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  1. - Top - End - #1
    Firbolg in the Playground
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    Default Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Disciple of Mym C'sil

    (Fluff Coming Soon)

    Alignment: Any Good

    Special: A disciple of Mym C'sil must be a male. If a disciple of Mym C'sil somehow loses his gender or becomes a female somehow, he loses all class features granted by his disciple of Mym C'sil levels until he returns to being male.

    Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All Skill, Taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

    Skill Points:
    6 + Int modifier (x4 at First Level).

    Hit Die:
    d8
    {table=head]Level|BAB|Fort|Ref|Will|Special|Inspiration Points|AC Bonus
    1|+1|+2|+2|+2|Glorious Insight, Glorious Knowledge|2|+0
    2|+2|+3|+3|+3|A Man and his Tools|3|+0
    3|+3|+3|+3|+3|Might of Manliness, Swan Dive|3|+1
    4|+4|+4|+4|+4|Glorious Blow, Weapons of Man +1|3|+1
    5|+5|+4|+4|+4|I'm On A Horse, Glorious Healing|4|+1
    6|+6|+5|+5|+5|Hello Ladies, Weapons of Man (+1/+1)|4|+2
    7|+7|+5|+5|+5|Abs of Steel (DR 1/-), Confident Stride|4|+2
    8|+8|+6|+6|+6|Glorious Surge, Weapons of Man (+2/+1)|5|+2
    9|+9|+6|+6|+6|Glorious Step|5|+3
    10|+10|+7|+7|+7|Abs of Steel (DR 2/-), Glorious Healing (+1 use) Weapons of Man (+2/+2)|5|+3
    11|+11|+7|+7|+7|Glorious Breach|6|+3
    12|+12|+8|+8|+8|Weapons of Man (+3/+2)|6|+4
    13|+13|+8|+8|+8|Glorious Guard, Abs of Steel (DR 3/-)|6|+4
    14|+14|+9|+9|+9|Glorious Defense Weapons of Man (+3/+3)|7|+4
    15|+15|+9|+9|+9|Glorious Healing (+1 use)|7|+5
    16|+16|+10|+10|+10|Abs of Steel (DR 4/-), Weapons of Man (+4/+3)|7|+5
    17|+17|+10|+10|+10|Perfect Stride|8|+5
    18|+18|+11|+11|+11| Weapons of Man (+4/+4)|8|+6
    19|+19|+11|+11|+11|Abs of Steel (DR 5/-), Glorious Pinnacle|8|+6
    20|+20|+12|+12|+12|Glorious Healing (+1 Use), Weapons of Man (+5/+4)|10|+6
    [/Table]

    Weapon and Armor Proficiency:
    A Disciple of Mym C'sil is proficient with all simple and martial weapons. He is not proficient with any kind of armor.

    If a disciple of Mym C'sil wears any kind of armor, robe, shirt, vest, or vestament, he immediately loses all class features granted by his disciple of Mym C'sil levels until he removes the offending garment.

    AC Bonus (Ex):
    When a Disciple of Mym C'sil is unarmored and unencumbered, he adds his charisma modifier to AC. In addition, a Disciple of Mym C'sil gains a +1 bonus to AC at 3rd level. This bonus increases by one every three levels thereafter.

    These bonuses to AC apply even against touch attacks or if the disciple of Mym C'sil is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

    Inspiration:
    The disciple of Mym C'sil is a warrior powered by his own confidence, capable of any task he sets his mind to accomplish. Rather than study any specific field, the disciple of Mym C'sil find ability flowing forth effortlessly from deep within.
    To represent this seemingly random and unprecedented competence, a disciple of Mym C'sil gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter (this does not mean combat explicitly), he loses any inspiration points remaining and gains a number of inspiration points based on his level, given on the table above.

    Glorious Insight (Ex):
    Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Charisma modifier. Glorious insight does not require an action, and you can use it as often as you wish during your turn or others’ turns—provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.

    Glorious Knowledge (Ex):
    When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your disciple of Mym C'sil level. You can use this ability once per day for a particular skill. For example, if you use glorious knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.

    Man and His Tools (Su):
    At 2nd level, by spending 1 inspiration point as a swift action, a disciple of Mym C'sil can simply call into a being an item, tool, or weapon. The disciple of Mym C'sil calls a masterwork tool or weapon into existence in his hands. The disciple of Mym C'sil must be proficient in the weapon to create it. The item in question only exists for as long as the disciple of Mym C'sil holds the item in his hands. Thus, a disciple of Mym C'sil could not throw a weapon called with this ability. He could, for example, call a masterwork bow into existance, but he would have to use mundane ammunition, since any arrows he created would vanish as soon as he released them. The items created in this way are always masterwork, but have no other special qualities, and cannot be made of unusual or exotic materials.

    Might of Manliness (Ex):
    At 3rd level, you gain your charisma bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.

    Swan Dive (Sp):
    At 3rd level, you can spend 1 inspiration to cast feather fall as a spell-like ability.

    Weapons of Man (Su):
    At 4th level, the weapons created by the disciple of Mym C'sil's Man and his Tools ability gain a +1 enhancement bonus to attack and damage rolls. Every four levels thereafter, this enhancement bonus increases by one. (+2 at 8th, +3 at 12th...)
    In addition, at 6th level, a disciple of Mym C'sil can add weapons special abilities to his weapon. Whenever he calls a weapon with Man and his tools, he can choose to give it any special ability with an equivalent enhancement bonus value of +1. At 10th level, the disciple of Mym C'sil can add any weapon special ability, or combination of abilities, with an equivalent enhancement bonus of +2. Ever four levels thereafter, the equivalent enhancement bonus increases by one (+3 at 14th, +4 at 18th). The disciple of Mym C'sil can choose new weapon special abilities each time he calls a weapon, as long as the combined value doesn't exceed his maximum.

    Glorious Blow(Ex):
    With a quick study of a vulnerable opponent’s defenses, you can spot the precise area you need to hit to score a telling blow. Starting at 4th level, you
    can spend 1 inspiration point to gain 1d6 points of sneak attack damage. You must spend the inspiration point to activate this ability before making the attack roll. When determining if you can use sneak attack against a target
    that has uncanny dodge, use your disciple of Mym C'sil level as your rogue level.

    I'm on a Horse (Sp):
    A disciple of Mym C'sil knows a true man is never without a proper ride. At 5th level, a disciple of Mym C'sil can cast Phantom Steed as a Spell-Like Ability at will, with a caster level equal to his disciple of Mym C'sil level. The disciple of Mym C'sil cannot create a phantom steed for someone else to ride, though his phantom steed will accept one female passenger in addition to the disciple of Mym C'sil.

    Glorious Healing (Su):
    Disciples of Mym C'sil are legendary for their sheer disregard for the common laws of reality. Starting at 5th level, you can spend 1 inspiration point to, by sheer force of belief, heal the wounds of yourself and allies with a touch. Using this ability requires a standard action. At 5th level, you can use this ability a number of times per day equal to 3 + your Charisma bonus (if any). You gain one extra daily use of this ability at 10th level, 15th level, and 20th level. You cannot use glorious healing if you have exhausted your daily uses, even if you have inspiration points left to spend. Using this ability allows you to heal a living creature a number of points of damage equal to 2 x (Disciple of Mym C'sil level + your charisma modifier).

    Hello, Ladies (Ex):
    At 6th level, the disciple of Mym C'sil gains followers as through he possessed the leadership feat, except that all of his followers are female. He does not gain the service of a cohort. The disciple of Mym C'sil's followers cannot serve him in battle, as it would violate his honorable honor. In addition, the disciple of Mym C'sil can use charm person as a spell-like ability at will, but it can only affect females.

    Confident Stride:
    At 7th level, a disciple of Mym C'sil can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. He can even stride across the surface of the water, as though under the effects of a water walk spell. He may suppress or resume this ability as a free action.
    This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

    Abs of Steel (Ex):
    At 7th level, a disciple of Mym C'sil's complete faith in himself and his body begins to affect his biology. His muscles harden and tighten, making his body hard as stone. He gain s DR 1/- at 7th level. Every three levels thereafter, this DR improves by 1. (DR 2/- at 10th, DR 3/- at 13th...)

    Glorious Surge (Ex):
    Starting at 8th level, you learn to push yourself when needed. By spending 3 inspiration points, you can take an extra standard action during your turn.

    Glorious Step (Sp):
    A disciple of Mym C'sil's faith begins to affect space around him, allowing him to seemingly appear from nowhere. The disciple of Mym C'sil can spend 2 inspiration points to use dimension door as a spell-like ability, with a caster level equal to his disciple of Mym C'sil level. The disciple of Mym C'sil cannot bring anyone else with him when he uses this ability.

    Glorious Breach (Su):
    Starting at 11th level, your sheer self-confidence allows you to blow through an opponent's defenses. By spending 1 inspiration point as a free action, you can ignore a single target’s spell resistance and damage reduction for 1 round. The target automatically fails any spell resistance check that she attempts to avoid your spell.

    Glorious Guard: (Ex):
    Starting at 13th level, your sheer presence allows you to simply ignore an attack or spell that would otherwise defeat you. If you take damage that
    would reduce you to 0 or fewer hit points, you can spend 4 inspiration points as an immediate action to ignore the damage. The effect simply seems to have no effect on you. You can use this ability once per day.

    Glorious Defense (Ex):
    By presenting themselves powerfully to a single opponent, they can strengthen the protections granted by their overpowering charisma. Starting at 14th level, you can spend 1 inspiration point to gain your Charisma bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe.

    Perfect Stride (Sp):
    At 17th level, a disciple of Mym C'sil can warp mind-boggling distances, crossing continents with but a single step. By spending two inspiration points, a disciple of Mym C'sil can use Greater Teleport as spell-like ability, with a caster level equal to his disciple of Mym C'sil level. A disciple of Mym C'sil can use this ability once per day.

    Glorious Pinnacle (Ex):
    At 19th level, you become the ultimate pinnacle of raw talent. Your sharp mind and keen sense of your surroundings allow you to duplicate almost any ability you witness. At the start of each day, choose three extraordinary class abilities. Each ability must be available to a standard character class at 15th level or lower, and must appear on the advancement table or in the text description for that class. By spending 4 inspiration points as a free action, you gain the benefits and drawbacks of one chosen ability for 1 minute. You use the ability as if your level in the relevant class equaled your disciple of Mym C'sil level. You can use each chosen class ability once per day. For example, if you use a monk’s flurry of blows ability, you gain all the benefits and drawbacks described under Flurry of Blows. You do not gain the benefits of unarmed strike, because that is a separate ability in the monk’s class description.
    Last edited by Admiral Squish; 2010-11-11 at 08:01 PM.
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  2. - Top - End - #2
    Firbolg in the Playground
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Old Spice:

    This secret blend of oils and herbs produces a strong, masculine scent when rubbed into the skin. It is usually the primary money-maker for alchemists in cities. Males who use this oil gain a +2 bonus to all charisma-based checks and charisma-based skills made in relation to females for the next 16 hours. Females who use this oil take a -2 penalty to the same checks made in relation to males.
    Cost: 25 GP (1 application)

    Elder Spice:

    This oil, the result of modern mages attempting to imitate the effects of Ancient Spice, is most often sold in single-use vials. It's prohibitive cost often scares off most customers, but there is a relatively steady stream of those who've saved up enough for a special night with their wives, or royalty who want a little something extra out of their harems. Females cannot benefit from Elder spice, but if a man applies it to his skin, he gains the following effects for the next 16 hours.
    • +4 to Charisma.
    • Add charisma modifier to attack rolls, strength and dexterity based skills and checks, and as a dodge bounus to AC.
    • All females that come within 30 feet of him must make a will save (DC 20) or be charmed, as though under the effects of a charm person spell cast by him, except the females are instead considered 'helpful' instead of 'friendly'. They remain so charmed as long as they remain within the radius. If a female leaves the radius and re-enters it, she is entitled to a new save. A female who successfully saves is immune to this effect for 24 hours. Charmed females not specifically ordered otherwise will gravitate towards the user, following him until the elder spice wears off.
    • He can cast Minor Creation, Dimension Door, Feather Fall, Phantom Steed, Prestidigitation, Water Walk, Speak With Animals, and Disguise Self as Spell-Like abilities 3/day, with a caster level of 10.

    Price: ? (One Application)

    Ancient Spice

    This potent item is a large, round vial with a narrow neck and a flattened base, about the size of a grapefruit. This legendary oil is said to have been created by Mym C'sil himself. Uncorking the bottle, the air is instantly filled with a warm, manly scent. If a female applies the ancient spice, it has no effect. However, if a male rubs the ancient spice oils into his skin, for the next 16 hour he gains the following effects.

    • +10 charisma.
    • Adds his charisma modifier to all skill checks, ability checks, saving throws, attack and damage rolls, and as a dodge bonus to AC.
    • All females that come within 100 feet of him must make a will save (DC 30) or be charmed, as though under the effects of a charm person spell cast by him, except the females are instead considered 'helpful' instead of 'friendly'. They remain so charmed until the ancient spice wears off or they otherwise break the enchantment. Charmed females not specifically ordered otherwise will gravitate towards the user, following him until the ancient spice wears off.
    • He can cast Major Creation, Greater Teleport, Feather Fall, Phantom Steed, Prestidigitation, Water Walk, Fly, Speak With Animals, and Disguise Self as Spell-Like abilities at-will, with a caster level of 20.


    A single bottle of ancient spice contains enough oil for 20 applications.
    Last edited by Admiral Squish; 2010-11-15 at 11:44 PM.
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  3. - Top - End - #3
    Firbolg in the Playground
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Mym C'sil
    Greater Deity
    Symbol:
    Home Plane:
    Alignment: Neutral Good
    Portfolio: Manliness, Romance, Success, Scent
    Worshipers: Men, Ladies
    Cleric Alignments: LG, NG, CG
    Domains: Charm, Good, Healing, Nobility, Protection, Strength
    Favored Weapon: Rapier
    (Fluff coming soon)
    Dogma:
    Clergy and Temples:
    Mym C'sil
    Bard 20/Beguiler 20/ Virtuoso 10
    Medium Outsider
    Divine Rank:
    18
    Hit Dice: 20d8+200 (outsider) plus 20d6+200 (bard) plus 20d6+200 (beguiler) plus 10d6+100 (virtuoso) (1,160 hp)
    Initiative: +14 (+10 Dexterity, +4 Improved Initiative)
    Speed: 60 ft.
    AC: 76 (+10 Dexterity, +31 Natural, +18 Divine, +17 Deflection)
    Attacks: +7 Keen, Everdancing Rapier of Speed (+62/+62/+57/+52/+47 melee), or spell (+55 melee touch), or spell (+55 ranged touch)
    Damage: +7 Keen, Everdancing Rapier of Speed (1d6+15, 15-20/x2), or by spell
    Face/Reach: 5ft by 5 ft/5 ft
    Special Attacks: Domain Powers, Salient Divine Abilities, Spell-Like Abilities, Bardic Music Abilities
    Special Qualities: Divine Immunities, Divine Aura (1800 ft, DC 45), DR 53/epic, Fire Resistance 38, SR 50, Darkvision, Understand, speak and read all languages and speak directly to all beings within 18 miles, remote communication, godly realm, teleport without error at will, plane shift at will, bardic knowledge +31, bardic music 34/day, fascinate, inspire courage +4, inspire competence, suggestion, inspire greatness, song of freedom, inspire heroics, mass suggestion, virtuoso performance (persuasive song, sustaining song, jarring song, song of fury, mindbending melody, revealing melody), trapfinding, cloaked casting (+2 DC, overcomes SR), surprise casting (move action), Silent Spell, Still Spell
    Saves: Fort +64, Ref +64, Will +71
    Abilities: Str 26 (+8), Dex 30 (+10), Con 30 (+10), Int 32 (+11), Wis 28 (+9), Cha 45 (+17)
    Skills: Appraise +29, Balance +28, Bluff +108, Climb +26, Concentration +28, Diplomacy +108, Disguise +35, Escape Artist +28, Forgery +29, Gather Information +108, Heal +27, Hide +28, Intimidate +35, Jump +26, Knowledge (arcana) +102, Knowledge (history) +102, Listen +29, Move Silently +28, Perform (oratory) +136, Ride +28, Search +29, Sense Motive +100, Spot +29, Survival +27, Swim +26, Use Rope +28
    Feats: Alertness, Battle Dancer, Blind-Fight, Blindsense 5 ft Radius, Chant of Fortitude, Combat Reflexes, Epic Inspiration, Extra Music, Fast Healing, Force of Personality, Green Ear, Group Inspiration, Hindering Song, Improved Combat Reflexes, Inspire Excellence, Lasting Inspiration, Lyric Spell, Master Manipulator, Music of the Gods, Obscure Lore, Ranged Inspiration, Rapid Inspiration, Robilar's Gambit
    Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disintegration, electricity, energy drain, mind-affecting effect, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
    Salient Divine Abilities: Alter Reality, Avatar, Create Object, Create Greater Object, Divine Bard, Divine Blessing (Charisma), Divine Glibness, Divine Inspiration, Divine Shield, Divine Skill Focus (Perform), Frightful Presence, Instant Move, Irresistible Performance, Know Secrets, Lay Quest, Power of Luck, See Magic, True Knowledge
    Domain Powers: Deities may use the power from each of their domains a number of times per day equal to their divine rank.
    Bard Spells Known:
    Beguiler Spells Known:
    Other Divine Abilities

    As a greater deity, Mym C'sil may take 20 on any check, and treats a roll of 1 on an attack roll or saving throw normally, and not as an automatic failure.
    Senses: Mym C'sil can hear, see, touch, and smell at a distance of 18 miles. As a standard action, he can perceive anything within 18 miles of worshipers, holy sites, objects, or any location where one of his titles or name was spoken within the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing power of deities of his divine rank or lower of up to two remote locations at once for up to 18 hours.
    Portfolio Sense: Mym C'sil automatically senses every action that affects his portfolio.
    Automatic Actions: Mym C'sil can use any skill in his portfolio as a free action, if the DC is 30 or less. He can perform up to 5 free actions of this type per round.
    Create Magic Items: Mym C'sil can create magic items related to his portfolio without any requisite item creation feats up to and including artifacts.
    Last edited by Admiral Squish; 2010-11-26 at 08:12 PM.
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  4. - Top - End - #4
    Dwarf in the Playground
     
    zephyrkinetic's Avatar

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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Hello, Admiral Squish, how are you? Fantastic.

    I was laughing before I finished reading the table. XD

    I would recommend changing every instance of "Glorious -Whatever-" to "Manly -Whatever-."
    Or simply using synonyms every time, since that seems more in keeping with the inspiration character. E.g., Glorious Stride, Fantastic Surge, Amazing, Unbelievable, etc.

    Also, I maintain that all abilities have to be narrated to work, maybe as a requirement for activating Inspiration points.

    Furthermore, I recommend something to accomodate the "two tickets to that thing you love," as well as the ability for things to become diamonds. Additional SLAs, based on inspiration points?

    And another thing: The Original Man who inspired all this is only the MYMCSL because he smells like the MYMCSL. This class needs to be able to craft Ancient Spice (or conjure it from the Plane of Manliness, or something) and apply it every 16 hours (conveniently, the length Old Spice Odor-Blocker blocks odors) or lose abilities. Similar to divine devotion fluff.
    Last edited by zephyrkinetic; 2010-11-11 at 02:32 PM.

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  5. - Top - End - #5
    Bugbear in the Playground
     
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Quote Originally Posted by zephyrkinetic View Post
    Hello, Admiral Squish, how are you? Fantastic.

    I was laughing before I finished reading the table. XD
    Look at your post, now back at mine. Now back at yours, now back at mine. Sadly, yours isn't mine. But if you stopped spamming and used a better keyboard, it could look like mine. Look down, back up. You're on the forums with the post your post could look like. What's in your hands? I have it. It's an oyster filled with that thing you love. Look again. It's now the guide to a better post. Anything is possible if your post isn't spam and is better typed.

    I'm on a MacBook.

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  6. - Top - End - #6
    Dwarf in the Playground
     
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Quote Originally Posted by Dragon Elite View Post
    Look at your post, now back at mine. Now back at yours, now back at mine. Sadly, yours isn't mine. But if you stopped spamming and used a better keyboard, it could look like mine. Look down, back up. You're on the forums with the post your post could look like. What's in your hands? I have it. It's an oyster filled with that thing you love. Look again. It's now the guide to a better post. Anything is possible if your post isn't spam and is better typed.

    I'm on a MacBook.

    I suppose I could have added "More thorough response is forthcoming; let me finish reading everything," but I didn't think it would be all that necessary.

    I carve wooden replicas of swords and other weaponry, both historical and fantastic. Google "The Splintersmith" for my Facebook, YouTube, and Etsy pages.

    Orcish Rogue-barian Avatar by Vrythas. Worn with pride.
    A note: A "hoard" is a big pile of coins, usually with a dragon or high-level dwarf on top. A "horde" is a big pile of Orcs, usually with a dragon or a high-level dwarf on top. Thank you.

  7. - Top - End - #7
    Ogre in the Playground
     
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    I'm obligated to post a link

    Honestly, though, there aren't enough male-only base/prestige classes compared to female-only.

    Can't wait for the artifact.
    Last edited by LOTRfan; 2010-11-11 at 02:19 PM.
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  8. - Top - End - #8
    Firbolg in the Playground
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    One free internets to the first one to figure out what's up with that name.

    As for the naming scheme, since I basically stole it wholesale from the factotum and all of their abilities start with 'cunning', I just changed cunning to glorious. I probably should remodel the names, tho.

    As for narration, I'll leave that up to the player. Nothing says you can't narrate awesomely as you do things. Besides, this is a class whose raw confidence in himself allows him to teleport. He's just THAT good.
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  9. - Top - End - #9
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    You apparently failed to copy over enough boiler-plate, as it stands you can save up Inspiration between encounters, and use it outside of combat. While the second is perhaps nice, the first could get rediculous.

    The disciple of Mym C'sil is the only one who can ride a phantom steed created by this ability.
    Does this mean you can't sweep your lady up behind you into the saddle and ride off into the sunset? Lame man... it should at least have a specific exception for taking a romantic passenger (including just phrasing it as any of your followers from the nerfed leadership ability), and maybe a secondary one for a sidekick (although I don't know if this archetype ever HAS sidekicks).

    Glorious Healing makes Healbots cry, especially for in-combat use again foes that come in large numbers, or use AoEs. At the very least limit it to 10 hp per caster level (the same as the limit on Heal, although I realize that also has a bunch of other curative effects).

    Glorious Surge should be limited to 1/round.

    Glorious Breach needs to have the NUMBER of inspiration points specified. 1 should do it, since Stone Dragon martial adepts have been ignoring hardness since 1st level (or MAYBE 3rd, I forget), and this class doesn't actually grant spellcasting, so any spells you cast are going to be pretty weak from having 11 levels of a non-casting class.

    Glorious Gaurd looks good.

    Glorious Pinnical has the word "factotum" in it.
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Quote Originally Posted by Admiral Squish View Post
    One free internets to the first one to figure out what's up with that name.

    As for the naming scheme, since I basically stole it wholesale from the factotum and all of their abilities start with 'cunning', I just changed cunning to glorious. I probably should remodel the names, tho.

    As for narration, I'll leave that up to the player. Nothing says you can't narrate awesomely as you do things. Besides, this is a class whose raw confidence in himself allows him to teleport. He's just THAT good.
    Which name? Mym C'Sil? It's just MYMCSL, the acronym for Man Your Man Could Smell Like, with an obligatory apostrophe and a convenient vowel thrown in.

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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    I don't like the Sneak Attack on this guy.

    Also, I think females should be able to ride his phantom steed. Afterall, the allure to being on a horse is a romantic horseback ride with a woman.

    And where's his feather fall?

    EDIT: He should also smell good.

    Perhaps a progression of Marshal minor auras to help offset his lack of spellcasting? A buff aroma.
    Last edited by Pechvarry; 2010-11-11 at 02:38 PM.

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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    A Bold accusation! I respond in kind!

    Quote Originally Posted by DracoDei View Post
    You apparently failed to copy over enough boiler-plate, as it stands you can save up Inspiration between encounters, and use it outside of combat. While the second is perhaps nice, the first could get rediculous.

    Well, that's the exact phrasing they use in dungeonscape, so I dunno what that tells us.

    Does this mean you can't sweep your lady up behind you into the saddle and ride off into the sunset? Lame man... it should at least have a specific exception for taking a romantic passenger (including just phrasing it as any of your followers from the nerfed leadership ability), and maybe a secondary one for a sidekick (although I don't know if this archetype ever HAS sidekicks).

    Well, you could carry her in your arms, I suppose.

    Glorious Healing makes Healbots cry, especially for in-combat use again foes that come in large numbers, or use AoEs. At the very least limit it to 10 hp per caster level (the same as the limit on Heal, although I realize that also has a bunch of other curative effects).

    Again, exactly what it says in dungeonscape. I actually nerfed it from the factotum, seeing as they can turn undead and damage undead with that ability.

    Glorious Surge should be limited to 1/round.

    Again, exact wording from dungeonscape. I probably should do that, though. Perhaps make it a swift action?

    Glorious Breach needs to have the NUMBER of inspiration points specified. 1 should do it, since Stone Dragon martial adepts have been ignoring hardness since 1st level (or MAYBE 3rd, I forget), and this class doesn't actually grant spellcasting, so any spells you cast are going to be pretty weak from having 11 levels of a non-casting class.

    I must have mis-copied somewhere. In dungeonscape, it costs 2, but I'm going to go with 1 because, as you said, ToB is involved.

    Glorious Gaurd looks good.

    Glorious Pinnacle has the word "factotum" in it.

    Stupid copy/paste errors.
    Quote Originally Posted by zephyrkinetic View Post
    Which name? Mym C'Sil? It's just MYMCSL, the acronym for Man Your Man Could Smell Like, with an obligatory apostrophe and a convenient vowel thrown in.
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Quote Originally Posted by Admiral Squish View Post
    And you win an internet! *hands internet* Thanks for playing!
    Well, hooray!
    Duly noted.

    Also, someone mentioned the feather fall was missing. 'Struth; it ought to be there. And the water walk, too.

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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Quote Originally Posted by Pechvarry View Post
    I don't like the Sneak Attack on this guy.

    Also, I think females should be able to ride his phantom steed. Afterall, the allure to being on a horse is a romantic horseback ride with a woman.

    And where's his feather fall?

    EDIT: He should also smell good.

    Perhaps a progression of Marshal minor auras to help offset his lack of spellcasting? A buff aroma.
    I was actually thinking about the sneak attack. I was just going to make it +1d6 damage to all attacks in that round, but I thought that would be too powerful.

    I suppose... If the public demands it, I must deliver. I'll throw in a clause about females riding with him.

    Feather fall/water walk seems reasonable, but where would I put it?

    I think throwing on marshal auras would just be a little bit over the top.
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Quote Originally Posted by Admiral Squish View Post
    Feather fall/water walk seems reasonable, but where would I put it?
    Water walk should show up before Level 9; it would sort of be outclassed by Glorious Step.
    Same with Feather Fall, really. Add 'em together on... I dunno, Level 3 and 6, respectively?
    Last edited by zephyrkinetic; 2010-11-11 at 02:58 PM.

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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Quote Originally Posted by zephyrkinetic View Post
    Water walk should show up before Level 9; it would sort of be outclassed by Glorious Step.
    Same with Feather Fall, really. Add 'em together on... I dunno, Level 3 and 6, respectively?
    How does that look, then?
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Quote Originally Posted by Admiral Squish View Post
    How does that look, then?
    Oh, I'd say that looks like a couple of fine additions (although I'd have made Swan Dive exclamatory ). Is Confident Stride at will, or based on Inspiration use? As written, it looks like a constant effect.
    Last edited by zephyrkinetic; 2010-11-11 at 03:18 PM.

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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Quote Originally Posted by zephyrkinetic View Post
    Oh, I'd say that looks like a couple of fine additions (although I'd have made Swan Dive an exclamatory ). Is Confident Stride at will, or based on Inspiration use? As written, it looks like a constant effect.
    I kinda stole it from the scout ability. It's a constant effect. I didn't think water walk would be breaking the game all too much.
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Unless the character needs to go underwater for any reason.

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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    If this is a manly class, how come I see nothing about Chuck Norris?

    Otherwise, awesome class, man. Good job.

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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Quote Originally Posted by zephyrkinetic View Post
    Unless the character needs to go underwater for any reason.
    There, a clause about supressing/resuming it.

    Quote Originally Posted by Pyromancer999 View Post
    If this is a manly class, how come I see nothing about Chuck Norris?

    Otherwise, awesome class, man. Good job.
    I believe I've seen a Chuck Norris build somewhere. I'm pretty sure he was just an overdiety. Besides, there's multiple flavors of manliness. There's Kamina-style hot-blooded manliness and drills, there's the Chuck Norris-style rugged masculinity, and there's MYMCSL's endless suave confidence.


    Now, on a more serious note: While I know the flavor is just plain epic, but what of the crunch? Is this balanced? Is it playable?
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Quote Originally Posted by Admiral Squish View Post
    Weapon and Armor Proficiency:
    A Disciple of Mym C'sil is proficient with all simple and martial weapons. He is not proficient with any kind of armor.

    If a disciple of Mym C'sil wears any kind of armor, robe, shirt, vest, or vestament, he immediately loses all class features granted by his disciple of Mym C'sil levels until he removes the offending garment.
    Quote Originally Posted by Admiral Squish View Post
    Inspiration:
    The disciple of Mym C'sil is a warrior powered by his own confidence, capable of any task he sets his mind to accomplish. Rather than study any specific field, the disciple of Mym C'sil find ability flowing forth effortlessly from deep within.
    To represent this seemingly random and unprecedented competence, a disciple of Mym C'sil gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level.
    The fact that Dungeonscape wrote it this way is not a good reason to not put in a clause about inspiration points going away and stuff like that. Many people complain a lot about how vaguely worded many of the factotum's abilities are. Maybe look up the FAQ for ideas.

    Quote Originally Posted by Admiral Squish View Post
    Weapons of Man (Su):
    At 4th level, the weapons created by the disciple of Mym C'sil's Man and his Tools ability gain a +1 enhancement bonus to attack and damage rolls. Every four levels thereafter, this enhancement bonus increases by one. (+2 at 8th, +3 at 12th...)
    What if this could be used to create weapons with effective enhancement bonuses (such as flaming or vorpal) like the soulknife? Right now it just seems kind of lackluster. Of course, the progression would have to be sped up or items would have to be created that are similar to mindblade gauntlets.

    Quote Originally Posted by Admiral Squish View Post
    Glorious Pinnacle (Ex):
    At 19th level, you become the ultimate pinnacle of raw talent. Your sharp mind and keen sense of your surroundings allow you to duplicate almost any ability you witness. At the start of each day, choose three extraordinary class abilities. Each ability must be available to a standard character class at 15th level or lower, and must appear on the advancement table or in the text description for that class. By spending 4 inspiration points as a free action, you gain the benefits and drawbacks of one chosen ability for 1 minute. You use the ability as if your level in the relevant class equaled your factotum level. You can use each chosen class ability once per day. For example, if you use a monk’s flurry of blows ability, you gain all the benefits and drawbacks described under Flurry of Blows. You do not gain the benefits of unarmed strike, because that is a separate ability in the monk’s class description.
    Why is this at level 19? Why not level 20?

    Minor nitpicks aside, this is awesome. And hilarious. And manly.

    What if he got swift fly as a SLA? It would fit with the swan dive in the commercial, although I guess it could have just been feather fall.
    Last edited by ArcanistSupreme; 2010-11-11 at 03:46 PM.
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    I like it so far. Just got to this part though.
    Glorious Breach (Su):
    Starting at 11th level, your sheer self-confidence allows you to blow through an opponent's defenses. By spending inspiration points as a free action, you can ignore a single target’s spell resistance and damage reduction for 1 round. The target automatically fails any spell resistance check that she attempts to avoid your spell.
    but it doesn't specify how many inspiration points one spends.
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Two things:

    1.) Just one woman on the phantom steed, what about the rest of his groupies?

    2.) PURE FRIGGIN' AWESOMESAUCE!

    EDIT: I soooooooo just copied this into an OO document.
    Last edited by dsmiles; 2010-11-11 at 05:12 PM.
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Sorry for the long pause before I responded, I was outside destroying my hedge with power tools. I think that trimming the hedge (if done properly) might actually be the only manly form of yard work.

    Bolded

    Quote Originally Posted by ArcanistSupreme View Post
    The fact that Dungeonscape wrote it this way is not a good reason to not put in a clause about inspiration points going away and stuff like that. Many people complain a lot about how vaguely worded many of the factotum's abilities are. Maybe look up the FAQ for ideas.

    I can't actually see an FAQ. Well, not an official one, just a bunch of GitP threads.

    What if this could be used to create weapons with effective enhancement bonuses (such as flaming or vorpal) like the soulknife? Right now it just seems kind of lackluster. Of course, the progression would have to be sped up or items would have to be created that are similar to mindblade gauntlets.

    I could install something along those lines.

    Why is this at level 19? Why not level 20?

    I have no idea. Blame Wizards.

    Minor nitpicks aside, this is awesome. And hilarious. And manly.

    What if he got swift fly as a SLA? It would fit with the swan dive in the commercial, although I guess it could have just been feather fall.

    Got that one covered. Swan dive, level three.
    Quote Originally Posted by Coidzor View Post
    I like it so far. Just got to this part though.

    but it doesn't specify how many inspiration points one spends.
    Fixed that.

    Quote Originally Posted by dsmiles View Post
    Two things:

    1.) Just one woman on the phantom steed, what about the rest of his groupies?

    2.) PURE FRIGGIN' AWESOMESAUCE!
    1) Eh, they'll catch up. Besides, how else is he supposed to get some alone time with his ladies?

    2) I'm glad you approve.
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Okay, added in special enchantments to the weapons, made him lose remaining inspiration points at the end of the encounter, gave the healing thing a touch range, and clarified the calculation method.
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Here's a list of the official FAQs. The one with the factotum is the first one, and it's on page 17.

    EDIT: And here is the link.
    Last edited by ArcanistSupreme; 2010-11-11 at 06:53 PM.
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Quote Originally Posted by ArcanistSupreme View Post
    Here's a list of the official FAQs. The one with the factotum is the first one, and it's on page 17.

    EDIT: And here is the link.
    Thats... not honestly that helpful. I mean, the first question they answer:
    "Unspent inspiration points are replaced when the factotum returns to his full number of points once an encounter ends."
    So, he gets max to start the encounter, then max when the encounter ends, then max again at the start of the next encounter?
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Quote Originally Posted by Admiral Squish View Post
    Thats... not honestly that helpful. I mean, the first question they answer:
    "Unspent inspiration points are replaced when the factotum returns to his full number of points once an encounter ends."
    So, he gets max to start the encounter, then max when the encounter ends, then max again at the start of the next encounter?
    Well, it prevents people from getting infinite inspiration points. I was just trying to point out things that were rather poorly written and showing you questions people had. If you feel that it's fine as is (the RAI is pretty obvious), that's totally cool, but there is room for improvement RAW-wise.
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    Default Re: Ancient Spice [3.5 Base Class, Artifact, and Unique Monster]

    Quote Originally Posted by ArcanistSupreme View Post
    Well, it prevents people from getting infinite inspiration points. I was just trying to point out things that were rather poorly written and showing you questions people had. If you feel that it's fine as is (the RAI is pretty obvious), that's totally cool, but there is room for improvement RAW-wise.
    Okay, I think I got it. At the beginning of each encounter, you lose any inspiration points remaining, then refill to max. How's that?


    Also, I've posted Ancient Spice. I feel like it should have more functions, but it looks like I covered all the bases... I can't tell which half of my brain is right correct.
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