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  1. - Top - End - #1
    Barbarian in the Playground
     
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    Lightbulb The Spiritualist in You: A Shamanistic Tale (3.X, Supplement, WiP, PEACH Plz)

    UPDATE: I've pretty much just scrapped the entire idea due to a seemingly utter lack of interest (this comes from a few sources, not just here) so I highly doubt I'll be updating it.


    Well, what a strange trip its been so far. For those who have peeked into the thread before this update, I've actually got the baseics of everything down. I've even got a little bit of it already done and ready for a beta preview. So far though, its only the system and one of the base classes. I assure you though, theres alot more to come.

    The Spiritualist in You: A Shamanistic Tale

    Introduction: TBD
    Last edited by Antonok; 2011-08-29 at 06:41 PM.
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    Barbarian in the Playground
     
    Antonok's Avatar

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    Default Re: Be anything you want! All at once! (3.X Base Class, Community Project, WIP)

    Chapter One: Classes

    *So far, only the Avatar of Nature is completed*

    The Medium
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    WiP


    Avatar of Nature: HD d8
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    There are some who are born with an affinity or connection to nature. When a shaman is born with this connection, they become Avatars of Nature. An avatar believes nature is alive and has its own spirit, and as such, tries to protect it and help it grow whenever possible.

    Adventures: An Avatar of Nature usually sees an adventure as a way to learn more about the spirits of nature, and discover new spirits they have yet to encounter. They might also adventure to further spread nature to areas that lack its gentle and peaceful touch. They might even be tribal wisdom or leader candidates that were set on a quest to prove themselves worthy.

    Characteristics: An avatar doesnít cast spells or rely on intensive combat training, they know where their power lies. They channel the spirits of nature itself to aid them in battle, or other tasks. Other classes may look down on them for relying on Ďoutsideí help, but they quickly change this view when they see the true power an avatar can wield.

    Alignment: An avatar is always some type of neutral. This is due to the avatar being so closely connected to nature, that natureís natural indifference seems to ingrain itself within the avatar. This does not mean an avatar has to be true neutral however, just as nature encompasses such dichotomies as life and death, beauty and horror, and peace and violence, so two druids can manifest different or even opposite alignments (neutral good and neutral evil, for instance).

    Religion: Avatars of Nature donít have any real leanings toward religion. Some worship nature itself, some choose to worship deities of nature such has Ehlonna or Obad-Hai. Some may choose to go different paths.

    Background: All shamans are born with the ability to channel spirits that roam the world. For Avatars of Nature, this takes the form of being able to channel the spirits of nature. The ability to channel spirits manifests itself early in a child, and those children are usually trained by an older shaman. Some are not so lucky though, and are considered freaks and sent away from their homes and they must learn to channel and control these spirits by themselves, sometimes leading to disaster.

    Races: While shamans can be born into any race at any given time, Avatars of Nature seem to be most common around areas where nature has a strong presence.

    Other Classes: Avatars find they have the most in common with druids and rangers, but work well with any class. They may not get the clericís strong devotion to a deity, or a wizardís incessant study, but they acknowledge the role they play in an adventure.
    Role: An avatar tends to be best suited for a support combatant, or ranged support with their aspects. If the need arises, they can also help act as a diplomat or negotiator although they arenít quite as adept at it as bards or rogues.

    Class Table:
    Spoiler
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    {table="head"]Level|BAB|Fort|Ref|Will|Special |Total Channels|Max Level Aspect

    1st|+0|+0|+0|+2|Nature Binding, Wild Empathy|2|1

    2nd|+1|+0|+0|+3|Nature Sense|2|1

    3rd|+2|+1|+1|+3||2|1

    4th|+3|+1|+1|+4|Uncanny Dodge|2|2

    5th|+3|+1|+1|+4|Animal Companion|3|2

    6th|+4|+2|+2|+5||3|3

    7th|+5|+2|+2|+5|Wild Aspect 1/Day|3|3

    8th|+6/+1|+2|+2|+6|Woodland Stride|3|4

    9th|+6/+1|+3|+3|+6|Improved Uncanny Dodge|4|4

    10th|+7/+2|+3|+3|+7||4|5

    11th|+8/+3|+3|+3|+7|Wild Aspect 2/Day|4|5

    12th|+9/+4|+4|+4|+8||4|6

    13th|+9/+4|+4|+4|+8||5|6

    14th|+10/+5|+4|+4|+9|Wild Aspect (Large)|5|7

    15th|+11/+6/+1|+5|+5|+9|Wild Aspect 3/Day|5|7

    16th|+12/+7/+2|+5|+5|+10||5|8

    17th|+13/+8/+3|+5|+5|+10||6|8

    18th|+13/+8/+3|+6|+6|+11||6|9

    19th|+14/+9/+4|+6|+6|+11|Wild Aspect 4/Day|6|9

    20th|+15/+10/+5|+6|+6|+12|Wild Aspect (Huge)|6|9

    [/table]
    Skills: Balance (Dex),Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Emapthy (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str)
    Skill points at first level: (4+ Int modifier) x 4
    Skill points at each additional level: 4+ Int Modifier



    Class Features:
    Spoiler
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    Weapon and Armor Proficiency: Avatarís of Nature are proficient with all simple and martial weapons, and light armor, but not shields.

    Nature Binding (Su): An avatar of nature begins play knowing how to channel 2 aspects at once, as shown by the Total Channels column of the class table, but gains the ability to channel more as she levels. The highest level aspects she can channel is determined by the Max Aspect Level column. See Chapter 2: Aspects for how the channeling system works.
    An avatar of nature has access to the Beast, Fey, and Plant aspect lists.

    Wild Empathy (Ex): An avatar can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills). The avatar rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
    To use wild empathy, the avatar and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
    An avatar can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a Ė4 penalty on the check.

    Nature Sense (Ex): Due to an avatarís strong spiritual connection to nature, she gains a +2 bonus to all Knowledge (Nature) and Survival checks.

    Uncanny Dodge (Ex): Starting at 4th level, an avatar can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
    If an avatar already has uncanny dodge from a different class (a rogue with at least two levels of barbarian, for example), she automatically gains improved uncanny dodge (see below) instead.

    Animal Companion (Ex): At 5th level, an avatar gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the DMís campaign takes place wholly or partly in an aquatic environment, the DM may add the following creatures to the rangerís list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the avatar on her adventures as appropriate for its kind. (For instance, an aquatic creature canít adventure with an avatar on land and shouldnít be selected by a nonaquatic character without extenuating circumstances). In most cases, the animal companion functions as a mount, sentry, scout, or hunting animal, rather than as a protector.
    This ability functions like the druid ability of the same name (see page 35), except that the avatarís effective druid level is her avatar level -4. For example, the animal companion of a 5th-level ranger would be the equivalent of a 1st-level druidís animal companion. A ranger may select from the alternative lists of animal companions just as a druid can, though again her effective druid level is her avatar level -4. Thus, she must be at least an 8th-level avatar to select from the druidís list of 4th-level animal companions, and if she chooses one of those animals, her effective druid level would be reduced by 3, to 1st level. Like a druid, an avatar cannot select an alternative animal if the choice would reduce her effective druid level below 1st.

    Wild Aspect (Su): At 7th level, an avatar gains the ability to use Wild Shape, same as the druid ability, once per day but gains additional uses as she levels. The only difference from this ability and the druidís wild shape is this ability only lasts for 10 minutes/level instead of 1 hour/level.
    While in this alternate form, an avatar cannot use any trait or utility aspects, but retains any bonuses from passive aspects. (The Natural Spell feat DOES NOT bypass this rule.)
    At 14th level, the avatar gains the ability to choose large creatures to change into, and huge creatures at 20th level.

    Improved Uncanny Dodge (Ex): An avatar of 9th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has avatar levels.
    If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.


    The Apostle
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    WiP


    The Possessed
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    Last edited by Antonok; 2011-08-27 at 12:43 AM.
    Chrono Crusade avi by Ceika.

    Disney owns Marvel. Marvel owns Thor. Thor is the son of a king. Thor is now female. That means Thor is a Disney Princess.

    If you ever think English isn't a screwed up language, just remember that read and lead rhyme and read and lead rhyme, but read and lead don't rhyme and neither do read and lead.

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  3. - Top - End - #3
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    Chapter 2: Aspects

    Aspects are what the spirits a shaman channels are called. These aspects allow the shaman to take on features of different types of creatures. They come in many forms, some are physical, some are mental, and some take the form of special abilities the aspected creature may have. As such, aspects are put into three catagories:

    Passive:Passive aspects take the form of small granted bonuses or abilities, such as the Scent ability or boosts to ability or skill checks. These are always active after the character channels the aspect, or until they release the aspect. The bonuses given by the aspects do not stack, and only the higher bonus applies.

    Trait:Traits are the physical manifestations of the aspects. These might come in the form of a characterís fingernails or teeth growing into claws or fangs granting them attacks, or their skin hardening granting them damage reduction, or even the character sprouting small leaves over their body giving them the ability to heal a small amount of health over time. Traits are on-command manifestations that are always available while the aspect is channeled. A shaman may only channel one trait of a creature type at a time. Invoking a trait aspect is a free action that can only be done on your turn. Example: Azurin has an animal aspect bound that grants her the ability to grow fangs. Until she needs it, the aspect remains dormant and no changes are present. When she gets into combat, on her turn she may invoke the aspect to grow fangs granting her a bite attack. When she wishes, she can put the aspect back into its dormant stage and revert back to normal.

    Utility: Utility aspects are the type of aspects that grant special abilities or attacks such as rage or a spell-like ability. These come in a wide variety depending on the creature type granting it. Activating a utility aspect consumes the energy that binds the aspect to the character, using the attack, but ending the channel. Example: Azurin channels an aspect that grants her a Scorching Ray spell-like ability and later, gets into a battle with a bugbear. She draws on the might of the channeled aspect to use the spell-like ability. After her attack, the channel ends is she is free to channel another aspect when she has the chance.


    Channeling an Aspect:
    To channel an aspect, the shaman must first make an Empathy skill check (see Chapter 3: Skills and Feats for further details) against the DC listed in the individual aspects description. If she succeeds on the check, she successfully starts channeling the aspect and it is available until she uses it (in the case of utility type aspects), or stops the channel (in the case of trait and passive aspects).
    If the shaman fails the check, she fails to channel the spirit, but can attempt to channel it again immediately. This has real consequence outside of battle, but it represents the difficulty of trying to channel an aspect in battle.
    Channeling an aspect is a standard action that provokes attacks of opportunity. You may attempt to channel an aspect defensively, increasing the DC by 4, but not provoking an attack.

    Saving Throw DCs:
    If an aspect grants a saving throw, the DC is 10 + shaman level + relevant ability modifier as seen below:
    Avatar of Nature: Charisma
    The Apostle: Wisdom
    The Possessed: Constitution

    Shaman Level:
    A shaman is the word used to describe the type of Ďcastingí this book details. As such, a characters shaman level is equal to how many levels they possess in a class contained within. Example: A 6th level Avatarof Nature has a shaman level of 6, while a wizard2/the possessed 4, would only have a shaman level of 4.

    Ability Type:
    Channeling an aspect is a supernatural ability, and therefore is subject to anything that affects abilities of this type.


    Aspect List: Or whats done so far (makes the Avatar of Nature class playtestable anyhow)

    Beast
    Spoiler
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    Level 1)


    Bat:
    Type: Passive
    Empathy Check: 8
    Special: While this aspect is bound, the shaman is granted the Blindsense ability.

    Cat:
    Type: Trait
    Empathy Check: 8
    Special: This aspect grants the shaman the ability to grow claws, giving them two claw attacks that deal 1d4 damage (for medium creatures).

    Leopard:
    Type: Utility
    Empathy Check: 10
    Special: When used, this aspect grants the shaman the Pounce ability for 1 round.

    Level 2)

    Octopus:
    Type: Utility
    Empathy Check: 11
    Special: When used, the shaman spits a 15ft cone of black ink in front of them. Anyone caught in the cloud must make a Reflex save or be blinded for 1d4 rounds.

    Monkey:
    Type: Passive
    Empathy Check: 10
    Special: While bound, this aspect grants the shaman a +6 bonus on Balance and Climb checks. In addition, the shaman may also take 10 on Climb checks even while rushed or threatened.

    Badger:
    Type: Utility
    Empathy Check:
    Special: When used, the shaman enters a rage. This grants them a +4 to Strength and Con, and a -2 to AC. This lasts for a number of rounds equal to your new Con modifier.


    Level 3)

    Needletooth Swarm:
    Type: Utility
    Empathy Check: 13
    Special: When used, this aspect bestows the shamanís attacks with the wounding property, making the target bleed for 1 additional damage per round. The bleeding can be stopped by a DC 10 heal check or any form of healing magic. This effect lasts for 3 rounds after the aspect is used.

    Squid:
    Type: Trait
    Empathy Check: 13
    Special: This aspect makes the shamanís arms become thicker and slightly more sinewy granting them the ability to constrict a target for 1d6 extra damage on a successful grapple check.

    Level 4)

    Elephant:
    Type: Trait
    Empathy Check: 15
    Special: This aspect allows the shaman to grow slightly bigger and bulkier granting them a +2 bonus on bull rush attempts. In addition, if the shaman successfully bull rushes an opponent, he deals 1d12 trample damage.

    Digester:
    Type: Utility
    Empathy Check: 16
    Special: When used this aspect allows the shaman to shoot a 30ft line or 15ft of acid that deals 4d6 damage to all within its path. A successful Reflex save halves this damage.

    Level 5)

    Varrangoin:
    Type: Trait
    Empathy Check: 18
    Special: This aspect allows the shaman to grow a barbed tail that deals 1d6 damage plus poison. If struck, the target must make a Fortitude save or become fatigued. If effected by the poison a second time, they become exhausted.

    Kuldurath:
    Type: Utility
    Emapthy Check: 17
    Special: When used, this aspect allows the shaman to discharge a massive amount of electrical energy. All creatures with 30ft of the shaman must make a Reflex save or take 3d8 points of electricity damage.

    Level 6)

    Yrthak:
    Type: Utility
    Emapthy Check: 20
    Special: When used, the shaman releases a concentrated scream of sonic energy. When the ground, a boulder, or stone wall is targeted it causes a small explosion that deals 3d6 blugeoning damage to all creatures within 15ft of the explosion, a successful Reflex save halves this damage. If a single creature is targeted, this deals 2d8 Sonic damage on a successful attack roll.

    Ironclad Mauler:
    Type: Passive
    Emapthy Check: 22
    Special: While this aspect is bound, the shaman is under a light fortification effect. Anytime the shaman is hit by a critical hit or sneak attack, she has a 25% chance to negate the extra damage.

    Level 7)

    Spellgaunt:
    Type: Passive
    Emapthy Check: 23
    Special: While bound, this aspect grants the shaman a +5 to all jump checks. In addition, the shaman may make standing jumps as if they were running jumps.

    Unicorn:
    Type: Trait
    Emapthy Check: 22
    Special: This aspect allows to shaman to grow a unicornís horn, giving it a 2d6 gore attack. If used as part of a charge attack, it deals double damage.

    Level 8)

    Lucent Worm:
    Type: Passive
    Emapthy Check: 26
    Special: While bound, this aspect grants the shaman gains tremorsense out to 40ft.

    Chronotyryn:
    Type: Utility
    Emapthy Check: 25
    Special: When used, the shaman grows hard metal like feathers that shoot out in all directions. Anyone within 30ft of the shaman takes 6d6 piercing damage. A successful Reflex save halves this damage.

    Level 9)

    Nightmare Beast:
    Type: Utility
    Empathy Check: 28
    Special: When used, the shaman sends out horrific nightmarish images to all enemies within 60ft. Anyone effected must make a Will save or be effected as if under the effects of an Insanity spell.


    Fey
    Spoiler
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    Level 1)

    Petal:
    Type: Utility
    Empathy Check: 9
    Special: When used, the shaman releases a flurry of flower petals. Any creature within 30ft of the shaman must make a Will save or be effected as though under the effects of a Sleep spell.

    Shadar-Kai:
    Type: Passive
    Emapthy Check: 10
    Special: This aspect grants the shaman a +5 bonus to all hide checks.

    Level 2)

    Splinterwaif:
    Type: Utility
    Empathy Check: 12
    Special: When used, the shaman spits a splinter of wood at an enemy as if she used a Splinterbolt spell (SpC).

    Sprite:
    Type: Passive
    Empathy Check: 11
    Special: This aspect grants the shaman a +2 bonus on Bluff, Diplomacy, Gather Information, and Intimidate checks.

    Wendigo:
    Type: Trait
    Empathy Check: 12
    Special: This aspect grants the shaman the ability to grow fangs giving her a 1d6 bite attack (for medium creatures).
    Level 3)

    Sirine:
    Type: Trait
    Empathy Check: 14
    Special: This aspect allows the shaman to surround itself with an deflection aura. While active, the shaman may add his Charisma modifier (if any) to their AC.

    Lunar Ravager:
    Type: Utility
    Empathy Check: 14
    Special: When used, the shaman shoots a beam of light from the palm of her hand at a target as if she had cast a Searing Light spell.

    Level 4)

    Nymph:
    Type: Utility
    Empathy Check: 16
    Special: When used, the shaman radiates with unearthly beauty to a creature she chooses. The creature choosen must make a Will save or be affected as if targeted with a Blindness/Deafness spell (blindness option only).

    Sylph:
    Type: Passive
    Empathy Check: 17
    Special: This aspect grants the shaman spell resistance equal to 5 + Ĺ her class level.

    Level 5)

    Hybsil:
    Type: Trait
    Empathy Check: 19
    Special: When activated, the shaman eyes transform into that of a Hybsil granting them a continuos See Invisibility effect.

    Spriggin:
    Type: Utility
    Empathy Check: 18
    Special: When used, the shaman get put under the effects of an Enlarge Person spell. This effect lasts for 1 round/ shaman level.

    Level 6)

    Ragewalker:
    Type: Utility
    Empathy Check: 20
    Special: When used, the shaman makes a touch attack against a creature. If successful, the target must make a Will save or enter a killing frenzy. The target gains +2 Strength but a -2 to AC and cannot distinguish friend from foe.

    Level 7)

    Ardent Prince:
    Type: Utility
    Empathy Check: 22
    Special: When used, the shaman casts a Cometfall spell.

    Level 8)

    Glaistig:
    Type: Trait
    Empathy Check: 26
    Special: When activated, the shamans skin glistens with a watery sheen granting her a continuous Freedom of Movement spell effect.

    Level 9)

    Ocean Strider:
    Type: Utility
    Empathy Check: 28
    Special: When used, the shaman casts a Horrid Wilting spell.


    Plant
    Spoiler
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    Level 1)

    Twig Blight:
    Type: Trait
    Empathy Check: 11
    Special: When activated, the shamans body secretes a thin layer of clear poison that doesnít affect her. A creature injured by the shaman must make a Fortitude save or take 1 point of Strength damage. A shaman may wipe her weapon across her skin giving coating the weapon in a dose of this poison.

    Needlefolk:
    Type: Utility
    Empathy Check: 10
    Special: When used, the shaman fires a bundle of cactus like needles at a creature as a normal ranged attack. If she hits, the needles deal 1d12 points of piercing damage. The needles have a range increment of 60ft.

    Level 2)

    Wizened Elder:
    Type: Utility
    Empathy Check: 12
    Special: When used, the shaman creates an Entangle effect out to a 60ft diameter centered on her that lasts for 1 minute.

    Assassin Vine:
    Type: Passive
    Empathy Check: 13
    Special: This aspect grants the shaman a +2 bonus on all grapple checks.

    Level 3)

    Wortling:
    Type: Utility
    Empathy Check: 15
    Special: When used, the shaman exhales a cloud of spores in a 15ft cone. Anyone within the cone must make a Fortitude save or be put to sleep for 1d6 rounds.

    Vine Horror:
    Type: Trait
    Empathy Check: 16
    Special: When activated, the shamanís body becomes as flexible as a vine. She gains the ability to squeeze into cracks and tunnels that are no smaller than 5 inches wide.

    Level 4)

    Wood Woad:
    Type: Passive
    Empathy Check: 18
    Special: While bound, the shaman is under a constant Tree Stride effect.

    Myconid:
    Type: Utility
    Empathy Check: 18
    Special: When used, the shaman exudes a cloud of spores in a 40ft diameter centered on her. Anyone within this cloud must make a Fortitude save or suffer from the effects of a Confusion spell.

    Level 5)

    Battlebriar:
    Type: Utility
    Empathy Check: 19
    Special: When used, the shaman shoots a giant thorn at her target as a normal ranged attack. If she succeeds, the thorn deals 5d6 piercing damage.

    Green Warder:
    Type: Trait
    Empathy Check: 20
    Special: When activated, the shaman takes on some of the traits common among plants. She becomes immune to polymorph, magical sleep effects, and poison.

    Level 6)

    Greenvise:
    Type: Utility
    Empathy Check: 21
    Special: When used, the shaman casts an Acid Fog spell.

    Octopus Tree:
    Type: Utility
    Empathy Check: 22
    Special: When used, the shaman casts a Wall of Thorns spell.

    Level 7)

    Red Sundew:
    Type: Trait
    Empathy Check: 23
    Special: When activated, the shaman excretes a sticky acid all over her body. When struck with melee attack or grappled, the acid sticks to the attacker dealing 1d6 points of acid damage a round. The acid sticks to the target for 1d4 rounds or until a full round action is used to scrap it off.

    Level 8)

    Orcwort:
    Type: Utility
    Empathy Check: 25
    Special: When used, the shaman spits a ball of acid at a target as a ranged touch attack. If she hits, the target must make a Fortitude save or be paralyzed for 1d4 rounds.

    Level 9)

    Plague Brush:
    Type: Trait
    Empathy Check: 28
    Special: When activated, the shaman bursts into a cloud of spores. While this aspect is active, she can use Gaseous Form at will (except she turns into spores instead of gas), and can stay in this form indefinitely.


    *Still have ALOT more to come.
    Last edited by Antonok; 2011-08-27 at 01:06 AM.
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  4. - Top - End - #4
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    Chapter 3: Skills and Feats

    New Skill:

    Empathy: This skill is what allows a shaman to channel her aspects. You can not take 10 or 20 with this skill.

    Synergies:
    If you have 5 or more ranks in:
    Knowledge (nature): +2 synergy bonus to empathy checks made to channel Beast, Fey, Plant, or Elemental aspects.
    (Will get more up as I get the aspects done)

    Feats: WiP
    Last edited by Antonok; 2011-08-27 at 01:18 AM.
    Chrono Crusade avi by Ceika.

    Disney owns Marvel. Marvel owns Thor. Thor is the son of a king. Thor is now female. That means Thor is a Disney Princess.

    If you ever think English isn't a screwed up language, just remember that read and lead rhyme and read and lead rhyme, but read and lead don't rhyme and neither do read and lead.

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  5. - Top - End - #5
    Barbarian in the Playground
     
    NecromancerGuy

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    Thumbs up Re: Be anything you want! All at once! (3.X Base Class, Community Project, WIP)

    Finally decided to take my suggestion and run with it, eh? I approve. Plants and animals though? Animals might work as a sort of skinwalker-type class, but I dunno about plants... from a fluff point of view that is. I dont know if I like the eldrich horror thing. If that's your game, go have a look at the ozodrin, its better equipped for that, but this... This has the potential to really rock as something else if you're careful with it. If I recall correctly, the idea was to take the binder and make the stuff you bind less powerful, but allow more things to be bound at once, so this basically becomes an entire magic system to itself.

    I think the key here isnt variety though, so much as focus on a particular type. There needs to be a way to regulate what you could bind at once, so you didnt have people binding demons, celestials, fey, and the ghost of grandma Gertrude all in the same body. That gets kinda silly and probably opens the class up for a lot of exploitation and munchkinism (Not to mention the likelyhood that the character will die when the different factions start fighting each other inside him) and I think overall this would create more limits on what the binds can grant than variety from what could be bound. I know playgrounders dont tend to like limits, but in this case I think its a good thing.

    So for instance if you wanted to play a guy who regularly allowed himself to be possessed by demons for power, you could focus on demons and do that. Or a guy who was haunted by the (literal) ghosts of his past, you could play him as focused on undead and being regularly possessed and controlled (as an rp element done by the player) against his will. Perhaps a holy man that acts as an earthly vessel for his divine patrons, allowing celestials to work their will through his body. Maybe a friend (or target) of the fair folk who, due to some blessing (or curse) can call upon the grace of the fey (or have the comehither put on them) in times of need (or when most inappropriate). This has massive roleplaying possibilites.

    Basing this on the alignment of the bound creatures might be the easiest way to manage it, but type might be more reliable. If I thought that it would get used (unlike most of the stuff I make for our group), I'd tackle this project head on myself out of sheer interest. For now though, im content to sit back and watch what the playground makes of this. I hope it generates a lot of responses, since the demon binder you made turned out so well. I'd love to see it expanded into an entire magic system.

    Note: Edited for clarity of point
    Last edited by Jarrick; 2011-08-23 at 09:41 PM.
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    Default Re: Be anything you want! All at once! (3.X Base Class, Community Project, WIP)

    The idea sounds interesting. As for the suggestion above of limiting it, while there could be reason for it, I'd suggest that if you do so by type, to limit it by doing something like having each type have one or two other types you can't bind at the same time as them. Thus you would be able to focus on any one type on its own, but as you started trying to add more types, the chance of having one invalidate another as an option would increase. Also, you forgot the deathless type.

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    Default Re: Be anything you want! All at once! (3.X Base Class, Community Project, WIP)

    I like that owrtho. I can see how that would work. If you bind undead you cant bind fey or celestials due to conflicting interests, but you could bind, say, devils. Devils would prevent you from binding demons, celestials, or perhaps fey. Elementals could be neutral, easily binding with anything. Once again, this should be handled delicately though.
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    Default Re: Be anything you want! All at once! (3.X Base Class, Community Project, WIP)

    Quote Originally Posted by Owrtho View Post
    The idea sounds interesting. As for the suggestion above of limiting it, while there could be reason for it, I'd suggest that if you do so by type, to limit it by doing something like having each type have one or two other types you can't bind at the same time as them. Thus you would be able to focus on any one type on its own, but as you started trying to add more types, the chance of having one invalidate another as an option would increase. Also, you forgot the deathless type.

    Owrtho
    I think this is good. Here are a few example invalidations.
    Binding a Demon locks out the option of binding Celestials or Devils.
    Binding a Fey locks out the option of binding Elementals or Undead.
    Binding an Undead locks out the option of binding Fey or Animals.

    You might also consider pairs which strengthen one another's effects such as:
    If you bind both a Plant and an Animal, then __________ (bonus or boost of some kind).
    If you bind a Plant, an Animal, and a Magical-Beast, then ________ (larger boost, bonus, or gift of special attack/power/ability).

    Note: You also forgot Aberration, Outsider, Ooze, Magical-Beast, Dragon, and Giant.
    Last edited by TravelLog; 2011-08-23 at 10:50 PM.

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    Quote Originally Posted by TravelLog View Post
    Note: You also forgot Aberration, Beast, Outsider, Ooze, Magical-Beast, Dragon, Giant and Shapechanger.
    Those are 3.0 types that were eliminated and made into a subtype respectively in 3.5
    Last edited by EdroGrimshell; 2011-08-23 at 10:39 PM.
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    Default Re: Be anything you want! All at once! (3.X Base Class, Community Project, WIP)

    Quote Originally Posted by EdroGrimshell View Post
    Those are 3.0 types that were eliminated and made into a subtype respectively in 3.5
    You're correct on those two. My bad.

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    Default Re: Be anything you want! All at once! (3.X Base Class, Community Project, WIP)

    Quote Originally Posted by Jarrick View Post
    -Stuff-
    On the different types, right now they're still in the drawing board stage. I'm hoping to eventually be able to use all the different types, but if a way to get them to work can't be found, then c'est la vie.

    Quote Originally Posted by Owrtho View Post
    The idea sounds interesting. As for the suggestion above of limiting it, while there could be reason for it, I'd suggest that if you do so by type, to limit it by doing something like having each type have one or two other types you can't bind at the same time as them. Thus you would be able to focus on any one type on its own, but as you started trying to add more types, the chance of having one invalidate another as an option would increase. Also, you forgot the deathless type.
    Quote Originally Posted by TravelLog View Post
    I think this is good. Here are a few example invalidations.
    Binding a Demon locks out the option of binding Celestials or Devils.
    Binding a Fey locks out the option of binding Elementals or Undead.
    Binding an Undead locks out the option of binding Fey or Animals.

    You might also consider pairs which strengthen one another's effects such as:
    If you bind both a Plant and an Animal, then __________ (bonus or boost of some kind).
    If you bind a Plant, an Animal, and a Magical-Beast, then ________ (larger boost, bonus, or gift of special attack/power/ability).
    You guys have hit the issue I've been struggling with most, and this seems to be the single biggest issue to contend with (unless you count the inner dread of statting out all the different binds /groan). I've always planned on putting in restrictions to what you can bind at the same time, but exactly how and what those restrictions should be has been tricky. I don't want to limit it too much, but at the same time I can't see binding something thats good and evil/lawful and chaotic at the same time. They'd plain kill each other along with the PC.

    The best idea I've come up with is this: The character can bind one Lawful/Chaotic, one Nuetrel, and one Good/Evil at the same time. This would be based on alignment of course, so a Chaotic Good PC (when high enough level to, obviously) could bind one Chaotic type, one Nuetrel type, and one Good type; as where a Lawful Evil PC could bind one Lawful Type, on Neutrel, and one Evil type. True Neutrel characters would be able to choose either or at the time of binding. The bindings would have to be typed for this to work though. Archons would be typed as lawful or good (or both) as where demons would be typed chaotic or evil, demons would be lawful or evil, elementals would be neutral, etc, etc.

    It's still completely open though. This class idea has so much potential to work with it feels like I'm trying to bring order to Limbo...

    I do like the suggestion of synergies, and if I can find a way to make it work I'll more then likely add it in.

    Edit: Also another thing I'm kinda stuck on is should I stick with doing it like I did the Demon Binder with binding specific creatures, or should I just do it by type and have a list of stuff you can choose from based on level?
    Last edited by Antonok; 2011-08-24 at 11:05 AM.
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    Default Re: Be anything you want! All at once! (3.X Base Class, Community Project, WIP)

    Another possibility, drawing from my own system I'm working on, is to have the bindings based on the Chakras introduced in Magic of Incarnum. It has built in limitations on what can be bound where, and already levels.
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    I dont think you should base it on the alignment of the character. Part of the RP allure of this class is allowing for the conflicting forces involved. An otherwise good person who is possessed by demons, for example. I think owrtho hit it dead on..
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    Default Re: Be anything you want! All at once! (3.X Base Class, Community Project, WIP)

    Quote Originally Posted by Domriso View Post
    Another possibility, drawing from my own system I'm working on, is to have the bindings based on the Chakras introduced in Magic of Incarnum. It has built in limitations on what can be bound where, and already levels.
    That sounds highly familiar... as in, suspiciously much like my Hemoscribe.


    EDIT: As in, the whole "binding to body locations" in combination with "taking on monster abilities" that this thread is about. I'm familiar with Incarnum, just so you know.
    Last edited by Morph Bark; 2011-08-24 at 12:07 PM.
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    Default Re: Be anything you want! All at once! (3.X Base Class, Community Project, WIP)

    Quote Originally Posted by Domriso View Post
    Another possibility, drawing from my own system I'm working on, is to have the bindings based on the Chakras introduced in Magic of Incarnum. It has built in limitations on what can be bound where, and already levels.
    I don't see this working too well. This class is based off binding energies to your soul rather then parts of your body (atleast how I imagine it anyhow).

    Quote Originally Posted by Jarrick View Post
    I dont think you should base it on the alignment of the character. Part of the RP allure of this class is allowing for the conflicting forces involved. An otherwise good person who is possessed by demons, for example. I think owrtho hit it dead on..
    Well, I did go ahead and draw up a list on the limitations subject earlier, mainly to see how it would look. Its as follows:

    Type - can't be bound with:
    Abberation - Ooze, Elemental
    Animal - Vermin
    Deathless - Undead, Demons, Devils
    Dragon - Magical Beast, Ooze
    Elemental - Fey, Plant
    Fey - Elemental, Plant
    Giant - None
    Magical Beast - Dragon, Vermin
    Ooze - Dragon
    Outsider:
    Celestial - Demons, Devils, Undead
    Demons - Celestials, Deathless, Devils
    Devils - Celestials, Deathless, Demons
    Plant - Elemental, Fey
    Undead - Deathless, Celestials
    Vermin - Animal

    Quote Originally Posted by Morph Bark View Post
    That sounds highly familiar... as in, suspiciously much like my Hemoscribe.
    EDIT: As in, the whole "binding to body locations" in combination with "taking on monster abilities" that this thread is about. I'm familiar with Incarnum, just so you know.
    Depends on how you look at it. Theres only so many ways to to do a MoI type binding system after all.

    On that note, I never intended to use a MoI system, This is more along the lines of binding the creational energies of the Cosmos to your own soul rather then to any part of your actual body. Its a much expanded version of the Demon Binder PrC I made a while back, which that was a rewrite of the Demonbinder PrC out of Drow of the Underdark.

    In short, the base idea might be similair (which happens alot), but the construction and flavor of the classes will be completely different.
    Last edited by Antonok; 2011-08-24 at 12:49 PM.
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    Default Re: Be anything you want! All at once! (3.X Base Class, Community Project, WIP)

    I have to admit that this does sound a lot like Incarnum. Especially totemists. It would be an interesting way to build the class, provided you and anyone who wanted to play the class were willing to take the time to learn incarnum and explain it to the DM. I can see it working either way.

    I still dont really care for the less mystical binds (animals, plants, abberations, oozes...) and the whole "Physically bound to your soul" thing. I think the system would work fine with undead (incorporeal mostly), deathless (all 4 of them), demons, devils, yugoloths, archons, eladrin, guardinals, fey, and elementals (In my Japanese setting, I'd allow anything with the spirit subtype, but that'd have to be its own sourcebook ).

    The less mystical things could work I guess. If you do include animals, it could be like invoking the primal spirit of the given animal and taking on its aspects as a result. Sounds very tribal that way, kinda native american or druidic. Plants maybe the same way for the same reasons. I just cant get behind abberations (ozodrin does it), dragons (dragonfire adept/dragon shaman does it), oozes (lolwhat?) and giants (Really?) for this class. Magical beasts maybe, but the totemist really has that one covered very very well.

    Another way to simplify this might be to split this into 3 main classes. One would focus on fey, animals, elementals, and plants (The Aspect), one would focus on Undead and fiends (The Possessed), and the last would focus on celestials and deathless (The Vessel). Simply limit access to what a given class has available to be bound to it. You could throw in class-specific feats to allow for a little flexibility, such as allowing an aspect focused on the unseelie fey court to bind demons instead of animals for instance.

    Edit: You could make a 4th class. Kind of a mad scientist who mutilates himself to emulate abberations and oozes, The problem there is that the binds would have to pretty much be permanent until he took the time surgically alter himself again.
    Last edited by Jarrick; 2011-08-24 at 07:11 PM.
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    Default Re: Be anything you want! All at once! (3.X Base Class, Community Project, WIP)

    Quote Originally Posted by Jarrick View Post
    ~Stuff~
    I think something along this line would be best for simplifications sake.

    With that decision made, I believe I'm going to make 3 or 4 different base classes, each of which would focus on a different aspect.
    For example, something like an Avatar of Nature base class that would only have access to Animal, Elemental, and Fey bindings; as where something like The Vessel would focus on Angels, Archons, and Deathless. The 3rd class would focus on Demons, Devils, and Undead. The 4th would be your basic generalist class, that wouldn't be as strong as the other 3 more focused classes but would allow more flexibility in choosing your own bindings.

    The PrC's would be open up alot of different paths and would give access to some of the more strange binds such as plants, giants, Jarrick's mad scientist (abberations and oozes), and the more 'specialized' routes such as focusing on Fey or whatnot.

    So, with that decision out of the way, I can actually start working on the classes. Hopefully (if procrastination doesn't get in the way), I'll have one or more of the classes up and ready for critique in a couple days.
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    Default Re: The Spiritualist in You: A Shamanistic Tale (3.X Supplement, WiP, PEACH Plz)

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