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    Default [3.5 Base Class]The Entity

    Background-I've recently discovered the webcomic Yosh!. As I took a look at Axel, a.k.a. "The Vile", I realized that there are many characters like him in fantasy, comics, and other works: Characters who are not gods or devils, but something in-between. Characters who are forces in their own right. Entities. Thus, I came up with this character class. Enjoy!

    The Entity

    "I can get away with kicking Pelor in his specials."[/center]
    -Nefer Heldron, an Entity known for his odd sense of humor and tricks, after being asked what he likes best about his powers.

    Many forces exist in the world. Some represent the forces of nature. Others are deities or devils with vested interest in the souls of all those that exist. Still others are unknowable(or sometimes horribly too easy to know) beings with their own agendas. These are the Entities. Gifted mysteriously with immense supernatural power, these beings go out into the world, doing as they desire.

    Adventures: Entities mainly adventure to get a handle on their own powers. While gifted with supernatural power, Entities do not always know how to use it, and adventuring gives them not only experience and practice with their powers, but also allows them to shape their own views on things.

    Characteristics: Although Entities are gifted with supernatural power, this seems to be almost the only trait they have in common. Entities' powers stem from their personality and who they are as a person, and are thus as varied as the types of people in the world. However, all Entities receive a companion as soon as their power awakens, to help them get a handle on it. Also, they are capable of creating servants to help them, whether the help provided in the battlefield or during down-time is up to the Entity who spawned them.

    Alignment: Entities and their alignments range far and wide. The power that they wield seems to come randomly to people, and does not discriminate. Thus, an Entity could be a shining example of Good, the poster boy for Evil, or anywhere in-between.

    Religion: Many Entities of a certain degree of power consider themselves more powerful than the gods, or even most demons. However, many choose a god or goddess to worship that a typical person of their temperament would, usually one of the same alignment, seeing as most Entities are vulnerable when growing in power, and also since Entities tend to live almost as long as the gods, it doesn't hurt to ingratiate yourself to people you're likely to be around with for centuries.

    Background: No one quite knows how Entities develop. All Entities know is that one day, weird things started happening around them, and their powers began to manifest, and shortly after, their companion appears to explain who and what they are. This ability comes randomly, regardless of race, gender, social class, or any other characteristic of a person. A female half-orc daughter of a rich person is as likely as a poor peasant Aasimar to become an Entity.

    Races: This power, as said before, comes randomly. No race in particular seems to be more frequent than any other in having Entities, and some Entities believe that there are precisely equal numbers of Entities amongst all of the races.

    Other Classes: Many classes have never heard of an Entity. However, clerics and similar divine classes shun Entities, believing that they seek to upsurp the gods. Arcane and Melee classes tend to treat Entities the same as any other arcane spellcaster. An Entity's best friends usually come from classes who are underappreciated or despised by society, such as Sorcerers, Warlocks, and Binders.

    Role: What role an Entity serves in a party is mainly determined by what abilities he chooses. While Entities do okay in combat and can cast spells of sorts, they cannot serve as well as classes who specialize in such matters, although they do well enough supporting party members in such areas. Thus, the abilities an Entity chooses serves to shape his role in the party.

    Adaptation: While this class is mainly bent on unknowable entities, the fluff can easily be changed to make Entities to be fledgling gods or demons, or simply just a new type of Outsider.

    GAME RULE INFORMATION
    Entities have the following game statistics.
    Abilities: The abilities that are best for an Entity varies from Entity to Entity
    Alignment: Any
    Hit Die: d8
    Starting Gold: 5d4 x 10 gp

    Class Skills
    Entities, with their wide range of backgrounds, have different skill sets. Entities may choose any 10 skills as class skills, and also gain Concentration and Craft as class skills.

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    CThe Entity
    {table=head]Level|Base Attack Bonus|Good Save|Bad Save|Will Save|Special|Channel Points|Maximum Level Known

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Affiliation, Channeled Might, Companion|2|1

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Entity's Power|3|1

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Entity's Power|5|1

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Servitors|8|2

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Entity's Power|12|2

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Entity's Power|17|3

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Entity's Power|22|3

    8th|
    +6
    |
    +6
    |
    +2
    |
    +6
    |Entity's Enhancement, |28|4

    9th|
    +6
    |
    +6
    |
    +3
    |
    +6
    |Entity's Power|35|4

    10th|
    +7
    |
    +7
    |
    +3
    |
    +7
    |Entity's Power|42|5

    11th|
    +8
    |
    +7
    |
    +3
    |
    +7
    |Entity's Power|50|5

    12th|
    +9
    |
    +8
    |
    +4
    |
    +8
    |Tomorrow's Might|59|6

    13th|
    +9
    |
    +8
    |
    +4
    |
    +8
    |Entity's Power|68|6

    14th|
    +10
    |
    +9
    |
    +4
    |
    +9
    |Entity's Power|78|7

    15th|
    +11
    |
    +9
    |
    +5
    |
    +9
    |Entity's Power|89|7

    16th|
    +12
    |
    +10
    |
    +5
    |
    +10
    | Entity's Enhancement|100|8

    17th|
    +12
    |
    +10
    |
    +5
    |
    +10
    |Entity's Power|112|8

    18th|
    +13
    |
    +11
    |
    +6
    |
    +11
    |Entity's Power|125|9

    19th|
    +14
    |
    +11
    |
    +6
    |
    +11
    |Entity's Power|138|9

    20th|
    +15
    |
    +12
    |
    +6
    |
    +12
    |Entity's Power, Grand Being|152|9[/table]

    Class Features

    Weapon and Armor Proficiencies: Entities are proficient with all simple weapons and two martial weapons. Entities are proficient with leather armor.

    Saves:You may choose either Fortitude or Reflex to be your Good Save, as on the table above. The other save follows the Bad save progression.

    Affiliation: An Entity always has something they are associated with. This gives them certain powers. Choose any one domain. This grants the Entity the ability to cast the spells of that domain through the Channeled Might class feature, and grants the power of the domain.

    Channeled Might: An Entity is known foremost for its supernatural powers. This is manifested in the form of Channel Points. First, the Entity chooses two lists. These lists may be spell, power, maneuver, mystery, or some other sort of list. At 1st level and each even level, the Entity gains 1 spell, power, maneuver, mystery, etc. from each list. Each odd level after 1st, the Entity gains 1 spell, power, maneuver, mystery, etc. from either list. He may make use of these things through Channel Points, by expending 1 Channel Point per level of the spell, power, maneuver, mystery, etc. The Entity gains Channel Points as on the table above, which also indicates the maximum level of spell, power, etc. that the Entity may learn. His spellcaster, manifester, etc. level is equal to his class level. Despite making use of spells, powers, and all such sort of thing, the Entity does not qualify as a spellcaster, manifester, etc. for qualifying for feats or Prestige Classes, as an Entity's power only mimics such effects, and does not come from the same source as spells, powers, etc. usually do. (Ex. a 1st level Entity chooses the Druid spell list and the Psion's power list. At 1st level, he gains the ability to make use of Entangle from the Druid spell list, and Catfall from the Psion power list. However, he does not qualify as a manifester nor spellcaster for feats and PrCs. He does not count as being able to cast spells or manifest powers). Also, every level divisible by 4, you may exchange one spell, maneuver, power, mystery, etc. that you know for another spell of up to the maximum level effect you may make use of on the same list. Also, you must choose one mental ability score to serve as your casting ability score for all effects you can produce. Lastly, should you choose to make use of a power with augmenting, you can augment it by treating one Channel Point as 2 Power Points.

    Companion:
    Every Entity has a companion come to them when they come into their power, guiding them through the transition that comes from suddenly becoming an Entity. This companion grows with the Entity, and as time goes on, becomes a sort of partner and friend to the Entity. These companions vary. Companions are treated as Outsider Eidolons with HD equal to that of the Entity's(use d6s), that have 4 binding points per HD they have, which cannot be used to purchase HD. You may rearrange the binding points' distribution every odd level.

    Entity's Power: An Entity's Power manifests itself in other ways than through effects that mimic spells and such sort. At 2nd level, and all other levels listed on the table above, the Entity chooses one ability from the table below. If an ability can be taken more than once, you cannot take it twice in a row:
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    Additional Affiliation: You gain an additional affiliation, choosing an additional domain, and gaining its power. However, you must learn the spells of the domain as one of the two things you learn at each level through the Channeled Might class feature. This may only be taken again to gain another afiliation, but only after 4 levels of selecting this ability.

    Alternate Form:
    Choose one creature with HD less than or equal to your HD -1. You may change into that creature as per the Alternate Form ability. This ability may be selected multiple times, choosing a different creature each time.

    Ain't Good to Touch Me:
    You may deal retributive damage to those who attack you. You deal 1d4 damage of one type you choose to opponents who make a successful melee attack against you. You may take this ability again in order to increase the damage dealt by 1d4.

    Bomf!: You gain a ranged blast attack, with a range of 30 ft. This deals 1d8 damage. You may select one type of damage this attack deals. By selecting this ability again, you may increase the damage the attack deals by 1d8. The range of this attack increases by 5 ft for every 2 dice of damage this attack deals.

    Bonus Feat:
    You gain any feat you meet the prerequisites for as a bonus feat.

    Bag of Tricks: You learn one class feature from any class that is gained by a class member of up to 1 level lower than you, as a technique. This technique may be used by expending 1 Channel Point per level of Technique.

    Be There in A Sec-Prerequisite: I Go Where I Want. You gain the ability to teleport a distance equal to your base speed + 5 ft as a move action. You gain a pool of distance to enhance this ability by equal to 5 ft x your level. You may select this ability again in order to increase the distance pool by 10 ft, and the amount of distance you gain normally teleport by 5. You may only teleport every 1d4 rounds.

    By Claw and Fang:
    You gain a natural weapon of your choice. This weapon deals damage as though it were one of a creature one size larger than you. You may take this ability again to either gain a new natural weapon or increase an existing one by one size. Should this apply to an unarmed attack, treat the unarmed attack as that of a 1st level monk the first time, then increase the unarmed attack's damage by 1 monk level each time this ability is chosen.

    Can't Touch This: Choose one type of effect. If it requires you to make a save, you gain a +3 bonus to saves against such effects. If it is energy damage, you gain energy resistance 10 to such an effect. You may also choose Damage Reduction 5/x as part of this, with x being one type of damage that may bypass the damage reduction, chosen by you. You may choose this ability again in order to gain a bonus against a new type of save or new energy resistance, or increase an existing bonus to saves by 3, existing energy resistance by 5, or existing damage reduction by 5.


    The Claws that Catch: You gain a +3 bonus to grapple checks with your natural weapons. You may take this ability again to increase the bonus by 2.

    So Fly: You gain a movement speed you do not already have. This new movement speed is equal to your base land speed. You may select this ability again, either to gain another new movement speed or increase an existing one by 10 ft.

    Energy Blow- Prerequisites: Bomf!. You may now add your Bomf damage to any melee or ranged melee attack.

    Enhancement:
    You gain a +1 bonus to any stat of your choice.

    Enhanced Affiliation: You gain the Devotion feat for the/a domain you chose for your affiliation. You may double its duration or, if it's instantaneous, effects it produces. You gain an additional use of it for every 5 levels you have in this class. You may select this ability again in order to gain an additional use of the Devotion feat.

    Immune: Prerequisite: 15th level, +12 bonus to saves against an effect or energy resistance 30. You gain immunity to either the effect you have the requisite bonus to saves against or the type of energy you have the requisite resistance to. You may take this ability again, each time for a new immunity, so long as you meet the prerequisites for it.

    I Go Where I Want:
    You gain the ability to either Water Walk, Air Walk, or Shadow Walk(choose one) for 4 rounds per day. You may select this ability again to increase the number of rounds by 3, or to select a new movement option. You may Walk for 1 round and not count this against your number of rounds per day, although you must wait 1d4 minutes before doing so again.

    That Was a Love-Tap:
    You gain a +2 bonus to Natural Armor. You may select this ability again to increase this bonus by 2.

    Diverse Servitors-Prerequisite: Servitors. You may select any one other creature type than Animal and the one you chose for Servitors. You may add it to the types of Servitor you can create.

    Soul Energy: You gain an essentia pool of (or increase your existing one by) 2
    essentia points. This ability may be taken again to increase your essentia pool by 2 points each time.

    Pumped Up-Prerequisite: Alternate Form. You may enhance your Alternate Forms. You may advance a form by 1 HD by expending 2 Channel Points per HD. This effect lasts for 2 minutes per level, and cannot enhance a form to have more HD than you do.


    Servitors: At 4th level, you begin to be able to make your own servants, creatures made up of your supernatural power. Select any one type of creature except for Animal, and two subtypes with little to no in-game effect. You may create up to 3 x your HD in servitors, treating them as eidolons with 5 binding points per HD the servitor has. All HD is racial HD, and each eidolon selects skills from 4 chosen for them by the Entity. A Servitor may not have more than one less HD than you. Also, Servitors may gain the abilities of 1 level of a monster class(excluding NA and ability enhancements, and resistances) by expending 5 binding points for the first level, and 5 additional points being added to the cost of each successive level in the same monster class(10 for the 2nd level, 15 for the 3rd and so on). Servitors may not gain levels in monster classes for monsters that are not of their own type, and may not gain more monster levels than 1/2 their HD. Servitors may be created by the Entity focusing for 30 minutes per HD of Servitor.

    Entity Enhancement: At 8th level, and every 8 levels after, the Entity's transformation into a supernatural force enhances both its body and mind, gaining a +1 to all ability scores at these levels.

    Tomorrow's Might: At 12th level, you learn to wield a bit of your true power. You gain a Salient Ability that you meet the prerequisites for. You may treat yourself as having a Divine Rank of 1 for all effects that depend on Divine Rank. You do not gain any of the other benefits of being a deity, and still technically do not have a divine rank.

    Grand Being: At 20th level, you fully come into the power that lies within you. You gain a Divine Rank of 0. Also, you may change your creature type to any other at this time. Additionally, for a number of rounds per day equal to 1/2 your level, you may summon your HD in temporary servitors and treat your class level as 1 higher for all effects.


    Well, that's it. Please PEACH and comment, and also maybe give a tier estimate if you could, as I'm not exactly sure what tier I would place this in.
    Last edited by Pyromancer999; 2011-05-01 at 08:37 PM.
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    Default Re: [3.5 Base Class]The Entity

    May want to change good save and bad save to fort and reflex in the table

    Looks cool, I like it!
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    Default Re: [3.5 Base Class]The Entity

    As always, this seems pretty good

    As for the power level, this is pretty much tier 2, having about the same versatility as Psion or a Sorcerer, but a little more flexibility, but less spells (or whatever) per day, and maybe a bit more power with the companion (although both do get a familiar).

    Tommorow's Might could be a little too powerful, as some salient divine abilities could be problematic (mastery of death or divine splendor tend to be the worst offenders here).

    The only thing that could be confusing is the fact that Channeled Might mentions expenditure of points equal to the effect level, but doesn't say if it's caster level or spell level. You might also want to say if the psionic powers are automatically augmented to your caster level or not, and if it's not the case if you can spend more points to do so.

    Finally, as written, this class can't really qualify for any prc, as it does not count as having spellcasting and it's chassis isn't adapted for any other kind of prcs.

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    Default Re: [3.5 Base Class]The Entity

    I'd say it's definitely significantly stronger than a sorcerer or psion due to its class features, ability to cherry pick the two best spell lists (and 2+ domain lists), and almost as many spells per day as a max Int psion, and companion (although lack of share spells makes that a little more limited). It's awkward, though, since the difference between Tier 1 and 2 isn't power but the ability to rework yourself each day. So it's stronger than a Tier 2 without the halmark of a Tier 1. I'd still say it's probably closer to a well made wizard than it is to a sorcerer or psion.

    Also what stat does it use for DCs? Or is it as whoever you're copying it from?
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    Default Re: [3.5 Base Class]The Entity

    Quote Originally Posted by Demidos View Post
    May want to change good save and bad save to fort and reflex in the table

    Looks cool, I like it!
    Thanks. Actually, the good save and bad save thing isn't a typo. Meant to say that you could choose whether Fortitude or Reflex was your good save or bad save. Still, might change that.

    Quote Originally Posted by I, Dashing Cube View Post
    As always, this seems pretty good

    As for the power level, this is pretty much tier 2, having about the same versatility as Psion or a Sorcerer, but a little more flexibility, but less spells (or whatever) per day, and maybe a bit more power with the companion (although both do get a familiar).
    Yikes. I was sort of aiming for a high tier 3 or low tier 2 with this. Think I'll have to tone this class down a bit.
    Tommorow's Might could be a little too powerful, as some salient divine abilities could be problematic (mastery of death or divine splendor tend to be the worst offenders here).
    It's only for divine abilties that do not require a divine rank specifically in the prerequisites. Still, if that ability has a function based on divine rank, you count as a Divine Rank 1 deity for the effects.
    The only thing that could be confusing is the fact that Channeled Might mentions expenditure of points equal to the effect level, but doesn't say if it's caster level or spell level. You might also want to say if the psionic powers are automatically augmented to your caster level or not, and if it's not the case if you can spend more points to do so.
    Basically, you expend 1 Channel Point per level of the effect. So whether it's a 5th level maneuver, spell, power, mystery, etc., it all costs 5 Channel Points to use.
    Finally, as written, this class can't really qualify for any prc, as it does not count as having spellcasting and it's chassis isn't adapted for any other kind of prcs.
    Well, so long as a PrC has skill and feat prerequisites, it can still qualify. I sort of effectively banned it from casting PrCs in order to prevent stuff like an automatic qualification for Divine Theurge and the like.

    Quote Originally Posted by Zaydos View Post
    I'd say it's definitely significantly stronger than a sorcerer or psion due to its class features, ability to cherry pick the two best spell lists (and 2+ domain lists), and almost as many spells per day as a max Int psion, and companion (although lack of share spells makes that a little more limited). It's awkward, though, since the difference between Tier 1 and 2 isn't power but the ability to rework yourself each day. So it's stronger than a Tier 2 without the halmark of a Tier 1. I'd still say it's probably closer to a well made wizard than it is to a sorcerer or psion.
    Yeah. I realize this is a bit overpowered. I think I'm going to have to tone it down quite a bit.

    And one last thing:
    Also what stat does it use for DCs? Or is it as whoever you're copying it from?
    Hurtful, right there. This is 100% original, aside from the use of Eidolons. Still, yes, I forgot the DC stat. I'm thinking to have them just choose 1 mental ability stat, and will add during my revisions.
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    Default Re: [3.5 Base Class]The Entity

    Quote Originally Posted by Pyromancer999 View Post
    Hurtful, right there. This is 100% original, aside from the use of Eidolons. Still, yes, I forgot the DC stat. I'm thinking to have them just choose 1 mental ability stat, and will add during my revisions.
    I meant whichever class the ability is originally from. Sorry if it came off wrong, I was slightly feverish and suffering insomnia.
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    Default Re: [3.5 Base Class]The Entity

    I find this very interesting. It once again uses a point-based system for utilizing various effects, and gets a very distinct flavor from the Entity's Power abilities. Though they could potentially access any spell (or power, or discipline, or...) list, they're still not Tier 1 as they cannot reassign those decisions to fit coming obstacles.

    Oh, that reminds me. You should put in that they can change a spell (or power, or maneuver, or mystery, or...) at fourth and every four levels after that, as long as the desired power is of the correct level.

    Looks balanced, interesting, and flavorful. Thumbs up.
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    Default Re: [3.5 Base Class]The Entity

    Quote Originally Posted by Zaydos View Post
    I meant whichever class the ability is originally from. Sorry if it came off wrong, I was slightly feverish and suffering insomnia.
    Alright, then. No worries.

    Quote Originally Posted by Welknair View Post
    I find this very interesting. It once again uses a point-based system for utilizing various effects, and gets a very distinct flavor from the Entity's Power abilities. Though they could potentially access any spell (or power, or discipline, or...) list, they're still not Tier 1 as they cannot reassign those decisions to fit coming obstacles.

    Oh, that reminds me. You should put in that they can change a spell (or power, or maneuver, or mystery, or...) at fourth and every four levels after that, as long as the desired power is of the correct level.

    Looks balanced, interesting, and flavorful. Thumbs up.
    Thanks. Still, I legitimately went back to calculate the casting power, and it's got way too many Channel Points, and would probably be able to out-cast Psions and Sorcerers alike as it is. Think I'll try and scale that back a bit. Still, like the idea of changing a spell every 4th level, and I'll try to incorporate that when I go back to make it more the tier range I was aiming for.
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    Default Re: [3.5 Base Class]The Entity

    Oh yeah, a question I was wondering last night is why did you change from the psionic PP system of 2 x level - 1 to level for cost?
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    Default Re: [3.5 Base Class]The Entity

    Quote Originally Posted by Zaydos View Post
    Oh yeah, a question I was wondering last night is why did you change from the psionic PP system of 2 x level - 1 to level for cost?
    Well, basically because it's easier to have a more universal system for making use of mysteries, powers, and all that based on flat-out level. So, basically, for the convenience.

    Also, following changes made:

    -Channeling Point pool reduced to something a bit more reasonable
    -Casting Stat provided for
    -Companion's binding points changed from 5 per HD to 4 per HD
    -Welknair's effect-exchange idea incorporated
    -Able to choose whether Reflex or Fortitude is your good save.
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    Default Re: [3.5 Base Class]The Entity

    Woop. That's what I get for not analyzing the spell progression. Yeah, that needs a bit of tweaking.

    Also, can you Augment powers?

    Perhaps each extra point you spend counts as 2 PP for augmenting? That's about right...
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    Welknair, you are like... some living avatar of win. Who's made of win. And wields win as if it were but a toy. Win.
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    Default Re: [3.5 Base Class]The Entity

    That sounds about right. I'll add that in. Also........


    New Idea: Feats to grant additional Entity's Power options(ex. Trickster, Draconic, BBEG, Force of Good/Bad/Evil/Chaos).

    Good/Bad/Okay idea?
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    Default Re: [3.5 Base Class]The Entity

    Sounds like an interesting idea. So you'd need the feat and it would unlock a new Power for choosing? Or would it just give it to you?
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    Quote Originally Posted by Morph Bark
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    Default Re: [3.5 Base Class]The Entity

    i wonder what a epic progression would look like(and yes i know epic is broken i still would like to see one)
    only darkness is truly eternal

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    Default Re: [3.5 Base Class]The Entity

    Quote Originally Posted by Noxsis View Post
    i wonder what a epic progression would look like(and yes i know epic is broken i still would like to see one)
    Uh...

    Well, the points would stop increasing (as is true for all casting classes), for one. As for abilities... I guess you could state that you keep getting the Entity Powers every level except multiples of four? Actually, now that I think about it, that's kinda weird. There isn't a set pattern as on 20th you do get a power, but you don't at first. Besides that, the "All but multiples of four" would work.

    Epic Entity Powers would also be an interesting concept...
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    Quote Originally Posted by Morph Bark
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    Default Re: [3.5 Base Class]The Entity

    It appears that your servitor abilility drains the servitors so that when they die, they never come back. Is it a 1/day thing? On the same vein, the servitors seem more powerful than your ever-present eidolon companion, as you get 3x as many hit dice (without them costing anything), you can make your servitors of any type (DRAGONS RAWR), and they get more points per HD than your companion does. Hell, the current access to servitors seems stronger than the standard Eidolon Binder's access... which is weird and broken-seeming.

    In other news, do the servitors or your companion have items that they are bound into like standard Eidolons?

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    Default Re: [3.5 Base Class]The Entity

    Quote Originally Posted by Welknair View Post
    Sounds like an interesting idea. So you'd need the feat and it would unlock a new Power for choosing? Or would it just give it to you?
    Actually, it'd be more like you'd unlock a set of new Powers for the choosing. So, taking the Trickster Entity feat, for example, would add all the Trickster Entity powers to your choices for the Entity's Power ability.

    Quote Originally Posted by YouLostMe View Post
    It appears that your servitor abilility drains the servitors so that when they die, they never come back. Is it a 1/day thing? On the same vein, the servitors seem more powerful than your ever-present eidolon companion, as you get 3x as many hit dice (without them costing anything), you can make your servitors of any type (DRAGONS RAWR), and they get more points per HD than your companion does. Hell, the current access to servitors seems stronger than the standard Eidolon Binder's access... which is weird and broken-seeming.

    In other news, do the servitors or your companion have items that they are bound into like standard Eidolons?
    Well, your companion is basically sort of an almost-on-level-with-you demi-familiar, so it's not suprising it's not going to be as powerful as your servitors that will probably be more made for combat and the like. It's complicated. Anyways, yes, you can create more servitors after they die. However, you can't bind Servitors or your Companion into items. That's where the Eidolon Binder gets the advantage. While you get more HD creatures(although with a little help, the Eidolon Binder could do just as well creature-wise), you can't get the benefits of a bound Eidolon in an item. This factor gives the Eidolon Binder a major leg up in the realm of getting eidolons of sorts.

    Quote Originally Posted by Noxsis View Post
    i wonder what a epic progression would look like(and yes i know epic is broken i still would like to see one)
    Basically, it'd go how Welknair said. It'd get Entity Power every level except for 24th, in which it'd get the Entity Enhancement class feature again(although you could change it to Epic Entity Enhancement and give it +2 to all scores, which I wouldn't reccomend), and for 28th level, I'd just either let the Entity become a Level 1 Demigod with no need for worshippers, or just gain another divine ability as per Hint of Tomorrow.
    Last edited by Pyromancer999; 2011-04-23 at 04:24 PM.
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    Default Re: [3.5 Base Class]The Entity

    Sure, but it seems that (as written) your class allows you to make a 12 HD Dragon with Regen 1 [weakness: Sonic] and deep slumber 3/day... You can outfit your companion with invisibility 3/day so that you can hide while your monster terrorizes the countryside.

    Normally, the E-Binder has limitations. HD cost points based on monster type, and they can't be higher than his own. Since the Entity disregards this first restriction by allowing you to create all sorts of crazy crap without needed a feat like an E-Binder and not using points, it would make sense that the second restriction can be disregarded too, unless explicitly stated. So I did that, and have created a super tank dragon at level 4.

    Now, if you instated that HD=Level cap, an Entity could alternatively have 3 Dragon Servitors with them (just as crazy), and do just about the same thing, but with a tag-team of 3 monsters for crowd grapple or mass precision damage shenanigans.

    So I think the servitors need to be toned down... HD no greater than your level should be explicitly stated, and you shouldn't be allowed to have more than one out at a time.

    ANOTHER BALANCE CONCERN: At the Entity's option, he/she/it can gain a bonus feat at levels 2-3. Weak casting, good for buffs or utility + a decent eidolon companion + 2 bonus feats of any kind make this a fantastic 3-level dip. Seems a tad strong.

    Last thing, So Fly can give you a fly speed at level 2. OP.

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    Default Re: [3.5 Base Class]The Entity

    Quote Originally Posted by YouLostMe View Post
    Sure, but it seems that (as written) your class allows you to make a 12 HD Dragon with Regen 1 [weakness: Sonic] and deep slumber 3/day... You can outfit your companion with invisibility 3/day so that you can hide while your monster terrorizes the countryside.

    Normally, the E-Binder has limitations. HD cost points based on monster type, and they can't be higher than his own. Since the Entity disregards this first restriction by allowing you to create all sorts of crazy crap without needed a feat like an E-Binder and not using points, it would make sense that the second restriction can be disregarded too, unless explicitly stated. So I did that, and have created a super tank dragon at level 4.


    Now, if you instated that HD=Level cap, an Entity could alternatively have 3 Dragon Servitors with them (just as crazy), and do just about the same thing, but with a tag-team of 3 monsters for crowd grapple or mass precision damage shenanigans.


    So I think the servitors need to be toned down... HD no greater than your level should be explicitly stated, and you shouldn't be allowed to have more than one out at a time.
    Quote Originally Posted by Pyromancer999 View Post
    Servitors: At 4th level, you begin to be able to make your own servants, creatures made up of your supernatural power. Select any one type of creature except for Animal, and two subtypes with little to no in-game effect. You may create up to 3 x your HD in servitors, treating them as eidolons with 5 binding points per HD the servitor has. All HD is racial HD, and each eidolon selects skills from 4 chosen for them by the Entity. A Servitor may not have more than one less HD than you. Also, Servitors may gain the abilities of 1 level of a monster class(excluding NA and ability enhancements, and resistances) by expending 5 binding points for the first level, and 5 additional points being added to the cost of each successive level in the same monster class(10 for the 2nd level, 15 for the 3rd and so on). Servitors may not gain levels in monster classes for monsters that are not of their own type, and may not gain more monster levels than 1/2 their HD. Servitors may be created by the Entity focusing for 30 minutes per HD of Servitor.
    Quote Originally Posted by YouLostMe View Post
    ANOTHER BALANCE CONCERN: At the Entity's option, he/she/it can gain a bonus feat at levels 2-3. Weak casting, good for buffs or utility + a decent eidolon companion + 2 bonus feats of any kind make this a fantastic 3-level dip. Seems a tad strong.
    Quote Originally Posted by Pyromancer999 View Post
    Entity's Power: An Entity's Power manifests itself in other ways than through effects that mimic spells and such sort. At 2nd level, and all other levels listed on the table above, the Entity chooses one ability from the table below. If an ability can be taken more than once, you cannot take it twice in a row:
    Please, re-read the material in order to make sure you haven't misread something. Granted, they are just one sentence amongst many in the wall of text, so next time, just re-read something if it seems a bit overpowered to you.
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    Default Re: [3.5 Base Class]The Entity

    Quote Originally Posted by Pyromancer999 View Post
    Please, re-read the material in order to make sure you haven't misread something. Granted, they are just one sentence amongst many in the wall of text, so next time, just re-read something if it seems a bit overpowered to you.
    Guess who can't read? I swear I looked all over for those, and didn't find anything...

    So Fly is still problematic, and I voice a similar problem with the free feat for a 2-level dip, though that's not really a concern anymore.

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    Default Re: [3.5 Base Class]The Entity

    Quote Originally Posted by YouLostMe View Post
    Guess who can't read? I swear I looked all over for those, and didn't find anything...
    Eh, no worries. I'm beginning to think that there's enough detail in my class feature descriptions that people might accidentally skip over some stuff.
    So Fly is still problematic, and I voice a similar problem with the free feat for a 2-level dip, though that's not really a concern anymore.
    Really, the bonus feat isn't that much of a problem unless in the hands of an optimizer, in whose hands all things are dangerous. In any case, my Pantologist class would probably be more of a worry to you, because a three level dip in that would give you two bonus feats, and if you play it from 1st level, you get a feat at every level. In any case, enough about that. For So Fly, I'm getting where you can see it's problematic. There's two things I can do: Reduce the speed by 10-15 ft, or place a level prerequisite on it, the latter which I rather wouldn't do.
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    Default Re: [3.5 Base Class]The Entity

    My preference would be: "You cannot use this to gain a fly speed until you have X HD"... where X is some value like 5 or 6. That way somebody can make themselves a god-mole at level 2, but can't be a god-eagle until at least level 5-6.

    Also, what is the Pantologist class?

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    Default Re: [3.5 Base Class]The Entity

    Quote Originally Posted by YouLostMe View Post
    My preference would be: "You cannot use this to gain a fly speed until you have X HD"... where X is some value like 5 or 6. That way somebody can make themselves a god-mole at level 2, but can't be a god-eagle until at least level 5-6.
    I'm thinking about just reducing the speed if they choose it at earlier levels (to around 5-10 ft), then just letting it increase by a certain amount/level until it reaches their land speed. From there, all speeds would probably just be equal to land speed. Anyways, if players can optimize like my players can, I'd be more worried about a burrow speed.
    Also, what is the Pantologist class?
    It's a class I made that, if taken from 1st level, gets you a feat at every level. Still has a bunch of bonus feats. It's located here. Does not involve pants. Unless you want it to.
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    Default Re: [3.5 Base Class]The Entity

    Quote Originally Posted by Pyromancer999 View Post
    Anyways, if players can optimize like my players can, I'd be more worried about a burrow speed.
    Really? What do your players with burrow that beats infinite kiting? I wanna know.
    Last edited by YouLostMe; 2011-04-27 at 01:10 AM.

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    Quote Originally Posted by YouLostMe View Post
    Really? What do your players with burrow that beats infinite kiting? I wanna know.
    Getting through dungeons with little to no conflict, surprise attacks, and so many more horrible things. Trust me, burrow is a bigger problem for me than flying. Except with dragons. That's the one exception.
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    Default Re: [3.5 Base Class]The Entity

    Hm, interesting concept.
    I haven't looked closely enough to do an in-depth critique, but it strikes me that the channel points might work better on a per encounter timer, especially if you choose things like maneuvers which are balanced to be used more often then spells.
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    Default Re: [3.5 Base Class]The Entity

    The gaining an SDA that you meet prerequisites for is potent beyond belief. A Cleric 1/Entity 12 qualifies for Divine Fire Mastery, which gives numerous benefits ranging from simple immunity to any fire or heat effects, all the way up any spell with the Fire descriptor at will, which means that among other things they can throw meteor swarm around every round, which is more than a little unbalancing, and this is not even the worst offender as far as SLA you can have goes. Divine Water Mastery lets you destroy metropolises as a full round action, Gift of Life means that so long as this character survives your party will see death as an inconvenience rather than an actual problem and they can even return their enemies to life against their will to interrogate them.

    Simply put, the idea of having these sorts of powers in a mid level game is terrifying.
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    Default Re: [3.5 Base Class]The Entity

    Quote Originally Posted by Epsilon Rose View Post
    Hm, interesting concept.
    I haven't looked closely enough to do an in-depth critique, but it strikes me that the channel points might work better on a per encounter timer, especially if you choose things like maneuvers which are balanced to be used more often then spells.
    Hmmm...true. Although I may just adjust the system so that maneuvers aren't left out, perhaps doing something like refreshing Channel Points used on maneuvers at the beginning of the next encounter.

    Quote Originally Posted by Vulaas View Post
    The gaining an SDA that you meet prerequisites for is potent beyond belief. A Cleric 1/Entity 12 qualifies for Divine Fire Mastery, which gives numerous benefits ranging from simple immunity to any fire or heat effects, all the way up any spell with the Fire descriptor at will, which means that among other things they can throw meteor swarm around every round, which is more than a little unbalancing, and this is not even the worst offender as far as SLA you can have goes. Divine Water Mastery lets you destroy metropolises as a full round action, Gift of Life means that so long as this character survives your party will see death as an inconvenience rather than an actual problem and they can even return their enemies to life against their will to interrogate them.

    Simply put, the idea of having these sorts of powers in a mid level game is terrifying.
    Convincing enough. However, I would like to make an ability that shows what power they have in store. I'll have to re-do that ability.
    Last edited by Pyromancer999; 2011-04-27 at 04:47 PM.
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    Default Re: [3.5 Base Class]The Entity

    Would maybe getting access to a single domain be a good replacement, giving both the domain ability and 1/day each spell from it as an SLA at the appropriate levels (excluding the Planar Domains, of course)? Then it's still potent, flavorful ability, but not overpowering anything else you can do.
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    Default Re: [3.5 Base Class]The Entity

    As I have with other projects of a similar sort, I'd suggest having a list of Mini-SDAs that replicate (or are faithful to) the SDAs you can qualify for with DvR1 but at a lower level of power, and if the character ever actually gains DvR1 then the Mini-SDA gets upgraded to a full SDA as a bonus SDA.
    Last edited by Tacitus; 2011-04-28 at 04:37 PM.
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