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Re: Tome of Radiance: Mastering the Power of Love and Justice
Changelog!
- Challenges blast component modified! It's now a Shape, rather than a Secondary, and its new swift-action activation allows maintaining threat without being so hard on the action economy.
- Boundless Creativity now has much saner requirements.
- Intelligent Device feat added, bringing back a tame version of a classical option for those not eager to make the massive investment of becoming a full-blown Heartwielder.
- Dawnguard prestige class added, for those who are truly devoted to protecting their allies with all they have!
Quote:
Originally Posted by
Kymme
This looks very nice! Fluff, nice abilities in a solid build, and a nice handling of both sides of her power sources. That said, I do spot a few things I'd like to see clean up a bit. One, simple enough, is that purity requires a specific condition to be designated on crafting, not on use. Two, I'd prefer if 'default' mote investments were already tallied into her costume and the like. It can make the sheet confusing to read, and it's easier to add effects than lose them if she's going to see play as an example.
Quote:
Originally Posted by
Falcon777
There is something that I'm not sure has been mentioned before that possibly could be greatly expanded upon:
magic items relating to lightwielders.
I've considered this for some time, but I've honestly lacked inspiration to tackle that. Magic items and economics in D&D are dangerous ground, and one I'm wary of treading on without a very solid idea of where I'm going.
Quote:
Originally Posted by
jamieth
Nice! Now, what should the fourth member of that group be... A dedicated blaster, perhaps? Or a rogue wannabe, dual-wielding Tricky's...
Wiki update complete. Never even noticed Champions lacked Echoes before :-)
The wording on Boundless Creativity could be improved, I think - probably explicitely mention "must be a Stargazer" in requirements section? Or, better yet, "must have a Stargazer Illumination list containing at least 10 illuminations"?
Eventually I realized that with Fighter feats, there is actually precedent for feats requiring s specific class level - which left me feeling a bit silly. The wording is much improved now.
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Quote:
Originally Posted by
Selinia
This looks very nice! Fluff, nice abilities in a solid build, and a nice handling of both sides of her power sources. That said, I do spot a few things I'd like to see clean up a bit. One, simple enough, is that purity requires a specific condition to be designated on crafting, not on use. Two, I'd prefer if 'default' mote investments were already tallied into her costume and the like. It can make the sheet confusing to read, and it's easier to add effects than lose them if she's going to see play as an example.
Glad you like it! :smallredface: I should have read purity a bit more clearly, in any case. I'll have it fixed by tonight. The second part, though, I thought I had fixed. Under her armor I have Defiant written with a 9 in parentheses behind it. Is there a way I can write that more clearly? :smallconfused:
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Apologies! There was actually a typo - for clarity, what I meant was calculate her sheet with the assumption that she hasn't invested motes in anything, just like how (most) NPC statblocks are written up without applying the effects of spell buffs or martial stances. It makes it clear that those are buffs, rather than a part of the baseline character. Generally speaking, the same goes for power attack - unless there some some special power attack related mechanics in play, most players can extrapolate easily from the default accuracy and damage.
As I said though, these are very minor nitpicks, and I think Olivia is easily solid enough to take her position as Iconic Valkyrie - so excellent work, all around! I'll have her up in time for the next changelog.
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Quote:
Originally Posted by
Selinia
Apologies! There was actually a typo - for clarity, what I meant was calculate her sheet with the assumption that she hasn't invested motes in anything, just like how (most) NPC statblocks are written up without applying the effects of spell buffs or martial stances. It makes it clear that those are buffs, rather than a part of the baseline character. Generally speaking, the same goes for power attack - unless there some some special power attack related mechanics in play, most players can extrapolate easily from the default accuracy and damage.
As I said though, these are very minor nitpicks, and I think Olivia is easily solid enough to take her position as Iconic Valkyrie - so excellent work, all around! I'll have her up in time for the next changelog.
Oh, it's no problem. :smallbiggrin: I've made the edits to her sheet and Illuminations list. Thank you!
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Re: Tome of Radiance: Mastering the Power of Love and Justice
A couple notes on Olivia:
1, Bludgeoning weapons can't be made keen, AFAIK.
2, Sick Burns needs rewrite, since Challenges was switched into a shape component
3, What is a halfling radial feat?
4, more of a nitpick, but I remember Selinia asked us to stay as close to Core (+ToR, of course) as possible for iconic builds; now, for Valkirye, Tome of Battle is necessary, of course, but psionic items and magic item compendium? Of course, if Selinia's fine with it, then I don't mind either.
Also, did anyone claim an iconic Dawnguard? If not, I'd try my hand at making one :-)
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Hm... I think I'd like to make a new ToR class. Not a PrC, but a new Base Class. I know it's been said that there's an attempt to stick with the three base classes, but I feel that this concept... can't fully be expressed with a Prestige. It is, in essence, Umika from the Puella Magi Kazumi Magica manga: a sort of radiant buffer/wizard/ranger/defender, who studies her foes (specializing in certain varieties) to provide her allies with bonuses against them, while also making powerful barriers to defend against those she's studied. I expect to flavor it as taking the light of knowledge to assist those who need/wish to learn.
I can't access mibbit on Chrome of my netbook (haven't tried Firefox or my other netbook yet, though), but might this be acceptable?
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Quote:
Originally Posted by
jamieth
A couple notes on Olivia:
1, Bludgeoning weapons can't be made keen, AFAIK.
You are correct! I've changed it to Dragon-Bane, as it seems thematically appropriate.
Quote:
Originally Posted by
jamieth
2, Sick Burns needs rewrite, since Challenges was switched into a shape component
And a rewrite it has received!
Quote:
Originally Posted by
jamieth
3, What is a halfling radial feat?
Assuming you mean racial; Strongheart halflings swap out their +1 luck bonus to all saves for a bonus feat.
Quote:
Originally Posted by
jamieth
4, more of a nitpick, but I remember Selinia asked us to stay as close to Core (+ToR, of course) as possible for iconic builds; now, for Valkirye, Tome of Battle is necessary, of course, but psionic items and magic item compendium? Of course, if Selinia's fine with it, then I don't mind either.
Well, the third eyes are on the SRD. That's pretty close to core, I guess. As for the other items, I cited which book they were from, but if Selinia wants me to change them, that's alright.
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Quote:
Originally Posted by
Kymme
You are correct! I've changed it to Dragon-Bane, as it seems thematically appropriate.
And a rewrite it has received!
Assuming you mean racial; Strongheart halflings swap out their +1 luck bonus to all saves for a bonus feat.
Well, the third eyes are on the SRD. That's pretty close to core, I guess. As for the other items, I cited which book they were from, but if Selinia wants me to change them, that's alright.
Oops, my bad - somehow missed her being a Strongheart.
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Very small changelog, been a busy few days.
- The Imposing costume element's mote imbuement is now useful in combat.
- Olivia added as the Iconic Valkyrie!
Currently, I am tackling a rather serious issue with the Tome of Radiance - the Champion herself. Despite being possibly the most iconic of the evoker classes, and the up-front 'face' of the Tome, there is frankly very little mechanical incentive to play a Champion. Even in terms of raw combat prowess Empaths are their better, with more feats, more illuminations, and immense utility. Most of their core class features are situational or near-useless. Champions lack a niche where they truly excel, and their most potent abilities clash with what actually want to be doing due to action economy issues. And their evoking is near-crippled at low levels.
Champions are cool. They need some mechanics to meet the standard of their fluff.
Quote:
Originally Posted by
jamieth
Also, did anyone claim an iconic Dawnguard? If not, I'd try my hand at making one :-)
None have laid claim to my knowledge!
Quote:
Originally Posted by
caledscratcher
Hm... I think I'd like to make a new ToR class. Not a PrC, but a new Base Class. I know it's been said that there's an attempt to stick with the three base classes, but I feel that this concept... can't fully be expressed with a Prestige. It is, in essence, Umika from the Puella Magi Kazumi Magica manga: a sort of radiant buffer/wizard/ranger/defender, who studies her foes (specializing in certain varieties) to provide her allies with bonuses against them, while also making powerful barriers to defend against those she's studied. I expect to flavor it as taking the light of knowledge to assist those who need/wish to learn.
I can't access mibbit on Chrome of my netbook (haven't tried Firefox or my other netbook yet, though), but might this be acceptable?
New base classes are acceptable - look at Kestral's Wild Empath. As long as something is up to quality, it can go up to the front page.
Quote:
Originally Posted by
Kymme
Well, the third eyes are on the SRD. That's pretty close to core, I guess. As for the other items, I cited which book they were from, but if Selinia wants me to change them, that's alright.
Regarding 'core' content, anything on the SRD is perfectly acceptable as far as I'm concerned. Barring things obviously objectionable for other reasons, like Leadership.
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Re: Tome of Radiance: Mastering the Power of Love and Justice
I've been thinking about the Pathfinder Empaths (yeah, I know, should've focus on 3.5 version for now, but still), and Changing Heart just plain doesn't work in PF, 'cause of all the options, the only one xisting in PF is fighter bonus feats. So, what should we do about it... why, make some other heart fragments, of course! So, I've thought up a couple:
Trickster's heart
Select pathfinder's rogue talents in place of bonus feats. You have to meet all the requirements to select a talent, but may do so by using the stats of the Persone this fragment is assigned to, and treat your Empath level as rogue level for requirements.
Heart of the People
Choose a race other than your own. Your bonus feats must be selected from the feats exclusive to members of this race.
@Champions: They get the best Imbuements, though :-)
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Quote:
Originally Posted by
jamieth
I've been thinking about the Pathfinder Empaths (yeah, I know, should've focus on 3.5 version for now, but still), and Changing Heart just plain doesn't work in PF, 'cause of all the options, the only one xisting in PF is fighter bonus feats. So, what should we do about it... why, make some other heart fragments, of course! So, I've thought up a couple:
Trickster's heart
Select pathfinder's rogue talents in place of bonus feats. You have to meet all the requirements to select a talent, but may do so by using the stats of the Persone this fragment is assigned to, and treat your Empath level as rogue level for requirements.
Heart of the People
Choose a race other than your own. Your bonus feats must be selected from the feats exclusive to members of this race.
These seem like they could work, in the strange event that you find a pathfinder group that allows homebrew but not actual 3.5 content. I do intend to revisit changing heart soon, and add some more options to it.
Quote:
Originally Posted by
jamieth
@Champions: They get the best Imbuements, though :-)
Problematically, they really don't. At level 20, a champion has two more imbuements than a stargazer. Early in the game, the difference is even more inconsequential. Limit Form bursts too quickly for most of your career, and is difficult to control properly. And you struggle for swift actions to manipulate your costume, since you need to load cartridges and buff yourself. Cartridge effects are cool, but they do not a class in of themselves make.
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Hm. Regarding the Champion's issue, my suggestion would be to look towards similar 'fuses martial combat with X' classes for ideas. For example, the Duskblade circumvents the issue of action economy by making its attacks double as a delivery method for many of its spells.
In that vein, maybe the Champion's standard and full attacks are linked to some sort of Illumination-based benefit, such as being able to perform one Illumination as a Free Action before or after a Full-Attack, or gaining extra Motes after a successful attack equal to the Champion's Charisma Modifier that last until the end of your (next?) turn or until expended? That might make them overly hyper-aggressive, though. I'm admittedly not too keen on these examples, but it's an idea of how to meld the two aspects, and pairing them with free attacks would compensate for the lackluster Illuminations slightly.
That aside, Cartridges are both unique and flavorful, setting the Champion apart from the other two Evoking classes. Building on them would be a good way to give the Champion something special. Consider giving them new uses like being able to expend a Cartridge for one of the above benefits, an extra attack, or a one-time boost to the number of motes invested in a component of an Illumination (up to Charisma Modifier or some class level-based limit, exceeding the normal motes limitation of an illumination without increasing the cost).
Perhaps Champions have a number of slightly overpowered Illuminations (akin to the current capstone but weaker and scaled to level) that can only be used by expending a Cartridge first? It could even play into the mixing of Illuminations and martial combat by fueling options to improve both. Consider adjusting the strength of the Cartridge-based Costume Effects and means/limits to obtaining Cartridges as necessary to balance. If it's an action economy issue in and of itself, maybe switch it to a once per turn Free Action to load a Cartridge instead of a Swift Action, or allow loading of a Cartridge as part of a different action?
Other than the above spit-balling, Bonus Fighter Feats would help the martial bent, if you feel that portion of the Champion is lacking in that area for your tastes. Martial characters can never turn down a free feat or two, and even just one can sometimes make a big difference in a character's performance at a given stage of the game.
Of course this was all written at 4 AM after a long day, so take any specifics outlined above with a grain of salt.
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Re: Tome of Radiance: Mastering the Power of Love and Justice
She isn't really finished, but here is Lady Estellise il Catrarina, a knight of Dawn.
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Quote:
Originally Posted by
Selinia
Currently, I am tackling a rather serious issue with the Tome of Radiance - the Champion herself. Despite being possibly the most iconic of the evoker classes, and the up-front 'face' of the Tome, there is frankly very little mechanical incentive to play a Champion. Even in terms of raw combat prowess Empaths are their better, with more feats, more illuminations, and immense utility. Most of their core class features are situational or near-useless. Champions lack a niche where they truly excel, and their most potent abilities clash with what actually want to be doing due to action economy issues. And their evoking is near-crippled at low levels.
well the other problem is that empath fills, like, every niche. the others are comparatively situational in that champion mostly provides, well, situational features, and stargazer's features can be used well if planned for (... and then inexplicably shining schemata is, like, broken in theory, although in practice probably not so much), but empath's features straight-up provide more options than either of the others. like, empath can have the best chassis when it wants; basically has the best mechanic for illuminations: champion's is 3.5+EL/2 known, 1.25+EL/4 readied; stargazer has 5+EL, 3.5+EL/2; empath's known total is a bit short of stargazer's until a fairly high level, but basically has access to all of them at the cost of a swift action for the unreadied one, as opposed to five minutes, only slightly behind stargazers at earlier levels, before catching up and overtaking them really quickly (the progression is quadratic, rather than linear as the other two).
and then there's the fact that what abilities empath does keep synergize better with whatever it cares to prc out into (sure, the abilities won't scale, as much, but enough of them remain useful enough even without that) than the champion (which kind of loses everything from prcing out ...) or stargazer (whose luminous reservoir, no longer scaling, gets to be too small to be all that useful, although complex formula remains). between having all the skills, and the persona abilities, empaths have more general utility?
... I am more or less trying to express that whereas champion gets occasionally useful things, and stargazer gets more or less more of the same, empaths get different things and also the main attractions, which causes them to kind of overshadow the others rather substantially.
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Re: Tome of Radiance: Mastering the Power of Love and Justice
@UserShadow7989
I'm not sure if the Spellstrike/Martial Power/Arcane Channeling is the way to go with that, unless you're prepared to ask Selina to completely take out the Imbue and Assault Blast Shapes that effectively already perform that action, as I feel that leaving them even if just for Empath/Stargazer would still prove to be a little bit damning to Champion.
Personally, I'd be in favor of finding ways to overhaul the Cartridges and Imbuement systems, and maybe add extra Imbuements as a "Special" column class feature (so as to prevent the PrCs that say "take your best imbuement progression" from taking advantage of them). That's the Champion's unique mechanic, and can be pushed more to the forefront.
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Re: Tome of Radiance: Mastering the Power of Love and Justice
So... please welcome the lightning equivalent of the Firekeeper and the Frostfell Maven. :)
Stormcaller
"There was a time when the sound of thunder made me hide inside too. Now it’s my instrument."
-A Stormcaller, to a scared young evoker
For countless years, mortals have worked under the sway of the weather, hoping that sun, wind, and rain will obey their whims. Even as civilisations rise and fall, people are always subject to the primal forces of nature. They can develop ways to cope with the world around them, but always they seek to rule them.
Now, with magic rampant throughout the world, their wish is achieved. The world dances to their tune. Some call it unnatural. Others do it as if they were born to it, shaping the forces of the wind, rain, and the very storm itself like a maestro shapes a symphony.
Greatest of them are the Stormcallers, confident heroes who shape the weather with their desires. Entire nations will call to them for their skills.
Requirements
To become a Stormcaller, you must fulfill the following criteria.
Skills: Survival 8 ranks
Illuminations: Must know at least one illumination with at least one rank in the Prisms component
Class Skill List: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge [Geography] (Int), Knowledge [Nature] (Int), Knowledge [The Planes] (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magical Device (Cha)
Skill Points at Each Level: 4 + Int modifier.
Stormcaller
Hit Dice: d8
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Illuminations |
1st |
+0 |
+0 |
+0 |
+2 |
Stormcalling |
+1 level of existing class |
2nd |
+1 |
+0 |
+0 |
+3 |
Eye of the Storm |
+1 level of existing class |
3rd |
+2 |
+1 |
+1 |
+3 |
Stormcalling |
+1 level of existing class |
4th |
+3 |
+1 |
+1 |
+4 |
That Which Follows |
+1 level of existing class |
5th |
+3 |
+1 |
+1 |
+4 |
Stormcalling, Stormborn |
--- |
6th |
+4 |
+2 |
+2 |
+5 |
Lightning Jump |
+1 level of existing class |
7th |
+5 |
+2 |
+2 |
+5 |
Stormcalling |
+1 level of existing class |
8th |
+6 |
+2 |
+2 |
+6 |
Static Charge |
+1 level of existing class |
9th |
+6 |
+3 |
+3 |
+6 |
Stormcalling |
+1 level of existing class |
10th |
+7 |
+3 |
+3 |
+7 |
Apotheosis of the Storm |
--- |
Weapon and Armor Proficiency: A stormcaller gains no proficiency with any weapons or armor.
Illuminations: At each indicated level, a stormcaller gains an increase in evoker level, illuminations known, illuminations readied, innate illuminations, and personas known as if they had gained a level in an illumination-using class to which they belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one illumination-using class before becoming a stormcaller, she must decide to which class to add each level for the aforementioned purposes.
Stormcalling (Su):: With a highly personalised ritual, generally involving furious movement, the Stormcaller can shape clouds from nowhere. This ritual usually requires five minutes, and creates an area with radius 10ft/Evoker level, centred over any ground location you can see, in which clouds ripe with static electricity obscure the sky and rain patters down, causing a -1 penalty to apply to all spot, listen, and search checks. Being on the other side of these clouds is full cover. This penalty increases by one at each odd Stormcaller level. In addition, the radiant static of the clouds energizes those beneath. Characters engaging in strenuous activity within the area of this effect count the time as half it's actual time for the purposes of fatigue. This downpour, and the clouds that cause it, remain under your control for a number of hours equal to your evoker level, during which you can make it start and stop raining, or control the shape of the clouds (such as to open a gap for a dramatic ray of sunlight). Minor changes are enacted with only a swift action’s concentration, while filling the entire radius with cloud would require a full round action. Making complex shapes with clouds requires the normal craft skills. After this duration, they react as clouds normally would, depending on the conditions, but performing the ritual anew renews the duration.
A Stormcaller can only control a single cloud with this ability at once.
At third level, the Stormcaller can affect a far larger area, and the energizing effect of the cloud is greater. The area's radius increases to 25ft/Evoker level. As well as reducing the effect of strenuous activity, it reduces the strain of everyday life. Under the raincloud, the need for sleep (or similar effects, such as trance), is halved, and gentle activity is considered full bed rest. If the Stormcaller wishes, they may now lower the clouds to the ground, forming a sort of fog, which grants 20% concealment to all within, friend or foe.
Changing clouds on this scale requires two rounds of concentration.
A fifth level Stormcaller creates a raincloud of up to 50ft/evoker level in radius, and retains control for one day per evoker level. The most strenuous of activity under this cloud is considered no more difficult than a gentle stroll. In addition, resting there for five minutes removes the fatigued condition, or downgrades exhaustion to fatigue. The boundless energy within the cloud grants all of the Stormcaller’s allies under it a +10ft bonus to speed, and a +1 dodge bonus to AC and reflex saves. To enact changes in the cloud over this entire area takes five rounds of continuous concentration.
A seventh level Stormcaller's cloud is up to 100ft/evoker level in size, and remains under their control for one week per evoker level. Even strenuous activity under this cloud is considered bedrest. As a move action once per round, the Stormcaller may call down lightning dealing 1d6 per two evoker levels electricity damage from the cloud. Apart from where described here, this functions as if they had cast the Call Lightning spell. Allies of the Stormcaller find the energy of the cloud granting them a +20ft bonus to speed, and a +2 dodge bonus to AC and reflex saves.
At this point, a Stormcaller can do strange things to the clouds they control, making them as tough as stone, with a texture and the properties of anything from their natural state of vapour, through something soft, bouncy and fluffy, to something as tough as stone, despite of its appearance and position high in the air. They can continue to sculpt this cloudstone as they desire, using the same action as sculpting clouds normally. All forms of cloudstone are tied to the conditions in the sky, and revert to fog if lowered to the ground. Like sculpting clouds, using this ability to make complex shapes with cloudstone requires the normal craft checks. Sculpting the entire area of a cloud this size requires one continuous minute of concentration.
A ninth level Stormcaller has absolute control over the weather in their area, and does not have to renew this control. Strenuous activity under their clouds is considered bedrest, and everyone beneath the cloud is considered immune to fatigue, and no longer requires sleep. In addition, allies of the Stormcaller receive benefits equal to that of a haste spell, except that bonus to AC and reflex saves is +3. Allies with less than half the HD of the Stormcaller receive only the numerical bonuses, and not the additional attack. The lightning they summon from this cloud now deals 1d10 damage per two evoker levels, rather than 1d6.
Finally, a Stormcaller who is amongst their clouds extends their radiance throughout them. When they evoke an illumination, or use another class feature from an evoking class, they may measure range from any position in the cloud. This does not enhance their senses - they must still know where their target is. Blast illuminations used in this way may always target the ground directly beneath the cloud, even if the cloud is further than the blast’s normal range away from the ground.
Eye of the Storm (Su): Beginning at 2nd level, a stormcaller learns to harness the overwhelming raw power of the storm. Whenever the stormcaller deals electricity or sonic damage with an illumination or Stormcaller class feature, she may ignore an amount of her target’s electricity resistance, sonic resistance or hardness equal to [class level * 3]. If the target possesses both electricity/sonic resistance and hardness, this value is deducted from each of them separately. Creatures with electricity/sonic immunity are instead treated as having Electricity/Sonic Resist 40, which this ability then reduces as normal. This ability may not reduce a creature’s effective electricity/sonic resistance or hardness below 0.
That Which Follows (Su): While lightning is the most visible danger of the storm, only a fool fights a stormcaller without watching for other dangers. Whenever a stormcaller of 4th level or higher evokes a blast illumination with an electricity-attuned prism component, the storm ripples with power, the potential for a destructive peal of thunder growing. After this effect triggers, any allied effect that deals electricity damage under the Stormcaller’s cloud, including the triggering illumination, is followed by a peal of thunder.
Any foe dealt electricity damage way suffers 1d4 sonic damage per Stormcaller level one round later, unless they move 15ft or further in that time. For all purposes, this damage is treated as being dealt by one of the Stormcaller’s illuminations.
Multiple applications of this ability do not stack, even from multiple Stormcallers. Only the most powerful thunder occurs.
Stormborn (Su): In time, a Stormcaller becomes so attuned to her element that it suffuses her, giving her life and motion. It no longer harms her. Beginning at 5th level, the stormcaller is considered to have the Primal [Electricity Attuned] costume effect active at all times – even when she does not have her costume manifested. This does not count against her normal costume effect limit, and may have motes invested in it as usual. If the stormcaller wishes, she may still manifest the Primal costume effect for other energy types, but she may not use this effect to manifest a second electricity attuned Primal effect.
Lightning Jump (Su): Lightning is always moving, ever changing. More than not striking the same place twice, it never acts the same way. All that can be known is that destruction lies in its path. The same is true of Stormcallers. Whenever a foe strikes a Stormcaller of at least 6th level with a melee attack, the Stormcaller may, immediately after taking the damage, teleport 5ft per two class levels in any direction, measured from the foe’s space. Any creature located in a line between the stormcaller's starting location and her destination takes one electricity damage. If the triggering attack was part of a full attack, the teleportation does not occur until all attacks in the full attack are resolved.
Static Charge (Su): They say lightning never strikes the same place twice. Generally, this is because the place doesn’t exist the second time. Beginning at 8th level, whenever the stormcaller strikes a foe with an attack dealing electricity damage, they are marked with an overabundance of electricity, which discharges when struck. Whenever an ally strikes this foe, they may choose to convert any amount of their damage into electricity damage. This effect lasts for one minute, or until an ally successfully uses it to convert one or more points of damage to electricity damage.
Apotheosis of the Storm (Su): By this point, the difference between the Stormcaller and an elemental of lightning is largely academic. Where others might have been overwhelmed by the power she wields, she has remained sane(ish), and it has changed her. At 10th level, a stormcaller forevermore becomes a Native Outsider with the Air subtype and an Augmented subtype pertaining to her previous type, with all the traits that implies. Unlike most creatures with the Air subtype, the stormcaller does not gain a fly speed. She does however become Immune to electricity. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.
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Re: Tome of Radiance: Mastering the Power of Love and Justice
I'm a bit confused by the wording for Storm Calling's level 9 progression of their call lightning ability. Does the damage change from dealing 1d6 damage per 2 evoker levels to a flat 5d10, is that 5d10 in reference to something else, or did you mean to say that the damage was changed to d10s rather than d6s?
If it is changed to a flat 5d10 I'm rather curious why you decided to nerf the damage between level 7 when the ability is first gained and level 9.
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Whoops!
The original version did 3d10, then up to 5d10, as a reference to Call Lightning, Call Lightning Storm. It was buffed to 1d6/2 levels at Selinia's suggestion, but I forgot to take the 5d10 bit out.
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Spoiler: To Lix Lorn, since your PMs are overfilled
Show
OK, but what abouul general looks? Are the coloras more or less like you imaginad? I feel Empress should be a bil lighter color, and the main one maybe darker shade of blue? Are the sleeves fine?
And, yes, I know I'm bothering you with these question; sorry, but that is important...
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Whew! Changelog, and a rather heavy one. Anyone playing a Champion or Empath ought to take notice!
- Champion overhauled! Lots of changes here. Limit Form has become Limit Boost, and now scales more reasonably, divorced from the shackles of Cartridge effects. With Limit Boost, champions become the undisputed masters of imbuement boosting. Cartridges, similarly, has been reworked to possess a 'basic' cartridge effect that is always available, as well as to make reloading them less stressful on your swift actions. Force of Personality has been expanded, now including carrying capacity for additional utility, as well as the effects of the feat Enduring Radiance. The champion's higher level class features have been moderately enhanced in value as well. Lastly, and perhaps most significantly, the champion no longer readies illuminations, possessing access to their full compliment at all times in a great boost to versatility.
- The Empath has been nerfed. Her persona capacity has dropped one 1, all the way down the list. To compensate somewhat, her Innate Illumination progression now properly begins from level 1, and proceeds at a more normal pace to prevent crippling in the early levels.
- The feat Enduring Radiance has been removed for redundancy reasons.
- The 'aura' costume archetype has been altered. This costume type would, in the long run, almost invariably outclass all others objectively - its dominance has been nullified with the removal of evoker stat scaling. The archetype now more properly represents a squishy, but mystically powerful evoker, offering the flexibility of bonus motes at the cost of raw AC.
- The Storm Bringer PrC has been added! As the third of the elemental siblings, this master of wind and rain is sure to shock the systems of whoever is foolish enough to pit themselves against her light.
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Originally Posted by
Ilorin Lorati
@UserShadow7989
Personally, I'd be in favor of finding ways to overhaul the Cartridges and Imbuement systems, and maybe add extra Imbuements as a "Special" column class feature (so as to prevent the PrCs that say "take your best imbuement progression" from taking advantage of them). That's the Champion's unique mechanic, and can be pushed more to the forefront.
Technically, all PrC-based imbuement progression should be done through Extra Imbuement class features (or single option analogs, like the the elemental PrCs). I've mentioned this offhand a couple times before, but I will say it again here - this is the preferred and official method for advancing imbuements. If you have PrCs and you convert them to use this method, your work to straighten out the Tome of Radiance will be much appreciated!
Quote:
Originally Posted by
jamieth
D'aaawww. She's so cute! There's something adorable about Dawnguards and their comically incongruous toughness. The only flaws I see are those caused by the recent Champion carpet-yank, and the fact that her backstory (in 'additional information') seems to be cut short mid-sentence. Tossing in a few plot hooks at the end couldn't hurt either.
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Re: Tome of Radiance: Mastering the Power of Love and Justice
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Originally Posted by
Selinia
D'aaawww. She's so cute! There's something adorable about Dawnguards and their comically incongruous toughness. The only flaws I see are those caused by the recent Champion carpet-yank, and the fact that her backstory (in 'additional information') seems to be cut short mid-sentence. Tossing in a few plot hooks at the end couldn't hurt either.
Her backstory is incomplete right now; I was waiting on the Champion overhaul to fix mechanical issues first. Will continue writing her now :-)
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Typo in Limit Boost: "2th"
EDIT: Can the Limit Boost ritual be the same one as the cartridge-and-illuminations one? Asking because the text on making more cartridges explicitly says that cartridges can be made in the same ritual as preparing illuminations, but Limit Boost doesn't.
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Quote:
Originally Posted by
jamieth
Spoiler: To Lix Lorn, since your PMs are overfilled
Show
OK, but what abouul general looks? Are the coloras more or less like you imaginad? I feel Empress should be a bil lighter color, and the main one maybe darker shade of blue? Are the sleeves fine?
And, yes, I know I'm bothering you with these question; sorry, but that is important...
uhhh you didn't actually send me anything to see as far as I can tell ._.
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Re: Tome of Radiance: Mastering the Power of Love and Justice
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Oooh I love them!
I always hate complaining when people do art for me, but I'd imagined base-Mira's outfit being kinda like the Emperor one. White, then with sky blue lines at the base and as trim.
Love the designs though! :smallsmile:
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Oh, I see. I'll send yo the update tomorrow. Are the rest more or less correct?
update: in fact, I would greatly appreciate if yo could sketch her yourself. She is your character, after all :-) Also, Mira's builds need a little update now, with Empath now having less Capacity, but more Innates'
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Absolutely! Thank you so much :)
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Re: Tome of Radiance: Mastering the Power of Love and Justice
So do I now know what two of the Chosen characters look like then?
If so, awesomes!
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Is it intentional that the core class "Apotheosis" abilities do not function in an antimagic field? They currently revert back to their former creature type in such fields since the abilities are (Su).
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Re: Tome of Radiance: Mastering the Power of Love and Justice
Quote:
Originally Posted by
Magikeeper
Is it intentional that the core class "Apotheosis" abilities do not function in an antimagic field? They currently revert back to their former creature type in such fields since the abilities are (Su).
the "forevermore" and "no longer" language suggests that the effect is magical to apply but the creature type and the unaging shouldn't revert in an AMF, in the same vein that effects with instantaneous duration don't revert in an AMF. the additional activated or continuous effects which aren't covered by that language (the champion's "special illumination", the empath's second persona) do stop functioning in an AMF, as they should, because the class features they're keyed off are also (Su).
notably, the stargazer's ability is (Ex), because it needs to be (Ex) to function in an AMF because I mentioned that earlier.