Extremely Important first changelog of 2013.
Header quote has been changed.
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Extremely Important first changelog of 2013.
Header quote has been changed.
The quotation marks are funny.
Extremely Important second changelog of 2013.
Quotation marks fixed.
Just something I noticed, you misspelled "strength" under the abilities section in the first post.
Why are Psi-Like abilities available earlier and usable more often than Spell-Like Abilities of the same level?
Double Post and Third Changelog of 2013.
Elemental Lance has been redesigned.
Negaton Blast has a few new lines of text to it.
I've got a couple of Taratamorphism and mutation ideas, so I'll just leave them here.
Spell Siphoning (Spell-like Ability)
Prerequisites: Dispel Magic, Spell Resistance, Spell Absorption or Spell Reversal or similar
Ability Score: Charisma
When you use Dispel Magic successfully, you may activate a single mutation which utilizes spell resistance as a free action. Spell Reversal may only be used on a successful counterspell. For example, an Evolutionist with this mutation dispells a Displacement spell successfully. This Evolutionist also has the Spell Absorption and Spell Containment mutations. As a free action, he may choose to either gain six hit points or store the three spell levels for later use.
Breath Weapon (Supernatural, Undead)
Ability Score: Charisma
Benefit: Your Breath Weapon is based on Charisma rather than Constitution. In addition, you may use Negative Energy as an option for a Breath Weapon, provided you have the Negaton Shield mutation. Negative Energy breath weapons deal damage in d4's.
Special: This is an improvement to the Breath Weapon mutation afforded by the Undead Mutation list, not a separate mutation. If you have access to the Elemental mutation list, this also affects the Elemental Bomb mutation.
Undead Taratamorph V: Negaton Supremacy:
Whenever you deal Negative Energy damage, it ignores resistances to Negative Energy damage, and immunities (such as from Death Ward) only reduce it by half. In addition, you may choose to deal half damage to undead rather than healing them.
On Negaton Blast, in 3.5 "attack action" was replaced with "standard action," which it already is. I'm not sure if you were intending to allow it as a move action or as part of a full attack. Some clarity on this is definitely needed.
I'm pretty sure its the other way around. You can get one attack action as a standard action, but a full-round attack gives you multiple attack actions. Essentially, what he's doing is making is possible to use multiple times on a full attack, and use it on an AoO.
As necrotic said. An attack action is an action that you can get multiples of as part of a full attack.
However, negaton blast cannot be used for AoOs, since it is a ranged attack and as such it doesn't threaten an area.
That was my guess. I just want to point out that 3.0 used the terms "attack action" and "partial action." In 3.5, this termonology changed to "standard action" and "move action" respectively.
In 3.5, the conventional wording for what you're trying to say is, "This ability may be used as part of a full-attack." That wording is standard and clears up ambiguity. If you only intend to allow it multiple times a turn that is fine. If it is limited to once per turn, the wording is changed to "... used, once per turn, as part..."
um, a "partial action" means "a standard or a move, but not both". Its something you're limited to, as in Slow. "Standard action"=/=attack action. If you make an attack outside of your turn, it is still an attack action (common example being AoO, but a use of snakes swiftness can also do so).You can do stuff other than attack with a standard action (most spells are standard).
Are you supposed to get a Teratomorphism at level 20? It follows the progression outlined in the ability, but doesn't appear on the table.
No. This has been clarified.
Edits:
Changelog - 13/01/2013
Spell-like Abilities: Daily uses clarified.
Psi-like Abilities: Daily uses clarified. Manifester levels lower than minimum needed for (virtual) power point expenditure clarified. Scaling changed: Higher level powers now become avaiable considerably later.
under mutant perfection under monstrous humanoid it says the evolutionist gets a +5 on all skill checks, does this include knowledge, diplomacy, perform, and other things like that?
Yes, that's correct. You may be super scary, but you have a little bit of a bonus when dealing with others. Maybe it's because you're scary?
You don't need to be scary, mind you. You can very well boast a feral beauty or just be plain old pretty, if you want.
The point of the perfection is that it makes you strong, agile, cunning. It does that in the most simple and direct maner possible, with a flat bonus to pretty much everything.
oh ok, I get it now :smallbiggrin:
I've built a rather fun evolutionist character who looks exactly as he did before he started taking mutations. All of his mutations were selected based on the concept of warping himself as far as possible without it being apparent.
Is stench supposed to be a continuous effect or not? The ability as written seems to be instantaneous (not the duration of the sickening, but how long the scent itself lasts), activated by a swift action, but Fragrance refers to having both active at the same time?
Stench is supposed to be an on/off thing. This has been clarified.
I just realised...if Ii make NPCs of this class they can be new monsters for a campaign, the players wont know that their NPCs :O DRAKEN YOU ARE AWESOME!
also what would epic proggression for an evolutionist be (sorry if this has already been asked)
EDIT: also 2 quick questions, when your type changes from becoming 10th level does your HD change? and also if you take natural weapons to increase damage does it increase damage for all attacks of that type you just chose or just one (or two in the case of claws, tentacles, and slams) of them?
It doesn't change, whenever an effect that changes type changes your HD (mostly templates) it is called out explicitly. Class features never change HD, unless they involve undeath, usually.
There is an epic progression somewhere in the thread, I will move it over to the feats session in a few hours.
Changing your type does actually affect your HD. But not your HD from classes, only racial HD.
Not always. Several templates that incur creature type change, such as Half-Fiend, Celestial Creature, Pseudonatural, etc. don't change HD. Usually only templates that change type into undead or construct cause a change of HD, but then they usually stick to die size only, and all other aspects remain unchanged.