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Originally Posted by
Cipherthe3vil
Spells: A Tendersoul casts divine spells, which are drawn from the Tendersoul spell list. She can cast any spell she knows without preparing it ahead of time so long as she's happy with her current load out. If she wishes to change her spell selection, she can spend an hour of prayer at Midday under the sun, or at least not in a man-made building thats not dedicated to the worship of the Goddess.
To learn or cast a spell, a Tendersoul must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Tendersoul’s spell is 15 + the spell level + her Cha modifier.
A Tendersoul can cast only a certain number of spells of each spell level per day, as seen on the table above. In addition, she receives bonus spells per day if she has a high Charisma score (see page 8 of the Player’s Handbook).
Spells Known: A Tendersoul begins play knowing any spell in her spell list, and simply chooses her spell slots which remain as Spontaneous casting. As mentioned above, a midday ritual for an hour can be used to reset her spell selections.
The Spells listing in the above table are your effective spell slots. You can cast a number of spells per day from that spell level a number of times per day equal to x3 your Charisma modifier.
I'm...very confused about how the spells work. The lines in bold are the most confusing for me. Part of it sounds like Spirit Shaman...part like Warmage...and then there's the 3 * Cha mod thing that I just don't get.
I also agree that the DC starting at 15 is too good. You still have spells like Hold Person, Command and Greater Command, and a few other spells that can ruin someone's day on a failed save. It's substantial offensive combat efficiency, pure and simple.
I'm also kind of wondering what Divine Favor, Righteous Might, Divine Power (!!), and Contagion (!!!???!!!) are doing on the spell list.
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Goddess's Gift (Ex): The Goddess grants you a potent gift. You add you Charisma modifier as Insight bonus to AC, as untyped bonus to Saves, It can replace Constitution for determining Concentration and HP.
4: Your considered to have the Uncanny Dodge and Evasion abitties.
8: Your considered to have the Mettle ability and You are never surprised.
12: Your considered to have the Improved Uncanny Dodge and Improved Evasion feats.
16:You gain Twice your Charisma modifier to AC, Saves and HP. You now have a constant Augury like effect that only gives "woe" warnings on particularly bad choices.
Yeah, this looks solid until you get to the doubled Cha. That really is just a massively powerful defense. I know a big point of the class is strong defenses, but with its spells and abilities, this class is far from useless in a combat scenario. If you want them to be a bit more resilient than single Cha gets them, I'd give them light armor proficiency, shield proficiency, a higher HD, and good saves across the board (favored souls get it, after all). Also, you may want to specify these boosts don't stack with similar ones, and maybe that the AC boost is lost in armor (or non-light armor). Otherwise, you know, fighter, monk, and paladin dips. :smalleek:
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Sanctuary (Sp): A Tendersoul can perform Sanctuary at listed times per day, becoming at will at level 9.
Sanctuaries Hold: After becoming At Will, Sanctuary becomes more powerful. They add the listed bonus to Caster Level and for the Sanctuary save DC.
Sanctuary!: Your sanctuary does not allow Spell Resistance or any Saves. Those with Immunity to Sanctuary instead have a 50% chance of ignoring it that round.
You might want to make the base DC of the Sanctuary 10 + 1/2 level + Cha mod, rather than using the typical DC of 11 + Cha mod for a spell-like of a first level spell. Sanctuary! is indeed pretty strong, but I think it's okay. It can still be dispelled and gotten around with area and effect spells.
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Blessed Touch (Su): Beginning at 2nd level, a Tendersoul with a Charisma score of 11 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points equal to her Tendersoul level x 4 her Charisma bonus. A Tendersoul may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. At 6th level and higher, whenever a Tendersoul uses her Blessed Touch, it removes any diseases or poisons the target may be suffering from. The Tendersoul need not spend any of her daily healing in order to rid any disease or poison from the target, as if she had cast remove disease or neutralize poison as the spells. Using Blessed Touch is a free action that can never be used more then once a round.
Free action healing gives this class an awesome combat role. I like it. Especially nice since you can drop a cure as standard and use this healing to top it off. Quick question, is this supposed to be level * 4 * Cha, or is the 4 an artifact that was supposed to be replaced by Cha? I'm assuming the former?
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Atoning Sacrifice: The Tendersoul can sacrifice the given amount listed on the table as constitution damage to perform a gift for the Atoning creature. at +1, this is a Miracle effect mimicking any spell of level 4 and lower at half the XP cost of a lesser Miracle. at +2 this is a Miracle effect mimicking any spell of level 6 and lower like lesser Miracle. at +3 this is any spell of 8 and lower as Miracle. XP costs for these Miracles are shared between the Tendersoul, the Atoning creature, and The Goddess herself. effectively diving the cost by three.
This is really strong. Even removing overtly deadly spells, this provides massive versatility. At an absolute minimum, you should specify that the Con damage can't be healed. Otherwise, you basically get a minor-to-not-so-minor miracle at the cost of a level 2 slot (Lesser Restoration). Even then, it's really strong. Souping up the Con damage, adding a 1/day limit, or something to tone it down is, I think, necessary. Also, Miracle itself allows different spell levels depending on the spell list...how does this work with such spells?
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I forgive You: Atonement is now usable as a free action, and it now delves deep down into the subconscious so if the target was unwilling, it slowly changes they're mindset, giving them a small voice or conscience that guides them to the path of Lawful good. Will save DC 10+ 1/2Tendersoul level + Cha mod when ever they will do an evil act, or same, but +1/4th Tendersoul level when ever they would do a chaotic action. Failure means they give into the sweet, loving voice guiding them towards good. Lasts until they beat the will save three times. Every two failed will saves adds 1 more to the number needed to be free of the voice. Every Six failed saves, they change alignment to the next closest toward good. once in good, these become changes towards the next closest toward Lawful good.
In some ways, I really like this ability. Others not so much. I love the idea of it forcing a save every time they perform an evil action. I would, however, define what "giving into" the voice means (I'd say lose the action and become dazed for a round or something). I'd also remove the actual alignment changing, shifting away from the "holy mindrape" as a certain BoED spell is often called and just making it really, really hard to do anything evil until they
choose to atone.
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Turn Evil (Su): At 5th level, a Tendersoul gains the ability to turn [evil] creatures as a good cleric turns undead. However, you cannot inflict actual harm in doing so, they simply are Turned. However because of this limitation (Despite bing a broad group) they gain + 1/4 class levels to the attempt. A Tendersoul may use Turn Evil at will, but only once against a creature per day. If an evil creature has already been turned that day, or saved against it, they are not subject to it again for 24 hours.
The [evil] confuses me a bit. That's usually used to designate creatures that actually have the Evil Subtype. The rest of the ability suggests it works on evil creatures in general, which I assume is the intention. It's cool, but it's also a powerful multi-target save-or-lose.
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Divine Word (Su): Your words of love, peace, and happiness effects up to Class levels x2 HD of creatures starting with the lowest. If all are same, start with the closest.
The Divine Word has the following effects based on Alignment.
Evil creature: Frightened 1d4 rounds
Chaotic: Stunned 1d4 rounds
Neutral: dazed 1d6 rounds
Lawful: Dazzled 1d8 rounds
Good: Inspired: +4 moral bonus to saves, skill checks, and armor class.
This is another powerful save-or-...wait...is there a save allowed here? If not, this is a massively powerful offense/buff for...really, almost any level, but especially coming in below 10th. I also don't see a range on it. I suppose the fact that it could hinder the party is something of a balance...although really, it seems like you'd either set it up to not affect non-lawful the party, or it just becomes a hindrance rather than a help. I do find the fact that even Lawful creatures get dazzled to be a little weird. Final thing: the inspired bit for Good needs a duration.
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Faith Healing (Ex): Your healing powers heal twice as much HP on Lawful Good creatures, x1.5 on neutral creatures.
This seems off...what about a non-lawful but good creature?
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Eternal Peace (Su): At 20th level a Tendersoul transcends the mortal coil and becomes something otherworldly and divine. Her type changes to
Kindled. However, she is not affected by spells that specifically target humanoids, such as hold person. Additionally, the Tendersoul gains fast healing 10 (Overlaps the Kindled Fast healing 1) and her damage reduction changes to DR 20/-.
The Tendersoul is now immune to all forms of damage directed at her, or directed into her area that she does not willingly accept so long as she has not acted offensively even once this day. (this includes any spell that would have a negative effect.)
She will never die of old age, as normal for a Kindled, but she can choose if she wishes to be with the goddess, forfeiting the moral world to join the goddess in a realm of light and eternal life. She may come back sometimes, as a messenger of the goddess, or to carry out simple orders as Angels do for some deities.
Glad you got rid of the super party buffing. Kindled seems pretty powerful, but that's fine for a capstone. The Fast Healing and DR are quite high, but I tend to think those abilities are generally too low across the board. That blanket immunity...might be a bit much. Although it does prevent your offenses, it still leaves you as an invulnerable heal/buff station for your party.
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Morality: A Tendersoul must be of lawful good alignment and looses all class abilities if she ever willingly commits an evil act. Additionally, each Tendersoul must follow the Tendersoul's morals.
No real balance analysis, but I do have a question: why Lawful Good? I'd think any Good would be okay, and really, if I were to choose an alignment that best represents this class, I'd probably go with Neutral Good, caring only about virtue without interest in law and chaos. Just my opinion though.
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In addition she gains Sacred Vow at level 1, Vow of Nonviolence at level seven, and Vow of Peace at level fourteen.
I...actually might suggest not using these. I think one of the biggest complaints about these vows is that they take what should be a character's personal vows and impose them on the rest of the party. I like the idea of a high-defense support class that can't directly harm enemies, but making it so the party can't fight effectively makes it very hard to get such a character in a normal adventuring group.
Also, the +4 to DCs from Nonviolence would make that base DC of 15 for spells even crazier.
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Associates: While she may adventure with characters of any good or neutral alignment, a Tendersoul will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A Tendersoul may accept only henchmen, followers, or cohorts or are lawful good.
I don't think this rule works for Tendersouls. As agents of redemption, they should be expected to associate with evil characters and those who offend them - how else would they redeem them?