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Thread: Base Class Challenge Chat Thread II

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    Default Re: Base Class Challenge Chat Thread II

    Okay, went through the Dimensional Double. Hope some of this is useful!

    Dimensional Double:

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    Quote Originally Posted by kanachi View Post
    Dimensional Double (Su):

    The dimensional conduit, is not a single character, they are a collection of characters who share this class as a gateway, through which they can enter the campaigns dimension. While each of these characters are essentially a duplicate of the same entity, the differing circumstances native to their home dimensions have lead them to forge a unique life time of experiences. As a result no two doubles are ever truly the same and can often hold quite unique world views.

    The conduit is unique in from all their doubles as they act as a focal point which bridges these dimensions and links their alternate selves to one another. The conduit is the version of the character native to the campaigns dimension and acts as the default representative of their persona.

    Drawing a Double.

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    At first level the character searches the infinite worlds and reaches out to their first double, who the controlling player constructs by generating an additional character sheet.

    The character they create must share both the same race and age as the conduit and may not utilise any templates which suggest that they have a different lineage or bloodline to conduit. In essence the conduit and all her doubles must have been identical at the time of birth. Thus a conduit with a racial template (such as a half dragon) would also have this template active upon all their doubles. However, templates which may be applied to a creature after the time of birth (becoming a lich for example) could exist upon a conduit or a double without necessarily existing upon every double.

    Each double may be formed as though they were a unique character in their own right - having ability scores, class levels (see below), feats, skill and other such factors which differ from the conduit.

    Amidst the chaos and turmoil of the infinite dimensions only those with a clear focus towards a singular path draw the conduits attention. As a result a double may only possess class levels from a single class. However, they are permitted to diverge into, and gain levels within, a single prestige class (should they qualify).

    At later levels the conduit forges a link with additional doubles that will in turn require their own character sheets, following the above rules. The main class table shows the levels at which new doubles are gained. Once a conduit forges a link with a double their vision of similar doubles blurs and fades, making it impossible for any two doubles to share a level in the same class (or prestige class). Subsequent doubles are also drawn from an increasingly congested array of possible candidates which makes finding those of great power ever more complex. As a result the maximum level of subsequent doubles lowers by 1 each time a new double is obtained (as shown upon the main class table).

    Though it may be possible for multiple conduits of the same entity to exist (indeed the nature of the infinite dimensions demands that there are indeed infinite conduits) no two conduits may link to one another. This means that none of a conduit’s doubles may possess any levels in this class.

    As the conduit gains levels in this class their doubles may also increase in level. All of a conduits doubles are deemed to increase in level simultaneously. Doubles drawn into a dimension by a conduit often experience a fractured and disjointed life, which over time causes them to increase in level at a slower rate, as shown by the main class table.


    Items and Class Abilities

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    Though a double may own items, equipment or other assets within their home dimension, none of it travels with them into the conduits dimension. This includes spell books, spell components, holy symbols and other such items. A double instead takes possession of the conduits possessions when called upon and thus should only have these items reflected upon their respective character sheets.

    Aspects of a doubles class which are not directly born from the double themselves cannot travel into the conduits dimension. This includes familiars, mounts and animal companions. However, a double may spend actions to summon objects or creatures once they arrive within the conduits dimension, provided they have time.


    Replacing Existing Doubles.

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    At 6th, 12th and 18th level the conduit may gaze into eternity and there substitute one of their existing doubles for a replacement of identical level. The replacement double is created just like any other double and may use the same classes and prestige classes the substituted double used.


    Calling Forth a Double.

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    The conduit may, as a full round action, activate one of their doubles. Immediately after performing this action the chosen double replaces the conduit and adopts the exact same body position the conduit previously held. The double then immediately performs their turn’s actions (as directed by the conduit) before being replaced by the conduit. The conduit may then perform any other actions, if they are able, before ending their turn and allowing the initiative order to proceed as normal.

    Essentially the conduit spends a full round action to substitute these actions for a full turn of actions as their chosen double. It’s important to note that the conduit still both initiates and concludes their turn so the double is therefore never in play beyond this brief period of time.

    A double enters play wearing or holding all of the conduits items, including any restraints (such as manacles). Doubles with aspects of their character that differ from the conduit (such as their alignment) may find that items respond differently when in their possession.

    Activating a double draws an attack of opportunity which can be avoided by successfully performing a concentration skill check. The DC of this check is equal to 15 (+1 for every two levels the double possesses). This attack of opportunity is made against the conduit, not the double. A conduit struck by such an attack of opportunity automatically fails in their attempt to activate a double and may not make a fresh attempt for 1 round.

    When a double enters play it should be regarded as an entirely separate creature, who does not share any bonuses or penalties affecting the conduit that preceded them. They may however emerge in any number of situations which would affect a creature freshly introduced to the field, including finding themselves in the midst of a grapple or an environment which requires them to make a saving throw.

    A double is not able to perform any actions in their home dimension which will benefit them in the conduits dimension, including casting spells to bolster their defences before they arrive. Such effects are stripped away by the powerful rifts through which the double is drawn.

    Any affects (positive or otherwise) which exist upon the conduit remain unaffected by the emergence of a double. These affects therefore re-enter play - with the conduit - upon the conclusion of the doubles actions.


    Playing as a Double.

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    As soon as a double enters play they may perform a full range of actions as though their turn had just begun. However, the double cannot sustain its presence within the conduits dimension for long and therefore must return to its home dimension at the end of their turn - thus any actions they attempt to perform which extend beyond this period will immediately fail.

    The doubles fleeting existence within the conduits home dimension may not be extended by any means. Any attempts to grant then further actions (even through the manipulation of time) immediately fail.

    At the end of the doubles turn they are immediately swapped for the conduit, who returns to exactly the same location and holds exactly the same body position as the double they are replacing. This dimensional swap is instantaneous and draws no attacks of opportunity. The conduit may then perform any other actions, if they are able, before ending their turn and allowing the initiative order to proceed as normal.

    Essentially the conduit spends a full round action to substitute these actions for a full turn of actions as their chosen double. It’s important to note that the conduit still both initiates and concludes their turn so the double is therefore never in play beyond this brief period of time.


    Doubles vs Incoming Damage and Other Effects.

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    If a doubles sustains 1 or more hit points of damage whilst within the conduits dimension their turn ends immediately, causing the conduit to return and replace them (as described above). All but 1 point of this damage is then inflicted upon the conduit upon their return.

    A double who sustains damage may not be called into action again for the rest of the encounter or for a period of 1 minute (whichever is occurs first).

    A double may never ever exist within the conduits dimension for a period which extends beyond their allotted time and will immediately shift back to their own dimension if incapacitated or hindered in a way which would cause them to do so. Such a double may not be called into action again for the rest of the encounter or for a period of 1 minute (whichever is occurs first).

    All effects (for good or ill) which were active upon the double whilst within the conduits dimension are automatically cancelled when they return to their home dimension. The double immediately reverts back to their previous state before they travelled to the conduits. Even doubles slain within the conduits dimension are return to their home alive. However, doubles do feel pain and can therefore be as emotionally affected as any other creature when placed in a traumatic situation.


    Doubles as a Disguise.

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    Though both the double and the conduit were born genetically identical an entire life time of experiences can lead them to appear quite different, the amount by which they differ physically can therefore vary wildly. Generally speaking a double who has different strength, constitution or dexterity scores from the conduit will likely hold a noticeably different yet still vaguely similar appearance. Other aspects, such as the application of a lich template to a double can produce far more obvious physical differences to the conduit.

    If a double retains some similarity to the conduit they may attempt a disguise check to fool onlookers into thinking they are in fact the conduit. Those who appear almost identical receive a +10 bonus to such disguise checks whilst those whom only appear vaguely similar only receive a +4 bonus.

    So, the meat of the class. This is a really cool ability, and a tricky one to balance. While the mechanics are solid overall, what I'm concerned about is that the nature of the class heavily encourages casters, making it a sort of omni-theurge if played optimally. A group of casters with very specific specializations, with the lower-level ones emphasizing utility, support, or defense-piercing spells, allow you to have tremendous amounts of versatility and a truly staggering number of spells per day.

    Non-casting classes, meanwhile, seem notably discouraged. The higher hit points of warriors aren't useful, and lower levels mean they'll have trouble contributing effectively. I'm a little unsure how the constant swapping in and out would work for many skill uses. Most critically, the AoO for using the ability is a strong deterrent to melee doubles (there are ways around it, of course, but it becomes a hoop you have to jump through to get an already less-optimal result). I suppose a purely damage-optimized charger or archer would be worth a slot, though.

    Dimensional Guidance:

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    Dimensional Guidance (Su):

    Upon reaching 2nd level the conduit learns to draw inspiration from its infinite doubles without drawing upon a singular individual.

    If the conduit chooses not to activate a double this turn they may select one of the following aspects to receive a +2 insight bonus to until the start of their next turn. The aspects the conduit may choose are:

    • Attack rolls
    • Saving throws
    • Armour Class


    However, when a conduit chooses to benefit from this ability they immediately become incapable of activating a double until the start of their next turn. In essence each turn the conduit must choose to either benefit from this ability or utilise a double (they may never benefit from both abilities in the same round).

    For every 5 Additional levels the conduit gains within this class the bonus provided by this ability increases by 1 (+3 at 7th level, +4 at 12th level and +5 at 17th level).

    This is a nice ability. I don't expect it will often be worth giving up your double's actions, though since you have doubles for offense, I can imagine combining this with defensive actions to make the conduit itself a capable tank, if you can find a way to force foes to attack you.

    Actually...you know what, you could make this an immediate action, and change it to, you can't activate a double on your next turn. That would make the conduit into a credible tank; if the enemies don't mount a serious enough attack against it to force it to buff its defenses, it can summon up some offense-focused double to wreak havoc.

    Planar Lore:

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    Planar Lore (Ex):

    Starting at 2nd level the conduit’s understanding of the dimensional weave gives them insight into the multiverse and its many realms. As a result the conduit receives a bonus to all Knowledge [the planes] equal to half their dimensional conduit class level.

    Fits the flavor and certainly doesn't hurt.

    Rift Stride:

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    Rift Stride (Su):

    Upon reaching 3rd level the conduits bond with the dimensional weave allows them to step through rifts unseen by other beings, using them to teleport short distances. The conduit may, as a swift action, teleport 10 feet. Later at the distance the conduit may teleport increases by 5 feet every 6 levels (15 feet at 9th level and 20 feet at 15th level).

    The conduit may not utilise this ability if restrained or grappled and must have a line of sight to their destination.

    I actually really like this ability for this class, because summoning a double still gives you a use for your swift action. This gives the class something to use that on, a helpful little boost to mobility. Actually, I'm starting to realize that there really are worse things you can do than put one of your upper-slot doubles to some horrifically brutal charger. Blink 10' back (or into the air with Battle Jump?), summon the charger, guaranteed charge every turn, terrain permitting.

    Warp Shield:

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    Warp Shield (Su):

    Upon reaching 3rd level doubles who enter the conduits dimension can envelope themselves with a dimensional shield when entering combat.

    Any double who draws an attack of opportunity when moving or performing a bull rush receives a +4 bonus to their armour class. This bonus to armour class increases by +1 at 8 level and every 5 levels thereafter (+5 at 8th level, +6 at 13th level and finally +7 at 18th level).

    More good news for the charger-double!

    Dimensional Pocket:

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    Dimensional Pocket (Su):

    Upon reaching 4th level the conduit gains access to a small pocket dimension between the normal planes of existence.

    Once per turn the conduit may, as a free action, move any one item within their hands into a dimensional pocket, accessible only to them. The dimensional pocket may hold a total weight of 10 pounds per level (to a maximum of 200 pounds at 20th level).

    Additionally once per turn a single item may, as a free action, be retrieved from the dimensional pocket by the conduit. The retrieved item emerges within the conduits hands. If the conduit has no free hands they may not retrieve items from the dimensional pocket.

    If a conduit’s dimensional pocket is suppressed, by an antimagic field for example, it will become temporarily inaccessible to the conduit. Items which offer links to extra dimensional spaces, such as a bag of holding, may not be placed into a dimensional pocket.

    This ability is cool. I feel like there should be some way to allow it to be used to let your doubles bring in items of their own. Even just letting you put in your weapon and they pull out theirs or something. Although I guess that's what Riftweave is for.

    Riftweave Weapon:

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    Riftweave Weapon (Su):

    Beginning at 4th level the conduit’s doubles gains the ability to, as a free action, summon forth a single riftweave weapon whenever they activated.

    The double may summon one weapon they are proficient with to a free hand (if they have no free hands the ability fails). If they choose to summon a projectile weapon, it comes with 10 bolts, cartridges, arrows, bullets, or whatever serves as the most appropriate projectile.

    Weapons summoned by this ability gain a +1 enchantment bonus to their both attack and damage rolls. Additionally for every 4 further levels the conduit gains within this class the bonus provided by this ability increases by +1 (+2 at 8th level, +3 at 12th level, +4 at 16th level and +5 at 20th level).

    Weapons summoned by this ability are made of riftweave, a trans-dimensional material which can mimic the form of metal and wood yet has the appearance of raw solidified energy. Riftweave weapons are considered magic for the purposes of overcoming damage reduction and also extend into the ethereal realm, functioning normally against any creatures present there.

    The summoned weapon (and all projectiles summoned with it) persist only while the chosen double is in play, after which they vanish.

    I get the point of this ability, although to be honest, it strikes me as just another problem with non-caster doubles. As it stands, I'd more likely make sure all my doubles who use weapons, if any, use the same as my conduit, so I could buy a level-appropriate one (and GMW it up with a caster double).

    Still and all, guaranteed magic weapons are a nice perk for low levels. I actually learned that the hard way recently. Shadows, bah.

    Void Keeper:

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    Void Keeper (Su):

    At 5th level the conduit observes the rifts and weaves of the infinite dimensions and can interpret their motions, allowing them to act against methods of extradimensional travel in their locality.

    Any creature within 20 feet of the conduit who attempts to use a method of extradimensional travel has a 10% chance of their action failing. The conduit may opt to suppress this ability as a free action if they so choose.

    Forms of movement hindered by a this ability include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities.

    Later at 8th levels and every three level beyond (until 17th level) the chance of such abilities failing increases by 10% (20% at 8th level, 30% at 11th level, 40% at 14th level and finally 50% 17th level).

    Niche, but potentially useful and cool flavor.

    Worlds Collide:

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    Worlds Collide (Su):

    Upon reaching 6th level the conduit may, Once per encounter when activating a double, pull them into their dimension with such force that a rift between the worlds detonates as 20 foot emanation centred upon the doubles location.

    All other creatures and unattended objects within this area must overcome a reflex save (DC = 10 + half the conduits class level + half the chosen doubles character level) or pushed back 5 feet, knocked prone and sustain 1d6 force damage for each character level the chosen double possesses.

    A creature who successfully overcomes this save suffers only half the full damage and is neither pushed back or knocked prone. Creatures with evasion (and improved evasion) may deploy that ability, as normal, against this effect to lessen or avoid the damage it inflicts.

    Using this ability expends the move action of the chosen double as they take time to steady themselves after such a turbulent entry into the conduits dimension.

    Only a double called to temporarily replace the conduit (and not those summoned using the Endless Worlds ability) may be targeted by this ability.

    This is nice, although centered-on-self area attacks can be tricky to use. Would make for a nice nova move with a caster or psion double with Greater Fireburst or Energy Burst or whatever. Also pretty awesome thematically.

    Dimensional Grasp:

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    Dimensional Grasp (Sp):

    A conduit who reaches 7th level may, as a standard action, cast the dimensional anchor spell as though they were a wizard with a caster level equal to their dimensional conduit class level.

    Further development of anti-teleport capabilities. Always nice.

    Beyonder:

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    Beyonder (Sp):

    A conduit who reaches 9th level understands how to safely traverse the rifts linking differing planes of existence, time and space.

    Once per day the conduit may, as a standard action, cast either the plain shift or teleport spells as though they were a wizard with a caster level equal to their dimensional conduit class level.

    Unlike the either of these spells however the conduit is not required to physically touch creatures to transport them and may instead target creatures up to 30 feet away as a ranged touch attack. Targeted creatures are still permitted saving throws and allowed the opportunity to use any spell resistance they may have as normal.

    You may utilise this ability twice per day upon reaching 13th level and a third time at 17th level.

    Level-appropriate access to long-distance teleportation - it's a wonderful thing. Targeted teleportation is even better. This is the ability that proves that the conduit itself is not to be discounted.

    Endless Worlds:

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    Endless Worlds (Su):

    A conduit who attains 10th level learns to draw their doubles into the world without substituting their own involvement. The conduit may, once per encounter, summon one of their doubles into any free space within 30 feet of their current position as a standard action. The Double may then immediately act as normal, returning to its home dimension upon concluding its actions.

    Later at 15th level the conduit may use this ability to summon two of their doubles and finally upon reaching 20th level they may summon a third double.

    Summoned doubles appear wearing no armour or possessing any items of their own. Instead they emerge in clothing forged from riftweave, which offers a +1 Enchantment bonus to armour class for every 4 character levels the double possesses. Each double may also opt to emerge wielding a single weapon forged from riftweave as if the conduit had utilised the riftweave weapon ability for each double.

    If a double summoned in this way sustains 1 or more hit points of damage whilst within the conduits dimension their immediately return to their home dimension. Unlike a double who takes the conduits position none of the excess damage flows over to the conduit when a summoned double is struck.

    All doubles have a fleeting existence within the conduits home dimension and thus may not extend their time here by any means. Any attempts to grant further actions to either a double or the conduit (even through the manipulation of time) immediately fail.

    When you first get this ability it's less than impressive. You basically get to keep your move action, although I suppose being able to target your double's location has its advantages. Once you get multi-summoning, though, it's a potent nova move.

    Between Worlds:

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    Between Worlds (Su):

    Starting at 13th level the conduit learns to survive and travel within the space between dimensions. Once per encounter the conduit may, as a swift action, become ethereal for 1 round.

    This ability does not extend to the conduits doubles, who do not appear in an ethereal state. The conduit however will remain ethereal so it’s therefore possible for a conduit to become ethereal, activate a double (who emerges in a non-etherial state) before returning once more – still in ethereal form.

    As a move action the conduit may re-set this ability, allowing them to once again use it within the same encounter.

    Another helpful use for your swift action, and per-encounter usage gives it reasonable general utility. Quite nice.

    One of Many:

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    One of Many (Su):

    Starting at 16th level the conduit learns to act as an intermediary between the infinite versions of them self and their doubles, sharing experiences, motivation, insight and tactical suggestions. As a result whenever a double enter the play they receive a +2 bonus to all their saving throws. Later at 19th level this bonus increases to +4.


    To be honest, this ability feels pointless. It's only really useful against readied actions, and if a caster has an action readied to tell your double to go home, it can probably come up with one that a save won't matter against (even a basic area attack will do - half damage is still enough to send a double away instantly).

    5 World Step:

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    5 World Step (Su):

    At 20th level the conduit has learned to meld their many selves into a seamless dimensional confluence, allowing their many doubles to take action in the blink of an eye.

    Once per day the conduit may, as a full round action, activate all their doubles - one after the other – as if using their dimensional double ability up to 5 times in a row.

    Each of the conduits five chosen doubles may only be used once and may only perform a single move or standard action instead of a full round action.

    The intense strain of performing this action causes the conduit to become fatigued upon conclusion of the final doubles action. This effect persists until the end of the encounter.

    The capstone ability is pure awesome, and pure insanity if you have a full lineup of casters. Unloading an 8th, two 7th, and two 6th level spells in succession should be sufficient to annihilate anything even vaguely level-appropriate. And as written, I...think they might still be able to quicken, if that isn't enough (unless I misinterpreted the base ability and they don't actually get a swift action).

    Overall

    The class has a cool theme, and interesting mechanics. Really, I think it's quite solid, my only really significant complaint being that the class seems better geared towards being an omni-theurge (well, plus a beastly charger) than really going for a mix of roles. The mundane/caster disparity is going to be a problem in any mechanic that involves having access to additional character sheets, of course, but if I were to suggest any changes to the class, it would be to tweak things to make melee and skill doubles more worthwhile.
    Last edited by Quellian-dyrae; 2012-08-21 at 11:42 PM.
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