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  1. - Top - End - #511
    Barbarian in the Playground
     
    Gideon Falcon's Avatar

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    Default Re: The better man? There is no such thing [3.5 base class]

    So, it occurred to me, can the Arms of the outer planes weapon be stored in an actual sheath, in order to benefit from Quick Draw?
    It's a falcon. Wearing a Fedora. Your argument is irrelevant.
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  2. - Top - End - #512
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    Draken's Avatar

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    Default Re: The better man? There is no such thing [3.5 base class]

    Changelog:

    Innate List:
    Chameleonic - now grants the ability to hide even without cover or concealment once it has been purchased three times and hide in plain sight when it is taken four times.

    Elemental List:
    Elemental Breach - Now allows a fortitude save for half damage, but deals damage more consistently.

    Plant List:
    Grove - Elemental Dominion text expanded with examples of the potential of the ability. Special line added regarding evolutionists with Elemental Perfection and Grove.

    Outsider List
    Arms of the Outer Planes - wording change to allow the weapon to be kept on you without being held or poked once every ten rounds.
    Last edited by Draken; 2013-04-06 at 07:52 PM.
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  3. - Top - End - #513
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    AmberVael's Avatar

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    Default Re: The better man? There is no such thing [3.5 base class]

    Evolve Racial Potential
    Prerequisite: Appropriate race
    Ability Score: None
    Benefit: The evolutionist gains a racial feat as a bonus feat. A racial feat is a feat that has the evolutionist’s (original) race as a prerequisite. The evolutionist must also attend any other prerequisites the feat might have. This mutation cannot be used to take Mutator feats.
    Further Mutations: This mutation can be taken once per three mutator levels.
    How broad is this meant to be?
    It's pretty clear that it should work for anything with the [Racial] tag, or for race specific feats (Warforged, Shifter, Changeling, etc), but I'm less certain on other cases. What about feats that have the requirement of a certain template, such as Half-Dragon, Half-Celestial, and others? What about some of the feats from Races of the Dragon, which require the Dragonblooded subtype rather than a specific race? Or something like Aberration Blood, which requires you to be humanoid and have some aberration heritage?

    I feel like maybe this could be clarified a bit.

  4. - Top - End - #514
    Orc in the Playground
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Draken View Post
    One inherent flaw of the system, of course, is that an evo shooting for a tier 4 build will... Well. He will do whatever it is he is focused on doing, really, really well. Excessively well, indeed. A friend running a campaign threw us at an evolutionist dungeon* a few weeks ago, and included such jewels as a sentry who could simply not be stealthed past (deranged spot modifiers, not that we had any notable stealth capabilities anyway) and a social encounter that snorted at our sense motive attempts. The fights were pretty great and varied, however.

    *Monster girl dungeon, to be precise.
    I didn't know I was a friend. Also I deny any accusations levied here. It was a science dungeon.
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  5. - Top - End - #515
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by strawberryman View Post
    I didn't know I was a friend. Also I deny any accusations levied here. It was a science dungeon.
    You are one of those friends about whom you don't speak to your family or the rest of your friends.

    Quote Originally Posted by AmberVael View Post
    How broad is this meant to be?
    It's pretty clear that it should work for anything with the [Racial] tag, or for race specific feats (Warforged, Shifter, Changeling, etc), but I'm less certain on other cases. What about feats that have the requirement of a certain template, such as Half-Dragon, Half-Celestial, and others? What about some of the feats from Races of the Dragon, which require the Dragonblooded subtype rather than a specific race? Or something like Aberration Blood, which requires you to be humanoid and have some aberration heritage?

    I feel like maybe this could be clarified a bit.
    THIS.

    Is an issue with WotC being stupid. Technically all the feats you described (other than Aberration Blood) should have the racial tag. ERP allows you to take any of those feats you mentioned (besides Aberration Blood, that is). The feats that require the Dragonblood subtype also don't apply, by default, because they require a broad group (a subtype), not a specific race.
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  6. - Top - End - #516
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    BardGuy

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    Default Re: The better man? There is no such thing [3.5 base class]

    Is the mutation that gave any feat gone? Because it was a fine mutation. Especially now that Great Changer is gone. If you took it out because of its interaction with Great Changer, maybe you should put it back in.

  7. - Top - End - #517
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    Ridai's Avatar

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    Default Re: The better man? There is no such thing [3.5 base class]

    @Omnicrat: Look for Evolve Talent in the Basic Mutations section.

  8. - Top - End - #518
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    BardGuy

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    Default Re: The better man? There is no such thing [3.5 base class]

    Lol, dammit. I look through every mutation list several times before posting. Don't know how I missed it.

  9. - Top - End - #519
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    Default Re: The better man? There is no such thing [3.5 base class]

    Just some small notes:
    The Benefit and Further Mutations are redundant for Natural Armor except one scenario(if you take it at level 1). If you took it as often as you could, you would only end up with 2/3rds progression.

    Frightful Prescence's Further mutation increases the duration of paralysis, but caused Frightening, not Paralysis.

    Anything requiring "A natural weapon" isn't a real limit due to all evolutionists having an unarmed strike (similarly, "a bludgeoning natural attack" is also not an issue for the same reason).

    Minor Mutilate typo: "and ever tear..." should be "and even tear..."

    Spines Further Mutations is already stated in its Benefits, it doesn't need the first sentence(unless it's intended that each time you take it actually gives yo two more spines).

    Change Shape states that True Seeing spells and similar see the form with mutations as the evolutionist's true form, but doesn't outright state the form with mutations is their true form (which can interact oddly with "reverts to true form on death").

    Dimension Door doesn't give a minimum cooldown time. As a result, you can use it multiple times a round once one takes it five time (not sure if intentional or not).

    Elemental Lance doesn't give a limit on uses per round other than action cost, but a limit seems to be implied by its Further Mutations. How many times can an Evolutionist with +6/+1 who only took elemental lance once fire it?
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  10. - Top - End - #520
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    Draken's Avatar

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    Default Re: The better man? There is no such thing [3.5 base class]

    [QUOTE=Necroticplague;15052145]Just some small notes:
    The Benefit and Further Mutations are redundant for Natural Armor except one scenario(if you take it at level 1). If you took it as often as you could, you would only end up with 2/3rds progression.[quote]

    You know what, screw that line. One point of natural armor isn't going to break level 1. Line removed.

    Frightful Prescence's Further mutation increases the duration of paralysis, but caused Frightening, not Paralysis.
    Holdover from the fact that those things are usually refered to as "paralyzed in fright". Adressed.

    Anything requiring "A natural weapon" isn't a real limit due to all evolutionists having an unarmed strike (similarly, "a bludgeoning natural attack" is also not an issue for the same reason).
    I know. But changing that stuff would simply be too much effort. >_>

    I am quite positive that there are no instances that call for a bludgeoning natural attack, however. All of those explicitly demand Slams.

    Minor Mutilate typo: "and ever tear..." should be "and even tear..."
    Adressed.

    Spines Further Mutations is already stated in its Benefits, it doesn't need the first sentence(unless it's intended that each time you take it actually gives yo two more spines).
    Redundancy adressed.

    Change Shape states that True Seeing spells and similar see the form with mutations as the evolutionist's true form, but doesn't outright state the form with mutations is their true form (which can interact oddly with "reverts to true form on death").
    Adressed.

    Dimension Door doesn't give a minimum cooldown time. As a result, you can use it multiple times a round once one takes it five time (not sure if intentional or not).
    Adressed.

    Elemental Lance doesn't give a limit on uses per round other than action cost, but a limit seems to be implied by its Further Mutations. How many times can an Evolutionist with +6/+1 who only took elemental lance once fire it?
    Adressed.
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  11. - Top - End - #521
    Orc in the Playground
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    Default Re: The better man? There is no such thing [3.5 base class]

    How would this class work with the Biollurgist from the magitek thread?

  12. - Top - End - #522
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    Draken's Avatar

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    Default Re: The better man? There is no such thing [3.5 base class]

    There is pretty much no interaction between them whatsoever.

    I mean, other than SilverOuts, Gramarie is extremely self-contained, it doesn't really 'play' with anything else in the system as far as combos go.

    One option would be to grant mutations instead of xenoalchemical grafts to chassis, but that would require some work to make a good exchange rate between the two.
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  13. - Top - End - #523
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    Necroticplague's Avatar

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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Draken View Post
    There is pretty much no interaction between them whatsoever.

    I mean, other than SilverOuts, Gramarie is extremely self-contained, it doesn't really 'play' with anything else in the system as far as combos go.

    One option would be to grant mutations instead of xenoalchemical grafts to chassis, but that would require some work to make a good exchange rate between the two.
    Well, one could simply define the "graft level" of a mutation based on minimum minimum mutator level, and comparing it to the minimum level needed to take a graft, keeping any prerequisites. For example, Mutilate could be a second level graft based that can only be applied to something with a bite attack. You'd have to jury rig the graft slot, but most would be easy, especially since it's a valid option to have one of several for most things. Mutilate would obviously be a Head graft, in this case. Bash would be whatever limb the slam attack is connected to.Things that effect your totality, like Fast healing or Natural Invisibility are probably Body grafts. If you want to avoid actual evolutionists and gramarists gaining access to evolutions at the same rate (however indirectly), you could do the above, but increase the level by one. So Natural Armor would be second level, and no mutations would be level one mutations.
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  14. - Top - End - #524
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    Gideon Falcon's Avatar

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    Default Re: The better man? There is no such thing [3.5 base class]

    So, is Disciple of Thessala a type of things to come, then? Making prestige classes associated with iconic monsters? Because I very much like that idea.
    It's a falcon. Wearing a Fedora. Your argument is irrelevant.
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  15. - Top - End - #525
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    Draken's Avatar

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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Gideon Falcon View Post
    So, is Disciple of Thessala a type of things to come, then? Making prestige classes associated with iconic monsters? Because I very much like that idea.
    The Malshaper was the basis for that, actually. Being associated with the elder evil Ragnorra.

    Other than that, Selinia is working on a Tarrasque PrC, I have one based on the Spell Weaver in its final stages and one based on Mak Thuum Ngatha in the absolutely earliest stages.
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  16. - Top - End - #526
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    BardGuy

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    Default Re: The better man? There is no such thing [3.5 base class]

    Still working on those gramarie PrCs or have they fallen by the wayside?

  17. - Top - End - #527
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    Draken's Avatar

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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Omnicrat View Post
    Still working on those gramarie PrCs or have they fallen by the wayside?
    Fallen by the wayside. Specially after I noticed that the gramaria PrCs are not actually dual-progression PrCs, they just give bonuses on the side, from a fully gramarist base.

    Making a principle progression was just driving me nuts.
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  18. - Top - End - #528
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    Gideon Falcon's Avatar

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    Default Re: The better man? There is no such thing [3.5 base class]

    Here's a few new mutations you could use:

    Wing buffet
    Prerequisites: Wings (As from the flight taratamorphism or the Vestigial wings mutation)
    Benefit: You gain a pair of wing attacks as secondary natural weapons, dealing 1d4 damage plus half your strength modifier, which cannot be used while flying.
    Further mutations: You may gain this mutation only once. You may, however, use the Natural weapons mutation to increase the damage.

    Trip
    Prerequisites: natural weapon, mutator level 3.
    Benefit: when you successfully hit with the natural weapon you select when taking this mutation, you may immediately make a trip attempt without the need to make a touch attack, and you do not provoke attacks of opportunity or have a chance to be tripped back.
    It's a falcon. Wearing a Fedora. Your argument is irrelevant.
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  19. - Top - End - #529
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Gideon Falcon View Post
    Here's a few new mutations you could use:

    Wing buffet
    Prerequisites: Wings (As from the flight taratamorphism or the Vestigial wings mutation)
    Benefit: You gain a pair of wing attacks as secondary natural weapons, dealing 1d4 damage plus half your strength modifier, which cannot be used while flying.
    Further mutations: You may gain this mutation only once. You may, however, use the Natural weapons mutation to increase the damage.

    Trip
    Prerequisites: natural weapon, mutator level 3.
    Benefit: when you successfully hit with the natural weapon you select when taking this mutation, you may immediately make a trip attempt without the need to make a touch attack, and you do not provoke attacks of opportunity or have a chance to be tripped back.
    I will add somehting to these effects on the next update.
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  20. - Top - End - #530
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    Default Re: The better man? There is no such thing [3.5 base class]

    OK, this is going to be an attempt to make the "deathlessionist" real rather then a bit DM fiat.
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    Honored
    The Honored is a new subtype of deathless, a being not wholly deathless but not exactly alive either. Honored combine aspects of both deathless and living creatures, as detailed below.
    Features: A honored derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects. Traits: A honored possesses the following traits (unless otherwise noted in a creature’s entry).
    • Unlike other deathless, a honored has a Constitution score. A honored creature gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
    • Unlike other deathless, a honored does not have low-light vision or darkvision, by default.
    • Unlike other deathless, a honored is not immune to mind-influencing effects.
    • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
    • Unlike other deathless, honored are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
    • Honored can be affected by spells that target living creatures as well as by those that target deathless. They are healed by positive energy and harmed by negative energy as undead are.
    • A honored responds slightly differently from other living creatures when reduced to 0 hit points. A honored with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a honored is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert honored does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
    • Can be raised or resurrected.
    • Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
    • Does not need to sleep, but must rest for 8 hours before preparing spells.


    Deathless
    This list of mutations is available to all evolutionists of the Deathless type and those who take the Deathless Mutator feat.

    Teratomorphisms:
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    Teratomorph I
    • Holy Toughness: The evolutionist uses his charisma modifier to determine his hit points (instead of his constitution modifier if he has one).


    Teratomorph II
    • Venerable [Reduced] I: The evolutionist takes only half damage from piercing attacks.
    • Venerable [Preserved Flesh] I: The evolutionist takes only half damage from bludgeoning attacks.
    • Venerable [Strong Skin] I: The evolutionist takes only half damage from slashing attacks.


    Teratomorph III
    • Consume Life: Whenever the evolutionist inflicts ability penalties, damage, ability drain or negative levels with a supernatural, spell-like or psi-like ability, he heals 5 hit points for each point of penalty, damage, drain or negative level dealt. If he is at full health he gains the same amount of temporary hit points as he would have healed. These temporary hit points last for up to 1 hour.


    Teratomorph IV
    • Venerable [Reduced] II (Requires Venerable [Reduced] I): The evolutionist is immune to piercing damage.
    • Venerable [Preserved Flesh] II (Requires Venerable [Preserved Flesh] I): The evolutionist is immune to bludgeoning damage.
    • Venerable [Strong Skin] II (Requires Venerable [Strong Skin] I): The evolutionist is immune to slashing damage.


    Teratomorph V
    • Rejuvenation: The evolutionist knows he must preserver in the face of eternity. He may perform a ritual, taking eight hours, to bind his life force to a specific place or to an object, the evolutionist may only have one place or object affected by this ritual at any one time and is always aware of whether it is active or not. Whenever the evolutionist dies, he will reform after 1d6+4 days on the place or next to the object he has bound his life force to, suffering no penalties for this resurrection. This revival can be prevented, however. The ritual is broken if the place the evolutionist has bound his life force to is subjected to a Desecrate or Unhallow spell, or if the object he has bound his life force to is destroyed. Places and objects subject to this ritual exude an aura of necromancy with a caster level equal to the evolutionist’s mutator level.


    Teratomorph VI
    • Incorporeality: The evolutionist can, as a standard action, become incorporeal indefinitely (along with all of his carried equipment), or return to a corporeal state with a similar action. While incorporeal the evolutionist is weightless and may fly at his base land speed with perfect maneuverability, he may add his dexterity modifier to attack melee rolls, but has no effective strength score for the duration.


    Mutant Ascendancy: The evolutionist gains the option to ascend into an Deathless being, somewhat. This ascendancy has a few special interactions with other creature types.
    Deathless ascendants gain Darkvision with a range of 60 feet (or increase existing Darkvision by 60 feet), additionally, if the ascendant’s previous type was not undead or construct she gains the Unghastly subtype, if she had the construct type she retains it and gains the Posogolem subtype instead of changing types. Lastly, the evolutionist gains the following ability:
    • Deathless: The evolutionist gains a +2 bonus to fortitude and will saves. And may attempt to turn and destroy undead once every five turns, with an effective cleric level equal to his mutator level.

    As a final note, ascendancy cannot resurrect the Deathless. Should a Deathless creature elect to take an ascendancy for a creature type other than its own, it retains the Deathless type and gains the new type as an Augmented subtype, and does not gain the choice to lose that augmented subtype upon achieving mutant perfection, it still receives both the benefits of the chosen mutant ascendancy and mutant perfection.


    Mutant Perfection: There is a tiny fountain of light within each Deathless being that is linked ever so slightly to the endless cornucopia of the Positive Energy Plane, the evolutionist has opened that floodgate within his life-touched soul and externalized it wholly. The evolutionist generates a field with a radius of 20 feet that mimics the effects of the Minor Positive Dominant planar trait, in addition, the area immediately adjacent to the evolutionist carries the Major Positive Dominant planar trait, with a save DC against negative levels of 10 + ½ mutator level + Cha mod.
    The evolutionist can suppress this ability as a swift action.

    Mutations:
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    Consecration [Supernatural]
    Prerequisite: -
    Ability Score: None
    Benefit: The evolutionist produces an effect identical to the Consecrate spell, centered on him.
    Further Mutations: If this mutation is taken a second time, the evolutionist is treated as an altar to an holy power for the purposes of the consecrate effect. This mutation can be taken up to two times.

    Holy Grace [Supernatural]
    Prerequisite: +2 base bonus on the appropriate save.
    Ability Score: None
    Benefit: The evolutionist chooses one of his saves (Fortitude, Reflex or Will). He may add his charisma modifier as a bonus on that save.
    Further Mutations: Each time this mutation is taken, the evolutionist chooses a new save. This mutation can be taken up to three times.

    Turn Resistance [Extraordinaire]
    Prerequisite: -
    Ability Score: None
    Benefit: The evolutionist’s turn resistance increases by +2.
    Further Mutations: -


    So far, so good. Now the other mutations... and the main reason for a full conversion. All of these seem odd to do a flat flip on, so I am going to suggest changes, that will be listed after the original mutations.







    Odd mutations:
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    Create Spawn [Supernatural]
    Prerequisite: Mutator level 7, Desecration, Energy Drain or Debilitate
    Ability Score: None
    Benefit: Creatures the evolutionist kills that are afflicted by ability penalty or negative levels inflicted by him with supernatural abilities are raised as zombies or skeletons one minute later. The evolutionist can control up to his mutator level in undead HD.

    Further Mutations: Each time this mutation is taken after the first, the limit of controlled undead HD increases by the evolutionist’s mutator level. This mutation can be taken once per four mutator levels.
    Special: This mutation counts as a necromancy spell for the purposes of feats and abilities that alter such effects.

    Energy Drain [Supernatural]
    Prerequisite: Negaton Touch, Mutator level 6
    Ability Score: Charisma
    Benefit: As a standard action that requires a touch attack, or whenever he wins a grapple check, the evolutionist may inflict one negative level to a victim. When he deals a negative level, the evolutionist may opt to also inflict the damage of his Negaton Touch on the victim.
    Negative levels inflicted with this mutation last for up to one hour per mutator level, so it only risks becoming permanent level loss at epic levels.
    Further Mutations: This mutation can be taken once per ten mutator levels, each time it is taken, the number of negative levels inflicted increases by 1. Negaton touch damage can be inflicted separately with each negative level applied.

    Debilitate [Supernatural]
    Prerequisite: Negaton Touch, Mutator level 4.
    Ability Score: None
    Benefit: The evolutionist’s negaton touch attacks inflict a penalty to his target’s ability scores. He must chose which ability score this mutation affects upon selecting it, and inflicts 1d3 point of ability penalty for one minute on a successful attack. Ability penalties to the same score do not stack, only the highest one applies and the duration is set by the last appication. This ability is considered a negative energy effect.
    Further Mutations: The evolutionist can chose to penalize additional ability scores when taking this mutation further or he can increase the penalty dealt by one (to 1d3+1, 1d3+2, etc). This mutation can be taken once per three mutator levels.

    Negaton Shield [Extraordinaire]
    Prerequisite: -
    Ability Score: None.
    Benefit: The evolutionist gains resistance 5 to positive energy and to negative energy. This resistance does not interfere with healing granted by either of those energies, only damage.
    Further Mutations: -

    Negaton Blast [Supernatural]
    Prerequisite: Negaton Shield, Mutator level 2.
    Ability Score: None
    Benefit: The evolutionist can deliver a blast of negative energy as a ranged touch attack against an enemy within 60 feet. This blast deals 1d4 damage per two mutator levels. Firing a negaton blast is a standard action.
    Further Mutations: Each instance of this mutation after the first can either increase the range of the negaton blast by 20 feet or increase the damage die by one step, to a maximum of 1d8 damage per two mutator levels. If this mutation is taken at least four times, the Negaton Blast can be used as an attack action instead of a standard action, and up to one blast can be fired for each time this mutation was taken. This mutation can be taken once per three mutator levels.

    Negaton Infusion [Supernatural]
    Prerequisite: Negaton Touch applied to claw or slam attack (or any other natural attack that can be used to wield a weapon).
    Ability Score: None
    Benefit: The evolutionist may choose one natural weapon he has applied negaton touch to. Any manufactured weapon he wields in place of that natural weapon receives the benefits of negaton touch.
    Further Mutations: Each time this mutation is taken, the evolutionist must apply it to a different natural weapon.

    Negaton Touch [Supernatural]
    Prerequisite: Negaton Shield, any one natural weapon.
    Ability Score: None
    Benefit: The evolutionist chooses one natural weapon he has, that natural weapon deals additional negative energy damage equal to 1d6 + half his mutator level. In addition, the evolutionist can, instead of making a normal attack, make a touch attack with the any limb that received negaton touch, dealing only the damage from negaton touch if he does this. Touch attacks made with this mutation are considered attacks made with the natural weapon that received it.
    This ability can be deactivated or activated as a free action at any time.
    Further Mutations: Each time this mutation is taken the evolutionist can either increase the damage of his negaton touch by 1d6 or add the damage to another natural weapon. This mutation can be taken once per three mutator levels.

    Gloom [Supernatural]
    Prerequisite: -
    Ability Score: None.
    Benefit: The evolutionist projects a radius of shadowy illumination with a radius of 10 feet centered on him, similar to the Darkness spell. If the radius of this ability overlaps with that of a light spell or effect, the one with the lowest effective spell level is suppressed (but not dispelled), the effective spell level of this ability is equal to the number of times the mutation is taken.
    This ability can be suppressed or activated as a swift action.
    Further Mutations: Each time this mutation is taken after the first, the radius of the effect increases by 10 feet. If this mutation is taken at least four times, the evolutionist may chose to emit complete darkness instead of shadowy illumination. If this mutation is taken at least seven times, the evolutionist may chose to emit a thick, inky darkness that obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target), the evolutionist himself may still treat this as if it were complete darkness. This mutation can be taken once per two mutator levels.


    Suggested replacements:
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    Glow [Supernatural]
    Prerequisite: -
    Ability Score: None.
    Benefit: The evolutionist projects a radius of dim illumination with a radius of 10 feet centered on him, similar to the Light spell. If the radius of this ability overlaps with that of a darkness spell or effect, the one with the lowest effective spell level is suppressed (but not dispelled), the effective spell level of this ability is equal to the number of times the mutation is taken.
    This ability can be suppressed or activated as a swift action.
    Further Mutations: Each time this mutation is taken after the first, the radius of the effect increases by 10 feet. If this mutation is taken at least four times, the evolutionist may chose to emit Bright light instead of dim light. If this mutation is taken at least seven times, the evolutionist may chose to emit a impossibly bright light. All creatures are effectively blinded by it as long as they stay within 5ft of the light source. The bright light also makes it hard to see into, giving creatures total concealment(attacks have a 50% miss chance) if they are within 5ft of the light source, and concealment (attacks have a 20% miss chance) if they are within 20ft of the light source. the evolutionist himself may still treat this as if it were bright light. This mutation can be taken once per two mutator levels.

    Positon Shield [Extraordinaire]
    Prerequisite: -
    Ability Score: None.
    Benefit: The evolutionist gains resistance 5 to positive energy and to negative energy. This resistance does not interfere with healing granted by either of those energies, only damage.
    Further Mutations: -

    Positon Blast [Supernatural]
    Prerequisite: Positon Shield, Mutator level 2.
    Ability Score: None
    Benefit: The evolutionist can deliver a blast of divine energy as a ranged touch attack against an enemy within 60 feet. This blast deals 1d4 damage per two mutator levels. Firing a positon blast is a standard action.
    Further Mutations: Each instance of this mutation after the first can either increase the range of the positon blast by 20 feet or increase the damage die by one step, to a maximum of 1d8 damage per two mutator levels. If this mutation is taken at least four times, the Positon Blast can be used as an attack action instead of a standard action, and up to one blast can be fired for each time this mutation was taken. This mutation can be taken once per three mutator levels.

    Positon Smite [Supernatural]
    Prerequisite: Positon Shield, any one natural weapon.
    Ability Score: None
    Benefit:chooses one natural weapon he has, that natural weapon deals additional divine energy damage equal to 1d4 + half his mutator level. In addition, the evolutionist can, instead of making a normal attack, make a touch attack with the any limb that received positon smite, dealing only the damage from positon smite if he does this. Touch attacks made with this mutation are considered attacks made with the natural weapon that received it.
    This ability can be deactivated or activated as a free action at any time.
    Further Mutations: Each time this mutation is taken the evolutionist can either increase the damage of his positon smite by 1d4 or add the damage to another natural weapon. This mutation can be taken once per three mutator levels.

    Positon Infusion [Supernatural]
    Prerequisite: Positon smite applied to claw or slam attack (or any other natural attack that can be used to wield a weapon).
    Ability Score: None
    Benefit: The evolutionist may choose one natural weapon he has applied Positon smite to. Any manufactured weapon he wields in place of that natural weapon receives the benefits of positon smite.
    Further Mutations: Each time this mutation is taken, the evolutionist must apply it to a different natural weapon.

    Positon Touch [Supernatural]
    Prerequisite: Negaton Shield.
    Ability Score: None
    Benefit: The evolutionist gains a pool of positive energy equal his 2 x mutator level x his charisma modifier. He can spend any amount of these points as part of a touch attack, unarmed strike, or natural weapon attack to "deal" that many points of positive energy damage. The points may also be spent to fuel other mutations. The pool refills every 24 hours, at a time specified when the mutation is first taken.
    Further Mutations: Each additional time this mutation is taken, the multiplier 2x multiplier on the positive energy pool increase by 2. If you have taken this mutation at least twice, you can heal conditions in addition to damage by using additional positive energy. You can cure 1 point of ability damage, remove the dazed, fatigued, or sickened condition from one individual by spending 5 additional points of positive energy. You can cure the exhausted, nauseated, poisoned, or stunned condition from one individual by spending 10 additional points of positive energy. You can cure a negative level, the blinded, deafened, or diseased condition from one individual by spending 20 additional points of positive energy. This mutation can be taken once per four levels.

    [/SPOILER]

    All I really couldn't convert was the create spawn mutation... which feels wrong for a deathless. also, I made positon touch into a lay on hands like... but with greater staying power. The dedicated eventually get touch of vitality grade healing. I made the damage mutations into devine damage, and reduced damage to compensate.
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  21. - Top - End - #531
    Orc in the Playground
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    Default Re: The better man? There is no such thing [3.5 base class]

    The Deathlessionist seems really cool!

  22. - Top - End - #532
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    Default Re: The better man? There is no such thing [3.5 base class]

    The Deathless mutations seems objectively better than the Undead ones from a purely optimizational standpoint due to both not using direct positive energy (instead using divine, that's just wording to fix) and also negative energy immunity being super common in comparison to damage immunity from positive energy (which usually heals).
    If you see me talking about Shaper Psions, assume that anything not poison immune within 100 feet will be dead.
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    I was going to PM you about it because I wanted to know, but then you posted it later. Elegant solution. Watch out for Necropolitans.
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Mithril Leaf View Post
    The Deathless mutations seems objectively better than the Undead ones from a purely optimizational standpoint due to both not using direct positive energy (instead using divine, that's just wording to fix) and also negative energy immunity being super common in comparison to damage immunity from positive energy (which usually heals).
    I agree with this statement, it does seem a bit more powerful
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by bobthe6th View Post
    All I really couldn't convert was the create spawn mutation... which feels wrong for a deathless.
    Perhaps an ability that allows you to convert a creature away from evil instead of killing them? That would be a logical good version of create spawn, but could be considered strange.

    I also have to agree with Mithril Leaf, and inuyasha, that the damage is harder to prevent than negative energy damage. Personally I do not think it is as big a problem as the element damage techniques have a way of bypassing resistance. However it does make the powers of justice a better choice than the powers of evil from an optimization standpoint.

    Even so I think you did a great job, and I particularly like Positon Touch.

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    Default Re: The better man? There is no such thing [3.5 base class]

    I did drop the damage to 1d4... and it is only +1/2 ML. I could almost see droping it to +1/3 ML damage, but that seems low.

    As far as straight power, it lacks the massive debuffs that undead has. Ability damage and energy drain are pretty nasty. It is good for touch of vitality... but that is just healing. I figured making them healing focused fit the flavor.
    Avatar by Szilard, thank you sir for the fine work!

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  26. - Top - End - #536
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by bobthe6th View Post
    I did drop the damage to 1d4... and it is only +1/2 ML. I could almost see droping it to +1/3 ML damage, but that seems low.

    As far as straight power, it lacks the massive debuffs that undead has. Ability damage and energy drain are pretty nasty. It is good for touch of vitality... but that is just healing. I figured making them healing focused fit the flavor.
    Only for Smite. Four levels of positron blast has you doing a full attack routine with each attack replaced by a 1/2 ML d8 of nearly irresistible damage.
    If you see me talking about Shaper Psions, assume that anything not poison immune within 100 feet will be dead.
    Quote Originally Posted by kardar233 View Post
    I was going to PM you about it because I wanted to know, but then you posted it later. Elegant solution. Watch out for Necropolitans.
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by Mithril Leaf View Post
    Only for Smite. Four levels of positron blast has you doing a full attack routine with each attack replaced by a 1/2 ML d8 of nearly irresistible damage.
    I lowered it for both, I just left the higher cap. By level 12, after investing a feat and a mutation tax(shield), it can hit that sort of damage. I guess the cap could be dropped to d6, but that feels very low.
    Avatar by Szilard, thank you sir for the fine work!

    my home brew. you should PEACH them...
    Telekineticist
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    Default Re: The better man? There is no such thing [3.5 base class]

    this may sound weird...but could someone do a slenderman build with this class?
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    Default Re: The better man? There is no such thing [3.5 base class]

    Just read up on Living Creation. Love it for the build I am planning on. The small addition of it to living fortress does not specify how many may be in the grove. I believe it would be just up to your normal limit or that times two.

    Curious to see if that was on purpose or not.

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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by bobthe6th View Post
    I lowered it for both, I just left the higher cap. By level 12, after investing a feat and a mutation tax(shield), it can hit that sort of damage. I guess the cap could be dropped to d6, but that feels very low.
    Oh, I'm not saying that's a bad thing, but rather that 3 or 4 attacks at 6d8 of irresistible damage is many times better than 3 or 4 attacks at 6d8 of easily resistible damage.
    If you see me talking about Shaper Psions, assume that anything not poison immune within 100 feet will be dead.
    Quote Originally Posted by kardar233 View Post
    I was going to PM you about it because I wanted to know, but then you posted it later. Elegant solution. Watch out for Necropolitans.
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