1. - Top - End - #210
    Bugbear in the Playground
     
    Selinia's Avatar

    Join Date
    May 2010
    Gender
    Male2Female

    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    So, first up, changelog! Lots of tweaks to get through, so here's the first batch:

    • Twinned Device has gained new functionality! Using a variation of the volley rules, stand at the center of a veritable maelstrom of weaponry.
    • Blazing Aegis has gotten a significant buff to its ally-shielding capabilities. Sword and board builds are underused and unappreciated, and can really use the help doing what they're supposed to be good at.
    • Added the Radiant Arsenal feat.
    • Nerfed the effect of the surge of Battles slightly - it no longer functions with less than 7m worth of cost, though it is unchanged beyond that point.
    • Nerfed the Champion capstone slightly - it now only amplifies Foundation effects. Stargazer's complex formula are still weaker in terms of raw power, but they allow for significantly more finesse now.
    • The Stargazer's capstone is now (Ex), so their immunity to suppression cannot be itself suppressed. That would be silly and borderline paradoxical.
    • Empath illumination progression has been re-worked significantly. They now possesses vastly fewer total illuminations, but they've gained a small pool of innate illuminations in exchange - allowing them a compliment of abilities they can reliably use without worrying about changing aspects
    • Empath formatting has been shuffled to more intuitively display their Good and Bad saves, given the highly mutable nature of those progressions.
    • Assorted minor clarifications and typo fixes - continual thanks to people spotting these and pointing them out. I'm chisling away at them, bit by bit.



    Quote Originally Posted by kestrel404 View Post
    Well, I've been directed to this thread recently, and I've got some ideas. I'd like to fill in the blanks, as it were. So here's one of the bigger blanks:
    Spoiler
    Show

    Empath


    "In many ways, my path is the path of imagination. To imagine yourself in the place of another is to understand that person as well as you understand yourself. Once you empathize with a person, it is simple to show them the light."
    -Selune, an Empath

    The light of the moon shines down on all living things, changing with days and seasons as the the trees and flowers change, in cycles. The empath recognizes that life, in all its varied forms and functions, is merely an extension of the Light given form. While individuals may choose good or evil or any other path, their very existence is premised on their first being innocent children, and becoming what the world and the life around them has made them.

    Empaths understand life and people on a fundamental level, seeing all life as something to be guarded and protected. They tend to take a longer view than either of the other kinds of champion, focusing on tomorrow while dealing with the problems of today. This and their understanding of the world around them give them a sense of calm serenity in the face of any odds, making them formidable and capable.

    Making an Empath:
    Spoiler
    Show
    Abilities: An empath's power is born of understanding and imagination, drawn forth with a will of iron and a supple mind. Thus, a high Wisdom will allow them to most effectively wield their Illuminations and know the hearts of both their friends and enemies. A good Constitution score will also likely be important to an empath, as they often find themselves holding the middle ground, defending those less capable.

    Role: An empath has to fulfill many roles on the battlefield, and as such she comes with a variety of tools. She is shield to those more fragile, nurse to the hurt, lioness when battle is called for and peacemaker when it is not. For this reason she has some aspects of champion, some of stargazer, more skill than either and her own abilities to adapt to circumstance.

    Races: Members of any race can take up the mantle of an empath, but they are most common among races with a strong tie to nature. Understanding life in all of its forms and phases is essential to being an Empath.

    Alignment: Perhaps the most morally flexible of the Evokers, the Empath is able to understand all others, to set aside her own morality and considder that of another with truly open eyes. While almost no Empath ends up walking the path of evil, neither are they always good. A starting empath is usually within two alignment steps of neutral good.

    Starting Gold: As druid

    Starting Age: Most empaths come into their power early, perhaps out of the innocence of childhood. When rolling for age, roll as a Bard - but subtract the total from adult age rather than adding it (to a minimum of half an adult’s age). If rules are in place that would reduce the statistics of child characters, the stargazer is exempt from them.


    Class Skill List: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature) (Int), Knowledge (History) (Int), Knowledge (Nobles) (Int), Knowledge (Religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha)
    Skill Points at 1st Level: (6 + Int modifier) x4.
    Skill Points at Each Additional Level: 6 + Int modifier.

    Empath

    Hit Dice: d8
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Illuminations Known|Illuminations Readied

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Radiant Armaments, Merciful, Understanding (1 target)|
    5
    |
    2

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Power of Friendship|
    6
    |
    3

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Mooncalled Illumination 1/day|
    6
    |
    3

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Lunar Companion|
    7
    |
    3

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Moonlit Transformation (Humanoid) 1/day|
    8
    |
    4

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Understanding (2 targets)|
    8
    |
    4

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Mooncalled Illumination 2/day|
    9
    |
    5

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    |Enhanced Armaments|
    10
    |
    5

    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +6
    |Moonlit Transformation (Fey, Tiny, SLA) 2/day|
    10
    |
    5

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    |Understanding (3 targets)|
    11
    |
    6

    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +7
    |Mooncalled Illumination 3/day|
    12
    |
    6

    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Cloaked in Moonlight|
    12
    |
    7

    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Moonlit Transformation (Monstrous Humanoid, SU) 3/day|
    13
    |
    7

    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +9
    |Understanding (4 targets)|
    14
    |
    7

    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +9
    |Mooncalled Illumination 4/day|
    14
    |
    8

    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Enhanced Armaments|
    15
    |
    8

    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Moonlit Transformation (Outsider) 4/day|
    16
    |
    9

    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |Understanding (5 targets)|
    16
    |
    9

    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |Mooncalled Illumination 5/day|
    17
    |
    9

    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Moonlight Apotheosis|
    18
    |
    10
    [/table]

    Weapon and Armor Proficiency: Empaths are proficient with all simple weapons and one martial weapon of their choice, and with light and medium armor and all shields except tower shields.

    Illuminations: Infused as they are with the power of light, a stargazer is capable of crafting and calling upon powerful manifestations of radiant energy known as Illuminations. An empath knows a fixed number of illuminations, and may change any number of her known illuminations freely each time she gains a level in this class. To use her known illuminations, an empath must first prepare them – preparing illuminations is a simple process requiring five minutes of introspection, weapons drills, or some other mentally relaxing activity. Once her preparation is complete, the empath may choose a number of her known illuminations to ready. Readied illuminations remain readied until the empath prepares new ones.

    Illuminations are explained more completely in their own section.

    Radiant Armaments (Su): Upon awakening to the radiance within her soul, a stargazer establishes a bond with a particular weapon and suit of armor. How an empath finds the armaments that are hers by right varies widely; she may stumble upon them in a dream, only to awake clutching them in hand, or she might find them in the crater left behind by a falling star, but they always appear within a week of attaining her first level in this class.

    Radiant Armaments are described more completely in their own section.

    Merciful (Ex): Whenever an empath deals damage with an attack or an Illumination, she may choose to deal non-lethal damage instead with no penalty to attack or damage rolls.

    Understanding (Ex): The empath has learned to understand the hearts and minds of those around her, both her friends and her enemies. Once per turn as a swift action, she may make a Sense Motive check, with a DC equal to 10 + the target's hit dice. If she fails, she cannot attempt this check on the same individual again for 24 hours. If successful, she can understand the target better. Treat the target as though the empath had that individual as a ranger's favored enemy, with the addition that the effect of all Illuminations, whether healing or damaging, are at +2 as well. The empath may have one target of understanding at 1st level, and an additional target at 6th level and every 4 levels after that, to a maximum of 5 targets at one time at 18th level. A target of Understanding remains targetted so long as they are on the same plane as the empath, or until the empath decides to target someone or something else. When an empath gains a new target of understanding and is already at her limit, she chooses which of her current targets is no longer affected. An individual may only be targetted by an empath once.

    The Power of Friendship (Ex): An second level empath is capable of swaying the alignment of captured foes, as described in the Power of Friendship section below.

    In addition, an empath is remarkably skilled at couching her arguments in terms her target can understand. Appealing to each individual specifically, the empath may use her Wisdom score, rather than her Charisma score, when making redemption checks. In addition, when making redemption checks on a target of her Understanding power, she is at a +2 bonus.

    Mooncalled Illumination (Su): The third level empath has learned to shape her illuminations in a more spontaneous manner. Once per day, she may use any illumination she knows, even if it is not readied. She may use this ability a second time at 7th level, and an additional time per day every four levels after that, to a maximum of five times per day at 19th level.

    Lunar Companion (Su): At fourth level the empath has learned enough about light and life to create a companion for herself. Treat this companion in all ways as a Druid's animal companion, with her druid level equal to her empath level minus 2. However, because of the nature of her companion, it gains the Lunar Spirit template described below.

    Moonlit Transformation (Su): A fifth level empath gains an ability similar to the druid's wild shape. Once per day, the empath chooses a single humanoid form of small, medium or large size and up to 5 hit dice. This may be the form of an individual, or the generic member of a specific race. By investing half of her motes, she may assume that form for as long as she continues to expend motes. She is treated as though she is using the Alter Self spell for determining the benefits the new form grants. Her armaments transform to suit her new form, but all other equipment is subject to normal rules for that spell.

    At 9th level, the empath may use this ability a second time per day, and the transformation acts as a Polymorph spell instead of Alter self. In addition, she may choose the form of a fey, and the form may be tiny, with up to 9 hit dice. Finally, she may choose a single spell-like ability that that a member of that race normally has as a racial ability, and may use that ability 1/day as though she were a member of that race.

    At 13th level, the empath may use this ability a third time per day, and the transformation acts as a Polymorph Any Object spell (except for duration). Additionally, she may choose the form of a monstrous humanoid, with up to 13 hit dice. In addition to choosing a single spell-like ability that race can use, the empath also chooses a single Su ability, and may use that ability as a creature of the chosen type for as long as she wears her new form. For example, if the empath chose a creature with a breath weapon with a 1d4 round cooldown, then she could use that breath weapon every 1d4 rounds for as long as she keeps the motes invested to maintain her new form.

    At 17th level, the empath may use her ability a fourth time per day, and the transformation acts as a Shapeshift spell (for this one form only). Additionally, she may choose the form of an outsider, with up to her level in hit dice.

    Enhanced Armaments (Su): An eight level empath may enhance her armaments, as the Champion class ability. She gains a second enhancement at level 16.

    Cloaked in Moonlight (Su): A twelfth level empath has learned to emulate the varying illumination of the moon, always shedding just enough light to accomplish her task. Once per encounter as a free action, the empath chooses one of the following: To hit, damage, fortitude save, reflex save, will save, armor class. For the remainder of that encounter, the empath gains a luck bonus to her chosen ability equal to her wisdom modifier.

    Moonlight Apotheosis (Su): The barrier between the empath and the radiant power she channels has all but dissolved. She is likely a very different person from the one who first set foot on her long adventure, but her blazing spirit has preserved against all odds in the darkness of the world, beaming forth with a fury that angels and demons might envy. At 20th level, an empath forevermore becomes a Native Outsider with one alignment subtype of her choice and an Augmented subtype pertaining to her previous type, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.

    Additionally, the empath’s powers have grown so versatile and precise that she is able to improvise exactly the correct response to the situation at hand. Once per day as a full round action, the empath may expend any number of motes, up to her class level. For each mote expended in this way, each person she currently targets with Understanding either takes 1d6 damage or is healed for 1d6 damage - each effect is chosen individually by target at the time this ability is used. Further, the type for the damage is chosen individually for each target, such that a target who is vulnerable to fire damage will take fire damage, while a target who is immune to fire damage would instead take force damage. Additionally, each target either is affected by or cured of one of the following status conditions: blinded, deaf, stunned, nauseated, frightened or exhausted. A successful will save DC 20+wisdom modifier allows the target to overcome this condition, but does not prevent the damage. When using this ability, the empath knows in advance all of the immunities, resistances, vulnerabilities and current conditions of each target, allowing them to craft the perfect response. This attack hits regardless of distance or targetting conditions, so long as the intended target is still on the same plane.

    New template:
    Lunar Spirit
    The Lunar Sprit template can be applied to any animal which could be a druid's companion. The animal gains the traits of a Native Outsider, as well as the following: DR 5/cold iron, Immunity to Silver, At-will - Gaseous Form. The gaseous form is that of a silver mist which immediately moves into the same square as the Empath who created the Lunar spirit. While in Gaseous form, the lunar spirit must be in the same square as his mistress, or his mistress' armaments, or moving towards that square at full speed. A Lunar spirit in gaseous form may reside within those armaments and remain hidden with full cover, regardless of the relative sizes. If the empath who created a Lunar Spirit is killed and her armaments destroyed, the Lunar Spirit is also killed and fades back into moonlight.

    (Yes, it's a pokemon template)

    Calling this out specifically - it is an excellent class that has a fun niche as a nature-themed evoker, and a lovely flavor to it. While I obviously can't have two empaths listed, I'd very much like to include it with some minor refluffing. Is there any particular flavor you'd like to shoot for here?

    Quote Originally Posted by kestrel404 View Post
    Aspects are underpowered for a primary class feature, sic.
    You raise a lot of very sound point here, and give some good examples for potential fixes. At least some of these are likely to be incorporated into the aspects, once I have more time to properly analyze them and consider how they compare to what the other ToR classes bring to the table.

    EDIT, missed this the first time:

    Quote Originally Posted by sreservoir View Post
    the new line is

    as far as I can tell, this indicates that the illumination's foundation component functions as if at cost 1.5×level, but the illumination itself costs 20m. it is not clear how this relates at all to the extra effects of motes: must they total to at most 20m? can they also total up to 1.5×level? are they not permitted, s.t. only the foundation takes effect? are they unbounded, since there doesn't seem to be a limitation on the most cost of an illumination beyond that the mote cost cannot exceed evoker level, and mote cost is fixed at 20m?
    The new version of the champion's capstone essentially overrides the Foundation value with [evoker level * 1.5]. So a 20th level champion would count the effect's foundation component as being worth 30m. It also fixes the cost at 20m, so regardless of evoker level, you'll always pay 20m for it. Otherwise, it is built exactly as any other illumination - you could have an empty effect if you wanted, with nothing but the foundation, but there's nothing preventing you from buying shapes and secondaries as usual.
    Last edited by Selinia; 2013-02-07 at 06:46 PM.
    Lovely Rita Mordio avatar by Zefir! Thank you!

    Homebrew: