the elements themselves. These gates disassemble the world and seal part of its undiluted fury into their body to gain power over the building blocks of nature.

Requirements
Magic Sealing: Able to seal 5 HD outsiders
Skills: Control Shape 5 ranks, Knowledge (nature) 9 ranks
Special: Wild Empathy class feature

Skill Points at Each Additional Level: 4 + Int modifier

Class Skills
The worldheart’s class skills (and the key ability for each skill) are Concentration (Con), Control Shape (Wis), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).

Hit Die: d6
The Worldheart
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+0|
+0|
+0|
+2|Body of the world|—

2nd|
+1|
+0|
+0|
+3||+1 Level of Existing Magic Sealing Class

3rd|
+2|
+1|
+1|
+3||+1 Level of Existing Magic Sealing Class

4th|
+3|
+1|
+1|
+4|Mind of the world|—

5th|
+3|
+1|
+1|
+4||+1 Level of Existing Magic Sealing Class

6th|
+4|
+2|
+2|
+5||+1 Level of Existing Magic Sealing Class

7th|
+5|
+2|
+2|
+5|Soul of the world|—

8th|
+6|
+2|
+2|
+6||+1 Level of Existing Magic Sealing Class

9th|
+6|
+3|
+3|
+6||+1 Level of Existing Magic Sealing Class

10th|
+7|
+3|
+3|
+7|Heart of the world|—

[/table]

All of the following are class features of the worldheart:

Weapon and Armour Proficiencies: The worldheart gains no additional weapon or armour proficiencies.

Enhanced Magic Sealing: At every level indicated on Table: The Worldheart, the worldheart improves his effective gate level to determine the maximum HD of a beast he may seal, the number of furies he may construct every day, and any other effect related to his gate level such as the maximum number of additional points he may use in constructing furies that he derives from his Int modifier.

Body of the World (Su): Beginning at 1st level, the worldheart is able to unravel the building blocks of the world sufficiently to be able to seal the raw fury of nature into his body. Instead of an outsider, the worldheart may seal an elemental of applicable hit dice. Otherwise, this ability follows all of the same rules as sealing outsiders.

When sealing an elemental, the worldheart gains an additional number of points to invest in the appropriate elemental seed of the elemental he has sealed equal to his worldheart level. For example, a 6th level gate/4th level worldheart sealing a 10 HD fire elemental and who has an 18 Int would normally have 14 points to construct a fury. However, He may construct a fury with the Fire seed, and gain an additional 4 points to invest in the Fire seed alone. This does not allow him to spend more points on the Fire seed than is dictated by the HD of his beast, but it does mean that he may construct more powerful furies if he includes the appropriate elemental seed.

The worldheart may only seal a standard elemental (ie. air, earth, fire, or water) with this ability.

Mind of the World (Su): Starting at 4th level, the worldheart is more in tune with the elemental forces in the world. The amount he adds to the sealbreaker value when unleashing a fury from a sealed elemental is always reduced by 1, to a minimum of 1.

Soul of the World (Su): Starting at 7th level, the worldheart is one with the elements. He gains a special supernatural ability based on the elemental he has sealed that he may use at will: whirlwind, earth glide, burn, or vortex. The save DC, if applicable, against this attack form is equal to 10 + the worldheart’s class level + his Con modifier.

Heart of the World (Su): At 10th level, the worldheart is not simply a sealer of elements; he is the elements. The fury of the storm is his breath; the rage of the fire his pulse. While sealing an elemental, the worldheart gains the Elemental type.

In such a state, he no longer needs to eat, sleep, or breathe. He gains an elemental creature’s immunity to stunning, and is no longer subject to extra damage from critical hits or flanking. A worldheart gains the speed and movement modes, natural attacks, special attacks, and special qualities of a Medium elemental of the type appropriate to the beast sealed. He also gains immunity to the appropriate element that he has sealed.

Unlike a normal elemental, a worldheart retains a soul seperate from his body. He can be raised from the dead as normal for a creature of his previous type.

Kellus
2007-09-06, 01:36 PM
Reserved for upcoming feats that I have planned. I really, really should have done this earlier, but I didn't know about the limit.

Kellus
2007-09-06, 01:37 PM
Reserved for upcoming furies that I may need. I really, really, really should have done this earlier, but I didn't know about the limit.

Vadin
2007-09-06, 03:31 PM
1) Beautiful. Clean, elegant, and fulfilling fluff filled. Fantastic. Especially the intro, what with the explanations on where the different class aspects come from and how the class ought to compare.

2) The Dimensional Form shape seed...would that allow me to make a 1,000 cubic foot field of flames? A 1,000 cubic foot lake of acid? As appealing as that sounds to the PC in me, my inner DM is having a heart attack at all of the poor villages my players will doubtlessly destroy once they get their hands on this gem.

3) No object creation, object animation, or creature summoning seeds?

4) You, sir, have earned a cookie.

geez3r
2007-09-06, 05:10 PM
Impressive. Very. Very. Impressive. First the axis of funk and now this? Leave some awesome for the rest of us. This is very much yoinked and book-marked.

Kellus
2007-09-06, 10:55 PM
2) The Dimensional Form shape seed...would that allow me to make a 1,000 cubic foot field of flames? A 1,000 cubic foot lake of acid? As appealing as that sounds to the PC in me, my inner DM is having a heart attack at all of the poor villages my players will doubtlessly destroy once they get their hands on this gem.

The Dimensional Form shape seed was oe of my favourites. The things you are suggesting would not work, due to the wording of the text. The seed creates discrete 125 (5x5x5) cubic foot blocks, which you can then move into any arrangement you like. The idea is that you can build truly uniquely shaped seeds, with gigantic 3-D shapes built from these blocks. The inspiration came from the spell Order's Wrath, if you're interested.

So no, you can't make it into a field laid out on the gorund, nor can you fill a lake with it, unless it's a very small lake made of cube-shaped holes. Basically the fury fills 8 squares in the area, but it can be used three-dimensionally instead of just laid out on the ground.

Creation, animation, and summoning seeds are forthcoming. As I said, basics first. :smallwink: Thanks for the tip, tho.

Human Paragon 3
2007-09-07, 12:43 PM
Wow, awesome!

Here's a suggestion: Either by way of a feat or a class ability, the Gate should be able to bind outsiders to masterwork items in order to create magical weapons, armor and wondrous items. I am thinking about the Barteamius trilogy in which human magicians force outsiders into servitude to fuel their magic. Instead of binding demons inside them, they just command the demons (not unlike a permanent summons, ala Faust). One of the cool things they did in that book was bind the outsiders to items like a ring, staff or amulet or talisman to create, for instance, a staff packed with ifreets that shoots lightning and fire, a magical amulet that protects against magic (globe of invulnerability or similar), or glass orbs with minor outsiders trapped inside that shatter on impact uleashing elemental attacks.

I'd recommend item creation feats with cool binding rules like the ones you made up for the gate.

Really great stuff. Have you play tested any of it?

Finerty
2007-09-07, 05:26 PM
Secondly, I don't believe that there is a 'no consequences' feel to the system at all. The entire point of the sealbreaker value is that every time you unleash furies, you endanger yourself a little more. This system has very real consequences for using your abilities, which can be an immediate danger. As opposed to conventional spellcasting, where you'd say, "Oops, I'm out of spells for the day. Okay, let's find a place to rest so I can fill up on world-altering magics again." A gate can use his abilities as much as he wants, but only if he's willing to accept the risk involved.
Perfectly understood. I was wording my concern all wrong, I meant to say that it seems that there are no consequences to wantonly plucking outsiders out of their existences and binding them up for a day. Regarding the actual casting, I very much enjoy that it's risky and gets increasingly more so, allowing for a work day that has a natural conclusion but not so early on that it'd suck at lower levels.
Couple of questions, though:
Any reason the gate has a good save, a bad save, and a... strange save?

upon the successful unleashing of a fury, he adds a number equal to 5 + (his beast’s hit dice - his own hit dice), minimum 1, to his sealbreaker value
Does this mean that you add a minimum of 1 to your sealbreaker value with each fury unleashed, or a minimum of 5+1, for six?
Also, do you ever add anything to the percentile roll to keep the beast from breaking free? Are there perhaps feats for helping you cast more safely?
Do you mind if I take a whack at a martial character that utilizes this fluff and mechanics? I was thinking ranger stats (BAB, HD, FRW) with the ability to call and seal a number of different beasts at once, (a low number, mind), probably with hit die totalling his own hit die. The first creature sealed would grant the use of its natural weapons, the second a very small number of simple furies to be bound into these natural weapon attacks, and perhaps a third beast could provide some resistances or extraordinary abilities?
Er... maybe that's a little too close to Incarnum...

Kellus
2007-09-07, 07:30 PM
Originally I was going to give him two strong saves, in Fort and Will, but I thought it was probably a little much, so I gave him a medium (yes, there is such a thing) save in Fort to reflect the strength of body he builds up by sealing extraplanar creatures inside himself.

I can see that that numerical aspect is unclear from the way I wrote it. He adds a value equal to 5 + (beast's HD-his HD). If the beast has 5 or more less HD than the gate, he still adds 1. I'll rewrite it to be more clear. Thank you for pointing it out.

While you don't get to add to the roll, for every round that the beast is in control they burn up some of their hold on you, in the form of a reduction of the sealbreaker value by 5 every round they have broken free. I have no plans to add ways to circumvent the sealbreaker value at present.

That certainly sounds like an interesting idea for a class, Finerty. Of course, as I said previously, feel free to use this system wherever you like. If you feel up to making another base class using this system, I'd be much obliged, and I'd be happy to look at incorporating it into the system.

I like the idea of sealing outsiders into items as well, Gaurd Juris (and I love Bartimaeus!). I think that it would probably be a very cool take on magic items under this system. However, it strikes me as something that would be better suited to a prestige class, like a gate who has decided to specialize in the art of sealing outsiders in items. I'll certainly take a look at it, assuming that I can get going on those additional seeds and prestige classes currently planned. They're coming, really! :smalleek: I've been a little busy with work, lately, but I'll try to have some more seeds and one of the prestige classes up tonight.

Stay tuned!

Human Paragon 3
2007-09-09, 11:26 AM
Any headway on the new PrCs and seeds? Lemme know if you plan to run a campaign playtesting these rules, as I would be interested in trying them out.

LostOne27
2007-09-10, 04:25 PM
Any chance one of the new seeds would allow for a decrease in the gaining a sealbreaker points? Example--a lvl 10 gate with a lvl 10 outsider will be adding 5 points every time he casts the spell...even if it's something as small as a light. How about letting him use some of the bonus points to add a "bonus" or a negative modifier...so instead of casting it at full ability to light up a large area, he only lights up 10ft from himself...but only adds 1 or 2 points to the sealbreaker (sort of a reward for casting something way below you're limit).

Sorry if that's not clear, I can make it clearer if you need me to, it'll just take me time to work everything up. :)

Human Paragon 3
2007-09-10, 04:28 PM
Any chance one of the new seeds would allow for a decrease in the gaining a sealbreaker points? Example--a lvl 10 gate with a lvl 10 outsider will be adding 5 points every time he casts the spell...even if it's something as small as a light. How about letting him use some of the bonus points to add a "bonus" or a negative modifier...so instead of casting it at full ability to light up a large area, he only lights up 10ft from himself...but only adds 1 or 2 points to the sealbreaker (sort of a reward for casting something way below you're limit).

Sorry if that's not clear, I can make it clearer if you need me to, it'll just take me time to work everything up. :)

Unless I am mistaken, a level 10 gate with a 10HD outsider sealed inside him will add 1 sealbreaker point per use of a fury.

Eighth_Seraph
2007-09-10, 04:49 PM
However, upon the successful unleashing of a fury, he adds a number equal to 5 + (his beast’s hit dice - his own hit dice), to his sealbreaker value. Even if his beast is 5 or more hit dice below the gate, he always adds a minimum of 1 to the sealbreaker value upon unleashing a fury.
5 + (10 - 10) = 5

So that's actually pretty dangerous to have an outsider with equal hit dice. Manual of the Planes, Fiend Folio, and Book of Exalted deeds would would be amazing draws here. Ah, good times.

Pronounceable
2007-09-10, 09:21 PM
This is great. Among the best magic systems I've seen.

But I think it'd be fluffier if sealbroke has some permenant bad effect. That might seem like punishing player for playing, but I always thought telling the laws of physics to shut up and sit down should have severe consequences if one slips up.

I'm also reminded of Lionheart. Among the top 5 campaign settings I've seen, slaughtered for an effing Diablo clone... Ontopicking, maybe unique outsiders take interest in the family line and can be "inherited" from one's parents. The offspring is fully inhabited by the outsider at all times without any kind of ritual and has some sealbreaker discount. Instead of transforming, the outsider merely dominates him during a sealbroke. There we have some draft for a PrC.

Kellus
2007-09-12, 01:16 AM
Alright! My first gate prestige class is up, the Body of Many Beasts (http://www.giantitp.com/forums/showthread.php?p=3154233#post3154233)! Sorry for the delays, but more should follow!

Still stymied on summoning and animating seeds. It's difficult to work them into the system as is; I don't want another subcategory of seeds, so I think I'll probably make them Personal seeds you unleash on yourself, then giving you the ability to summon or animate for a short period of time.

Comments on the Body of Many Beasts? :smallwink:

Fizban
2007-09-12, 01:57 AM
Ya know, I was just thinking: are there any 1 HD core outsiders? I can't find any in the SRD. There's probably plenty in splatbooks, but there aren't any actual outsiders with 1 HD in core. Extraplanars yes, but not outsiders.

On a sidenote, there's suprisingly few outsider types in the SRD aside from the aligned (demon/devil/archon/eladrin/angel).

Kellus
2007-09-12, 02:06 AM
At the least, there are the Aasimar, Tieflings, and Formian workers. But I understand your concern. There is indeed not much selection at the very low levels, but things do start to pick up around levels 3+. With HD advancement, you'll always have plenty of options to choose from.

And, I mean, hey: what caster doesn't suck at 1st level? No caster, that's what. :smallamused:

Even at level 2, you can start to get cool things like lemures. Then you're cruisin'.

Finerty
2007-09-12, 02:23 AM
Well... Here's my take on a martial gate class.

The Arch, Very Rough Draft
Alignment: Any
Hit Die: d10

Class Skills
The arch class skills (and the key ability for each skill) are Concentration (Con), Control Shape (Wis), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Speak Language (n/a), and Use Magic Device (Cha).

Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Arch
{table]Class Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+2|+0|Magic Seal, Hunting Prowess
2nd|+2|+3|+3|+0|
3rd|+3|+3|+3|+1|
4th|+4|+4|+4|+1|
5th|+5|+4|+4|+1|Second Beast
6th|+6/+1|+5|+5|+2|
7th|+7/+2|+5|+5|+2|Trait
8th|+8/+3|+6|+6|+2|
9th|+9/+4|+6|+6|+3|
10th|+10/+5|+7|+7|+3| Third Beast
11th|+11/+6/+1|+7|+7|+3|
12th|+12/+7/+2|+8|+8|+4|Trait
13th|+13/+8/+3|+8|+8|+4|
14th|+14/+9/+4|+9|+9|+4|
15th|+15/+10/+5|+9|+9|+5| Fourth Beast
16th|+16/+11/+6/+1|+10|+10|+5|
17th|+17/+12/7/+2|+10|+10|+5|Trait
18th|+18/+13/+8/+3|+11|+11|+6|
19th|+19/+14/+9/+4|+11|+11|+6|
20th|+20/+15/+10/+5|+12|+12|+6|
[/table]

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

Weapon and Armour Proficiency: An arch is proficient with all simple weapons, as well as light and medium armour, and shields (but not tower shields).

Magic Seal (Su): An arch derives his magic from extraplanar beings that he seals inside of his own body.

Every morning at dawn, the arch may perform a mystical ritual to locate, connect to, and call an outsider. This ritual requires five minutes of quiet meditation to send a spirit self searching through the planes for the desired outsider, and another five minutes of quiet meditation, in which he draws an outsider inside of his body and another five minutes of silent internal control to create a magical seal that prevents it from escaping. It is also at dawn, whether or not an arch performs this ritual, that a previous outsider in his body exits his flesh and returns to its home plane.

An outsider sealed may not have more hit dice than the arch who seals it. An arch may only have a number of outsiders bound with HD totalling his own hit die, or less. Any attempt to call an outsider that would exceed the HD limit ends in failure.

Upon reaching 5th level, an arch may call a second outsider and seal it.

Upon reaching 10th level, an arch may call a third outsider.

Upon reaching 15th level, an arch may call a fourth outsider.

An arch may not seal a unique outsider inside his body. He may, however, advance the outsider he seals as described in the Monster Manual if he wishes to seal the same beast at higher levels. He may not apply a template to the outsider.

Outsiders, once released, have no memory of the time sealed within an arch, and thus never attempt to take revenge upon him.

Traits:An arch may control his magical self in order to allow certain aspects of his bound beasts to affect his physical body. An arch may choose to express a trait of a sealed beast in one of the following ways:
Hunting Prowess: The arch gains the use of the natural weapons and senses of the sealed outsider.
Astral Avoidance: The arch gains the natural armor bonus and move speeds of the sealed outsider.
Otherworldly Imperviousness: The arch gains the DR and one immunity or resistance of the sealed outsider.
Planar Tactic: The arch gains one of the sealed outsider's at-will special attacks.

Expressing:The arch can express one trait per sealed beast, i.e. if the arch had sealed two beasts, it could use the Hunting Prowess of one outsider, and could use the second outsider to express any trait other than that.

Once an arch has sealed his beasts, he may use their powers at any time. At the beginning of an arch's initiative, he decides which traits, if any, he is going to express, and for which beast. These choices can change completely each round. The arch may express the traits of his sealed beasts as many times in a day as he wishes. However, every time that an arch expresses a trait, he gives up a portion of his identity, his self, his soul, to the wills of the spirits his mortal frame contains. An arch who relies too much upon the power of his sealed outsiders quickly finds himself overwhelmed by it.

An arch's sealbreaker value represents how close the beast within him is to breaking free. Every day at dawn, the gate’s sealbreaker value returns to 0 as he regains his humanity when the extraplanar forces leave his mortal frame. However, upon the successful expression of a trait, he adds a number to his sealbreaker value based on the trait: 1 for Hunting Prowess, and 2 for any of the other traits.

From that point on, when attempting to express a trait, the gate must roll percentile dice beforehand. A result greater than his sealbreaker value means that the fury is unleashed successfully, and he adds a number to his sealbreaker value. Failure indicates that his beast breaks free of the seal.

When the beast breaks free, I... don't know what happens. But it's bad.


Needs a lot of work, I know. Lots of PEACHnitpitpicking. But I just thought I'd put it out there.

Kellus
2007-09-12, 12:04 PM
Very slick, albeit very incomplete as well. I like the idea of manifesting physical traits of the beast instead of magical energies, but there need to be some harsh limits on it. Your four categories of traits allow a lot of flexibility, but you need to limit especially Planar Tactics; what is a special attack? Because if it includes things like spell-like abilities (cough Wish cough) there needs to be some more limitations on it.

Otherwise, it looks intriguing. What kind of action is expressing? A swift action every round? And how long do traits last? 1 round? I think that would probably work out pretty well; every round you can choose to express a certain trait, which lasts until the start of your next turn.

The only thing I'd change otherwise is to only allow him to seal one outsider at a time. However, at cetain levels perhaps he could express 2 traits from the same beast at the same time? But I would suggest only 1 beast sealed. It makes sealbreaking too complicated otherwise; if you limit it to the 1 outsider, the same sealbreaker consequence can apply to the arch as the gate. Also, it steps on the turf of my Body of Many Beasts prestige class. :smalltongue:

Still, very cool!

Reptilius
2007-09-13, 02:03 PM
This all looks cool. It's what the binder sounds like it should be. I would expand the seal to elementals too, in my game.

Altharis
2007-09-16, 03:51 AM
Hey! I love your system Kellus (and all your other stuff too) and plan to ban all vancian magic in my campaign settings and replace it with this.

I've been lurking on this thread for a looong time, and I think I have a potential fix for the Arch (not that it needs too much fixing):

Emulating Rage (New name pending)
With this ability, even a novice Arch can enter a state that mimics some of creature within him's abilities, though prolonged use of this state can lead to the Arch's seal breaking.

As a move action usable at any time, the Arch can initiate an Emulating rage. The benefits of this rage are thus:

At 1st level, the Arch may add one of his his bonded creature's ability bonuses to his corresponding ability. At 4th level he gains another ability bonus (if positive), then again at 8th level, and others at 12th, 16th and 20th level.
At 3rd level, the Arch gains resistance to one type of energy the bonded creature has, with a value of half the bonded creature's resistance.
At 5th level, the bonded creature gains an attack of a type the bonded creature has that deals 1d8 damage. He automatically gains Weapon Focus and Weapon Specialisation with this weapon at 9th level.
At 7th level, he gains a movement type that the bonded creature has, at half the bonded's speed.
At 11th level, he gains spell resistance equal to half his bonded's spell resistance.
null
null
null

He can initiate the rage as many times as he likes in a day, but each time he has to roll against his sealbreaker points.

He has a number of rounds of Emulating Rage per day equal to half his character level plus his charisma modifier. If he Rages for longer than that, he gets X sealbreaker points per round.

He can hold a rage for 5+plus Cha bonus rounds in a row.


Incomplete, but you get the idea.

I also think that you should make another prestige class: The "Body of the Bonded Beast".

The "Body of Many Beasts" breaks the rule that you can only have 1 beast per Gate (or Arch). But the "Body of the Bonded Beast" slowly develops a friendly connection with a like-aligned beast that he bonds every day, eventually bend the rule of "when a beast breaks out, it is a very bad thing" by slowly reducing the consequences. A bonded beast also helps you cast better furies (or emulate it better).

Whaddaya think?
Altharis

Caewil
2007-09-17, 02:34 AM
We need more furies. Yarr.

Kellus
2007-09-17, 07:07 PM
Gah! I'm sorry, I work on it when I can! :smalltongue:

I make stuff for it when I have time, but I'm working 50+ hours a week, so I really don't have that much time for homebrewing these days. But more furies are coming, I promise! :smallwink:

Human Paragon 3
2007-09-20, 09:38 PM
Kellus, you are the man. Just wanted to say that, and also to bump this glorious thread.

Kellus
2007-09-21, 12:43 AM
Just for that, I got off my rear and made some more. :smallwink:

Two more personal seeds are up, Summon and Animate seeds. More ideas would be great, guys!

Also, a new prestige class, the Worldheart (http://www.giantitp.com/forums/showthread.php?p=3154233#post3154233) is up and ready to seal elementals!

Stay tuned!

Human Paragon 3
2007-09-21, 01:12 AM
For the love of god, somebody run a game with this system. I don't feel equal to the task myself, but I'd love to play a gate.

Caewil
2007-09-21, 04:47 AM
Wow, the worldheart is awesome. I'm definitely going to run a campaign on it after my exams.

Just one nitpick, you listed "heart of the world" twice.

Kesnit
2007-09-21, 06:57 AM
Very nice... One small question though...

Am I right in reading that at LVL 20, the Unique outsider does remember being bound and their chance of breaking free increases every day? That seems like a no-win situation. The powers are nice - while you have them. Then the Unique outsider breaks free and comes after you.

Kellus
2007-09-21, 08:26 AM
That's why you can try and maintain the same seal every day without giving it a chance to leave for good. Of course, when it DOES get free, it's going to be pretty angry... :smallamused:

It's an option, nothing more. If a player wants to play dangerously, he can get more powerful furies. But you're right, there are serious consequences.

EDIT: Thanks for the nitpick, fixed up the worldheart. :smallwink:

Caewil
2007-09-21, 09:08 AM
I've just had an idea that may help (and add to flavour), by making the risk of overcasting a little more varied by allowing the caster to take con burn in exchange for decreasing his sealbreaker value. Say 1 Con for 3 points off the sealbreaker value? The caster would literally use the reserves of his own body to force the bound creature into submission, thus straining himself in the process. I would only allow it to work when the outsider would otherwise break out, suince it would make little sense to burn physical reserves to push back an outsider that isn't trying to gain control at that moment.

Altharis
2007-09-23, 03:50 AM
And here I was Just about to suggest some feat ideas when Arachnid beats me to the punch!

Here you go:

Seal over Body [Seal]
Prereq: Magic Bonding class level 3
Any time you would make a roll to see if your seal breaks, you may opt to take any amount Constitution damage in order to reduce your sealbreaker value by 3 times that amount.

Special
If you take this feat you cannot take the "Body over Seal" feat.


Body over Seal [Seal]
Prereq: Magic Bonding class Level 3
Any time you would lose hit points for any reason, you may opt to add any amount to your sealbreaker value in order to get 3 times that number of temporary hit points.

Special
If you take this feat you cannot take the "Seal over Body" feat.

And a seed:

Shape Seeds:

Chain Seed
Cost: 2 points
Range: See text.
Effect: This seed may only be applied to a fury that affects a single target. The fury affects one other target that is the spell's range (close, medium, long) away from the original target. For this second target, halve the damage it deals (or if it does not deal damage, reduce the save DC by four).
Augment:
2 points: It affects one other target that is the spell's original range away from the last target. (Halve the damage (or reduce the DC by four) again)
1 point: Add one tenth of the original spell's damge to any rebounds. this new damage may not exceed the original's damage. (Or add 1 to all of the rebound's DCs. To a maximum of +4)

Like them?
Altharis

JoshuaZ
2007-09-23, 06:34 PM
Two comments. First, in regard to the Null Magic seed, I'm not sure the augment to dispel psionics makes since they'd be dispelled under psionic/magic transparency anyways. Or is there some reason you prefer non-transparency or is there something else I'm missing? Second, I didn't see anywhere a discussion of what furies spell level equivalent.

Caewil
2007-10-05, 06:44 AM
I don't think comparing it to spell-levels ls going to work. The best I can give you is:

Spell-Level = Beast's HD/2 +1 , rounded down

warbacon
2007-10-05, 11:35 AM
This is really good stuff. However, let me play devil's advocate here:

1. Am I correct in understanding that a high-level PC can take a one-level dip into Gate and be able to seal high-HD outsiders, and construct high-powered furies out of them? This really helps out a Sorceror in particular.

2. What about incorporeal creatures, undead, or incorporeal undead who take levels in Gate?

Kellus
2007-10-07, 06:32 PM
Update! (finally)

Here's a wondrous item that's handy for gates:

Seed Shard

Price (Item Level): 1,000 gp
Body Slot: - (held)
Aura: Faint (conjuration)
Activation: Swift (command)
Weight: 1/2 lb.

This palm-sized glass orb shimmers with hidden colour. If you close your eyes and hold it close to your ear, you can hear whispers of echoes half-forgotten emanate from its core.

A seed shard is a physical embodiment of extraplanar powers and memories. A gate can use the shard to absorb additional power when creating a magic seal. Every seed shard contains the essence of one effect seed or personal seed.

If a gate shatters the seed shard during his ritual of sealing at dawn, he gains access to the seed the seed shard contained. He may use this seed in his furies for the day as if it were a seed granted by his beast.

And a monster which uses seeds in battle. Perfect for a DM who likes the idea, but doesn't want to introduce the entire system! :smallwink:

Seed Guardian

A seed guardian is an extraplanar champion of two fundamental magical forces. They are living embodiments of the seeds they espouse, and are opposed to those who would abuse the seeds’ power. Gates who seal seed guardians gain great talent with the guardian’s seeds, but give up their versatility in focusing on two seeds to the exclusion of all others.

Creating a Seed Guardian

“Seed Guardian” is a template which may be applied to any personal seed and any effect seed. Seed guardians of all possible strengths exist, and most of their abilities are measured by their Challenge Rating (CR).

Size and Type: A seed guardian’s type is outsider, and its size depends on its CR, as shown in the following table:

{table]CR|Size
1-6|Small
7-12|Medium
13+|Large[/table]

Hit Dice: A seed guardian has Hit Dice equal to its CR. Its Hit Dice are d8s.
Speed: A seed guardian’s speed varies with its CR, as shown in the following table:

{table]CR|Speed
1-5|20ft.
6-10|30ft.
10-15|40ft.
16+|50ft.[/table]

Armor Class: A seed guardian has a deflection bonus to its AC equal to half its CR.
Attack: A seed guardian gains a slam attack it can use once per round. The slam attack deals damage based on the seed guardian’s size: 1d3 for a Small seed guardian, 1d4 for a Medium guardian, and 1d6 for a Large guardian. The slam attack also deals additional damage equal to the seed guardian’s Strength bonus x 1-1/2. A successful slam attack may also affect the target as though it was hit by the seed guardian’s effect seed as if through the Source of Magic ability, at the seed guardian’s discretion (see Special Attacks, below).
Special Attacks: A seed guardian has one special attack.

Source of Magic: Seed guardians represent the pure embodiment of two magical building blocks. They have a pool of points equal to their CR + their Int modifier, which they may use to heighten their effect seed as they wish. Unlike gates, they need not decide how to heighten this seed beforehand, but may instead decide on the spur of the moment how to allocate their points into the seed. They may apply any shape seeds applicable to the seed, at their discretion. They may use the seed as a standard action, or impart the effect of the seed with their slam attack (see Attack, above). The saving throw against a seed guardian’s effect seed is equal to 10 + 1/2 its CR + its Cha modifier.

Special Qualities: A seed guardian has outsider traits, damage reduction 10/cold iron, and spell resistance equal to 10 + its CR. It also has the following two special qualities:

Source of Magic: Seed guardians represent the pure embodiment of two magical building blocks. They have a pool of points equal to their CR + their Int modifier, which they may use to heighten their personal seed as they wish. If the personal seed has a duration greater than Instantaneous, the seed guardian is always under the effect of this seed. It may, however, change the allocation of its points in the seed as a swift action. If the personal seed has a duration of Instantaneous, the seed guardian may use it as a standard action, and decide on the spur of the moment how to allocate points to heighten it.

Sublime Seal: If a gate attempts to seal a seed guardian, they have access only to the two seeds that the guardian espouses. However, there is no limit to the number of points they may use to heighten these seeds when constucting furies.

For example, a 7th level gate with 16 Int seals an 8 HD seed guardian with the Fire and Tesseract seeds. Normally he would have 11 (8 + Int) points to spend on each of his furies, but would not be able to exceed spending 8 points on the Fire seed. With a seed guardian sealed, the gate may allocate all 11 points into the Fire seed.

Saves: A seed guardian has normal saving throws for a creature of the outsider type.
Abilities: A seed guardian has Strength, Dexterity, and Constitution scores equal to 7 + 1/2 its CR. It has Intelligence, Wisdom, and Charismal modifiers equal to 10 + 1/2 its CR.
Challenge Rating: Any. A seed guardian has an unleasher level for its seeds equal to its CR.
Treasure: A slain seed guardian leaves behind a seed shard, which contains one of the guardian’s seeds (determined randomly for each shard). Otherwise, the seed guardian carries no treasure.
Environment: Any outer plane. Seed guardians spontaneously arise from high-magic environments as the magic breaks apart into its consituent seeds.
Organization: Usually solitary or in pairs. Occasionally seed guardians will band together to fight on behalf of magic itself in groups reaching 40 or more consituent members.
Alignment: Always neutral.
Advancement: See Size and Type, above.
Level Adjustment: -


Guardian of the Invisible Lightning

Medium Outsider (Electricity)
Hit Dice: 7d8+14 (48)
Initiative: +2
Speed: 30ft. (6 squares)
Armor Class: 15 (+3 deflection, +2 Dex) (+1 dodge)
Base Attack/Grapple: +7/+2
Attack: +10 slam (1d4+3+electricity seed)
Full Attack: +10 slam (1d4+3+electricity seed) and +5 slam (1d4+3+electricity seed)
Space/Reach: 5ft./5ft.
Special Attacks: Source of magic (electricity)
Special Qualities: DR 10/cold iron, spell resistance 17, source of magic (nondetection), sublime seal, outsider traits
Save: Fort +7, Ref +7, Will +8
Abilities: Str 14, Dex 14, Con 14, Int 17, Wis 17, Cha 17
Skills: Concentration +13, Hide +12, Intimidate +13, Knowledge (arcana) +13, Knowledge (nature) +13, Knowledge (the planes) +13, Listen +13, Move Silently +12, Sense Motive +13, Spellcraft +13, Spot +13
Feats: Dodge, Power Attack, Weapon Focus (slam)
Environment: Any outer plane
Organization: Solitary, pair, or murder (30-40)
Challenge Rating: 7
Treasure: Seed shard
Alignment: Neutral
Advancement: 8-12 (Medium), 13+ (Large)
Level Adjustment: -

The guardian of the invisible lightning is a proud seed guardian who punishes those that mock the power of lightning. It often hunts the Prime Material Plane using its nondetection seed, tracking down spellcasters who abuse the power of electricity.

Combat: In combat, the guardian of the invisible lighning uses its invisibility to confuse its opponents, and unleashes massive barrages of electricity at them.

Source of Magic: The guardian of the invisible lighning represents the pure embodiment of two magical building blocks. It has a pool of 10 points, which it may use to heighten the Electricity seed as it wishes. Unlike gates, he does not need to decide how to heighten this seed beforehand, but may instead decide on the spur of the moment how to allocate his points into the seed. It may apply any shape seeds applicable to the Electricity seed at its discretion. It may use the seed as a standard action, or impart the effect of the seed with its slam attack. The saving throw against the effect seed is equal to 16.

Source of Magic: The guardian of the invisible lighning represents the pure embodiment of two magical building blocks. It has a pool of 10 points, which it may use to heighten the Nondetection seed as it wishes. It is always under the effect of the Nondetection seed, but may change the allocation of its points in the seed as a swift action.

Sublime Seal: If a gate attempts to seal a guardian of the invisible lightning, they have access only to the Electricity and Nondetection seeds. However, there is no limit to the number of points they may use to heighten these seeds when constucting furies.

Kellus
2007-10-07, 06:42 PM
Okay, comment time!

Thanks for the feats, Altharis! Feats are next on my to-do list, as is one more prestige class which uses the Seed Guardians. I'll definitely either use yours as they are or with slight changes. Thanks muchly! :smallsmile:

JoshuaZ, as for psionics-magic transparency, this would be for a game where that is not the case. Obviously if transparency were in effect the heightening would be unneccesary. I'm simply trying to make the material applicable to as many styles of play as possible, and covering all the bases.

Warbacon: good questions. I think I based the entire power level of your effective gate level, but I may have changed it to straight HD in editing at one point. I'll check and change it back if neccessary. But in answer to your question, no: to seal high-level outsiders you (should) need high levels in the gate class.

As for incorporeal beings, I don't really see any problem. If its the fluff that's tripping you up, think of it as binding the beast to your soul, and not to your physical body. I also don't see any reason an undead can't become a gate either, so long as they're not mindless. :smallwink:

puppyavenger
2007-10-19, 08:03 PM
Maybe for the unique outsiders only you can make a deal with them? Manly just so you can have demon ridden BBEG cult leaders.

lamguin
2007-10-20, 12:29 AM
This.
Is.
Amazing.

As for the Arch being a more physical based class, I'd change a few things up a bit.

1. Drop to a d8 hit die. This is more of a melee build with buffs. Having as many hit points as a fighter just doesn't seem to fit here.

2. Switch the will and reflex saves around. Fort is fine. Melee class. You can take it. Will should be a good save because you're used to dealing with intrusions to your body and mind on a daily basis. Reflex should drop because you are ultimately built to take it in the face.

3. If you can't bring yourself to add a full martial weapon proficiency, maybe throw a couple of decent selections in there. Simple weapons for a melee class is kinda painful. Especially since there's nothing built into the class to help with ranged combat.

Anyway. Great stuff. Thank you for building it. :)

Kellus
2007-10-20, 01:09 AM
I'm working on a final draft of Finerty's Arch right now, and it's coming along fairly well. The trick is finding a way to use Seeds and Furies, but in a martial way. I'll be posting when I'm done, but I just wanted to let people know that I am working on this, even though it's slow. I'm just busy. :smallsmile:

Otherwise, I'm glad you like it.

Puppyavenger: the point of the class is that they seal outsiders against their will. One of the rough drafts of a PrC that percolates through my head is of a fellow who seals one outsider over and over and eventually becomes partners with it, but this is a long way from being done. Right now I work on the Arch when I have time.

Uthug
2007-10-21, 03:39 AM
Seal over Body [Seal]
Prereq: Magic Bonding class level 3
Any time you would make a roll to see if your seal breaks, you may opt to take any amount Constitution damage in order to reduce your sealbreaker value by 3 times that amount.

Special
If you take this feat you cannot take the "Body over Seal" feat.
Altharis

Comments about this: Does it apply if the character does not have a constitution score, cause I can see people playing some kind of undead with this feat. Also, does this take effect only for the roll or does it reduce the sealbreaker value itself?

Armads
2007-10-21, 04:07 AM
You can't take constitution damage if you don't have a constitution score. A way to offset the constitution damage is the Strongheart Vest soulmeld or the vestige that recovers ability damage, though.

Altharis
2007-10-22, 11:56 PM
Hey! I love your system Kellus (and all your other stuff too) and plan to ban all vancian magic in my campaign settings and replace it with this.

I've been lurking on this thread for a looong time, and I think I have a potential fix for the Arch (not that it needs too much fixing):

Emulating Rage (New name pending)
With this ability, even a novice Arch can enter a state that mimics some of creature within him's abilities, though prolonged use of this state can lead to the Arch's seal breaking.

As a move action usable at any time, the Arch can initiate an Emulating rage. The benefits of this rage are thus:

At 1st level, the Arch may add one of his his bonded creature's ability bonuses to his corresponding ability. At 4th level he gains another ability bonus (if positive), then again at 8th level, and others at 12th, 16th and 20th level.
At 3rd level, the Arch gains resistance to one type of energy the bonded creature has, with a value of half the bonded creature's resistance.
At 5th level, the bonded creature gains an attack of a type the bonded creature has that deals 1d8 damage. He automatically gains Weapon Focus and Weapon Specialisation with this weapon at 9th level.
At 7th level, he gains a movement type that the bonded creature has, at half the bonded's speed.
At 11th level, he gains spell resistance equal to half his bonded's spell resistance.
null
null
null

He can initiate the rage as many times as he likes in a day, but each time he has to roll against his sealbreaker points.

He has a number of rounds of Emulating Rage per day equal to half his character level plus his charisma modifier. If he Rages for longer than that, he gets X sealbreaker points per round.

He can hold a rage for 5+plus Cha bonus rounds in a row.


Incomplete, but you get the idea.

I also think that you should make another prestige class: The "Body of the Bonded Beast".

The "Body of Many Beasts" breaks the rule that you can only have 1 beast per Gate (or Arch). But the "Body of the Bonded Beast" slowly develops a friendly connection with a like-aligned beast that he bonds every day, eventually bend the rule of "when a beast breaks out, it is a very bad thing" by slowly reducing the consequences. A bonded beast also helps you cast better furies (or emulate it better).

Whaddaya think?
Altharis

Your Arch fix and Prc would'nt happen to be based on this would they?

But if they didn't, and you just ignored or missed my post, then maybe you should have a look....

Just me being finicky,
Altharis

Nostri
2007-11-14, 01:40 AM
Amazing stuff. I'm going to be quick and to the point, the concept sold me on it before I even read the mechanics (to be honest I'm not done reading them because they stopped making sense after a little bit which is my fault, not yours). Exactly like what I was planning on making for the shaman/binder class for my setting. Check one new casting system off my list, time to move onto the other two :smallwink:

I'll probably post more tomorrow when my brain is actually working and I can disect the mechanics. But right now it's 2 in the morning and I've been up for ~20 hours if I've done my math right (yay for counting on one's fingers) so anything else I add would probably be horribly flawed. So I guess this post amounts to a glorified *BUMP*

Kellus
2007-11-14, 09:54 PM
Well, thanks for the bump and I'm glad you like it. I will warn you, though: although I do have more things planned for the gate, it's on hiatus right now while I work on other stuff.

If you need help understanding anything, or if something doesn't make sense, just ask. :smallwink:

Caewil
2007-12-27, 09:59 AM
Bump. I hope this isn't thread necromancy.

Kellus
2007-12-27, 08:26 PM
I certainly don't think so. :smalltongue:

Also, just as a note: seeing this thread made me feel really guilty for not working on this, so after I finish my entry in the Design Contest (plug plug) , I'm going to get to work on new stuff for gates. :smallsmile:

Altharis
2007-12-27, 08:48 PM
Woo! This is (one of) the best christmas present(s) I've received this year!

I was building a campaign setting around this, and now my campaign setting can grow!

Plus, any opporrtunity to work of Kellus's is golden.

Thanks,
Altharis

Fusecase
2007-12-27, 11:45 PM
I haven't read everything, but I like the idea and I will be using this at the first opportunity.
Yet, something strikes me as odd. The Body of Many Beasts and the Worldheart's prereqs don't make sense. The worldheart needs level 5 binds, but level 6 skill ranks and the body needs level 6 binds and level 5 skill ranks.

Is it balanced to switch this and have a gate that can take all 10 levels of the worldheart and the body of many beasts?

I'll try it because that would be so fun to play "Captain Planet".

EDIT: Upon closer inspection, I have found that Wild Empathy stomps my idea flat. So darn. I guess only 4 levels of Body of Many Beasts.

HellFencer
2007-12-28, 12:46 PM
Wow. Simply amazing!

First off, let me congratulate you on the Gate and all the work you've put into it. It is an awesome design that I have been looking into recently. While the version I am thinking of does not use outsiders nor binding, I have been toying with all the spell seeds for non-epic levels.

I may use something like this class in my new campaign setting. Without going into much detail, magic is separate from the "material plane" and requires mages to form a bridge (metaphorically) between themselves and the planes magic resides on. In this way, they are similar to the Gate.

I also like the usage of a sealbreak; magic seems to be used willy nilly too often for my taste, and this curbs that desire. Again, I wish to have a similar idea representing magical (and emotional; its a long story) buildup within the mage with every spell he casts. In this way, he gets to use spells more often, but magic in general now has a danger.

Neek
2007-12-30, 07:35 PM
I am utterly amazed at the wholeness of this system. It is an interesting system that seems to add a new flavor and a new spin on the current systems. It doesn't overlap, doesn't overstep, and doesn't negate other systems as they stand. I appreciate the complexity (though I feel that the furies are a bit too much book keeping, but probably if I played one, I'd keep the furies on notecards to use, as I do with Martial Adepts).

This is the magic system Incarnum should have been.

Anyhow, besides the Gate class, are there any other base classes in the works that utilize this system?

Reptilius
2008-01-08, 10:12 PM
Well there is the arch, but I think that's still under construction.

Altharis
2008-01-27, 10:37 PM
...My favourite thread is low on posts? Bump time!

However, to make this post actually useful, I shall post some feats I've been brewing in my mind for the general review of all this thread's fans. Enjoy:

Seed Focus [Seal]
You have greatly studied the applications of a particular seed.
Effect: Choose any seed. Whenever you use that seed in a fury, you gain one extra point which can only be spent to augment that fury.

Beast Focus [Seal]
You have been binding a particular kind of beast to your seal often, and you know how to control it's rage.
Prerequisites: Seal Binding level 3
Effect: Choose any one kind of beast that you can bind to your seal. whenever that beast breaks free from your seal, it does nothing for the first turn that it is free. You also gain a +2 bonus to Control Shape checks to reseal that beast.

Extra Overreach [Seal]
You know well how to bind even more powerful beasts to your seal, but at a deadly cost.
Prerequisites: Overreach ability, Seal Binding level 5
Effect: You may bind a creature to your seal of 1 HD higher than you normally could. However, whenever you use a fury, you take damage equal to the amount of sealbreaker points added to your sealbreaker value.

Like 'em?
Altharis

Parvum
2008-01-27, 10:59 PM
The stuff has been moved to a new thread, a link is in the first post (it's also on the first page of Homebrew for the moment).