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2014-02-01, 01:53 AM (ISO 8601)
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Re: The better man? There is no such thing [3.5 base class]
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2014-02-01, 02:07 AM (ISO 8601)
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2014-02-01, 02:17 AM (ISO 8601)
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Re: The better man? There is no such thing [3.5 base class]
Last edited by Milo v3; 2014-02-01 at 02:19 AM.
Spoiler: Old Avatar by Aruiushttp://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png
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2014-02-01, 10:14 AM (ISO 8601)
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Re: The better man? There is no such thing [3.5 base class]
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2014-02-01, 07:24 PM (ISO 8601)
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- Aug 2012
Re: The better man? There is no such thing [3.5 base class]
The new capstone should probably give Mutant Perfection too.
It WAS giving the power of a god before, after all.
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2014-02-01, 09:38 PM (ISO 8601)
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- Aug 2012
Re: The better man? There is no such thing [3.5 base class]
A few more things about that class...
SLAs and PLAs are not a lot worse than other grafts. For example, At-will prestidigitation is a 5th level graft. So is 39 SR. Now, I'm not sure 20 SLAs is the way to go, but I think more than one. Maybe 10? PLAs and SLAs only get half the mutations per level?
Augmented Grafts is A LOT better than I think you think it is. At 17th level, in a single slot one could have... A 6th level SLA, At-will Detect magic that requires only a single round of concentration, Detonate Spell with a radius of 15 feet and d8 damage, and disrupt magic. Or 39 SR, Spell Absorption (34 hp healed per spell level resisted), 9 instances of Spell Reversal and 9 instances of Arcane Container. That last one is 40 mutations. In one graft slot.
You may apply these selected teratomorphisms as grafts as if they were mutations, with their teratomorph level equaling their graft level. Graft teratormorphism do not count when determining how many teratormorphism's the creature has. For the purpose of these grafts, you are counted as having as many teratomorphisms an evolutionist of half your Hit Dice would have.
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2014-02-01, 09:55 PM (ISO 8601)
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- Apr 2007
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Re: The better man? There is no such thing [3.5 base class]
So, I see there are 29 pages ahead of me and maybe this has already been covered.
But have you considered giving the Giant (Ascendancy or Perfection) the Rock Throwing ability?I just published my first novella, Lúnasa Days, a modern fantasy with a subtle, uncertain magic.
You can grab it on Kindle or paperback.
Proud to GM two Warhammer Adventures:
Plays as Ulrich, Student of Law
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2014-02-01, 10:04 PM (ISO 8601)
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- Aug 2010
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- Australia
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Re: The better man? There is no such thing [3.5 base class]
Even so, it would be making it so you can give anyone the 20th level capstone of the evolutionist. I don't think you should give out capstones like that.
Sounds reasonable.
Augmented Grafts is A LOT better than I think you think it is. At 17th level, in a single slot one could have... A 6th level SLA, At-will Detect magic that requires only a single round of concentration, Detonate Spell with a radius of 15 feet and d8 damage, and disrupt magic. Or 39 SR, Spell Absorption (34 hp healed per spell level resisted), 9 instances of Spell Reversal and 9 instances of Arcane Container. That last one is 40 mutations. In one graft slot.
Don't fully understand how the last part of this works. You realize that keeps you off of 6th tier teratomorphs forever? Maybe if you made them count as mutations of the level they become available instead of graft level? That does give the oddity of both 3rd and 2nd tier teratomorphs being 2nd level grafts, but I think that could work.Last edited by Milo v3; 2014-02-01 at 10:16 PM.
Spoiler: Old Avatar by Aruiushttp://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png
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2014-02-01, 10:35 PM (ISO 8601)
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- May 2007
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- The Southern Wildlands
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Re: The better man? There is no such thing [3.5 base class]
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2014-02-08, 09:48 AM (ISO 8601)
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- May 2013
Re: The better man? There is no such thing [3.5 base class]
I had an interesting idea for an Evolutionist Anomaly.
It's a wizard. You load up on SLA's with your chimerisms, and then select the set you want to go with, instead of preparing spells.
I wonder what tier that would be? It has both wizard and druid spells, but only up to sixth level spells. It has A Lot of them, though.
Tier 3, mayhaps? Given that the adept falls here, that's probably safe.
I might run one the next time I want to run a wizard in a tier 3 tops game.Last edited by The Dragon; 2014-02-08 at 09:48 AM.
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2014-02-08, 10:25 AM (ISO 8601)
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- May 2007
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Re: The better man? There is no such thing [3.5 base class]
Do note that even with the different sets, you are limited to taking the mutation 20 times (before epic). So you can have a total of 20 spells known, maxing out at level 6 as described.
I am putting the finishing touches on a PrC that does what you want, most likely a potent spell-like ability caster.
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2014-02-09, 03:16 AM (ISO 8601)
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Re: The better man? There is no such thing [3.5 base class]
Hey Draken, what about a mutation line that gives you above average ability damage healing, with a scaling factor depending on times taken. Seems like something that would fit nicely as a follow up/add on to the fast healing line.
If you see me talking about Shaper Psions, assume that anything not poison immune within 100 feet will be dead.
My Homebrew Signature such as it is.
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2014-02-09, 11:13 AM (ISO 8601)
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Re: The better man? There is no such thing [3.5 base class]
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2014-02-09, 04:01 PM (ISO 8601)
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- Jan 2012
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Re: The better man? There is no such thing [3.5 base class]
Last edited by Mithril Leaf; 2014-02-09 at 04:10 PM.
If you see me talking about Shaper Psions, assume that anything not poison immune within 100 feet will be dead.
My Homebrew Signature such as it is.
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2014-02-10, 12:17 AM (ISO 8601)
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- May 2007
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Re: The better man? There is no such thing [3.5 base class]
Last edited by Draken; 2014-02-10 at 12:17 AM.
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2014-02-10, 02:53 AM (ISO 8601)
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- Oct 2008
Re: The better man? There is no such thing [3.5 base class]
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2014-02-10, 11:39 AM (ISO 8601)
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- May 2013
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2014-02-13, 09:24 AM (ISO 8601)
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Re: The better man? There is no such thing [3.5 base class]
If you see me talking about Shaper Psions, assume that anything not poison immune within 100 feet will be dead.
My Homebrew Signature such as it is.
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2014-02-15, 07:32 PM (ISO 8601)
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- May 2007
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Re: The better man? There is no such thing [3.5 base class]
Spell Weaver
"The real secret of magic lies in the performance."
The spell weavers are some of the most unusual and intriguing creatures in the multiverse. Rare and careful with their secrets, they turn the manifold arcana at their numerous fingertips against any who unexpectedly intrude into their affairs.
But where strange power is to be found, always there will be those who seek it out for themselves, and since the first time a spell weaver was discovered by those who shape the essence of the self, there have been those who call themselves Spell Weavers.
Prerequisites:
Skills: Knowledge (Arcana) 11 ranks, Spellcraft 11 ranks.
Spell-Like Abilities: Caster level 5°, must have at least four spell-like abilities.
Special: Must have four or more arms.
HD: d6
Class Skills (2 + Int Modifier): The spell weaver can chose the class skills of any one of his base classes to be his class skills for this class, this choice cannot be changed.Level BAB Fort Ref Will Class features 1 +0 +0 +0 +0 Mutations, Spell Weaving (2), Bonus spell-like abilities 2 +1 +0 +0 +0 Mutations, Innate Metamagic, Heighten Spell, Bonus Feat 3 +1 +1 +1 +1 Mutations 4 +2 +1 +1 +1 Mutations, Spell Weaving (3) 5 +2 +1 +1 +1 Mutations, Bonus Feat 6 +3 +2 +2 +2 Mutations 7 +3 +2 +2 +2 Great Arcana, Mutations, Spell Weaving (4) 8 +4 +2 +2 +2 Mutations, Bonus Feat 9 +4 +3 +3 +3 Mutations 10 +5 +3 +3 +3 Eldritch Ascendant, Greater Arcana, Mutations, Spell Weaving (5)
Proficiencies: The spell weaver gains no additional proficiencies with weapons or armor.
Mutations: A spell weaver gains three mutations per class level. They gain one additional mutation at levels 3, 6 and 9.
Bonus Spell-like Abilities: A spell weaver gains one additional spell-like ability of each level he is able to acquire through mutations. These additional spell-like abilities follow all the same rules as the spell-like ability mutation but do not count against the mutation’s cap. Whenever the spell weaver gains a new mutator level, he may exchange any of his bonus spell-like abilities should he desire to.
Spell Weaving (Sp): The spell weaver is capable of delivering a cascade of magical powers in the span of a few seconds. As a full round action, the spell weaver may cast two of his spell-like abilities whose cast times are one round or less, this increases to three spell-like abilities at 4th level, 4 spell-like abilities at 7th level and five spell-like abilities at 10th level.
Spell weaving is complex, however, and to cast multiple spell-like abilities with it, the spell weaver requires the use of multiple arms, the number of arms needed to cast the spell-like abilities involved in the spell weaving is equal to the sum of the levels of the spell-like abilities involved. So a spell weaver wishing to cast four first level spells or two second level spells would require four arms, a spell-weaver wishing to cast three third level spells would require nine arms, and a spell-weaver wishing to cast four fourth level spells would require sixteen arms. All spells cast as part of this ability are resolved separately.
Innate Metamagic (Ex): At 2nd level, the spell weaver gains the ability to alter his spell-like abilities as he weaves them. He may apply metamagic feats to his spell-like abilities when spell-weaving, modifying the spell level as appropriate to the metamagic feats used.
Heighten Spell: At 2nd level, the spell weaver gains Heighten Spell as a bonus feat.
Bonus Feats: At 2nd, 5th and 8th levels, the spell weaver gains a bonus feat. This must be a metamagic or item creation feat he qualifies for.
Great Arcana: Starting at 7th level the spell weaver may use the spell-like ability mutation to acquire 7th level spells as spell-like abilities. Spell-like abilities of this level can be used three times per day, at mutator level 19 they can be used four times per day.
Greater Arcana: Starting at 10th level the spell weaver may use the spell-like ability mutation to acquire 8th level spells as spell-like abilities. Spell-like abilities of this level can be used three times per day.
Eldritch Ascendant (Ex): Hail the spell weaver, whose unity with and dominion of his innate arcana is beyond question. At 10th level, the spell weaver may pick an ascendancy from the list bellow, changing his creature type to the matching ascendancy's and receiving a special bonus according to the choice. The humanoid ascendancy is only open to creatures that already belong to that type. The evolutionist gains the augmented subtype pertaining to his old type.
No matter the choice made, the spell weaver also gains a +2 bonus to the caster level and save DCs of all his spell-like abilities.
If the spell weaver has the Mutant Ascendancy class feature, this ability instantly defaults to the choice made when that class feature was gained. Similarly, if he gains that class feature after this one, it defaults to the choice made on this ability.
Spoiler- Aberration: The spell weaver may treat tentacles as arms for the purposes of Spell Weaving.
- Ancient (requires access to Ancient Mutations): The spell weaver can force a creature targeted by one of his spell-like abilities to make an additional save of his choice, this can be a fortitude save, a reflex save or a will save. A creature that fails the fortitude save is sickened for one minute, a creature that fails the reflex save is entangled for one minute, a creature that fails the will save is shaken for one minute. A creature that fails one of these saves while already under any of these effects (even those caused by this ability) suffers further, becoming nauseated (if sickened), paralyzed (if entangled) or frightened (if shaken). A creature can only be forced to save against this ability once per turn, no matter how many spells are targeted at it.
- Construct (requires access to Construct Mutations): All spell-like abilities with a duration of at least 1 round/caster level cast by the spell weaver on himself and on objects have their duration increased to permanent, as if by the Permanency spell. The spell weaver may end the effects of any spells affected by this ability as a free action. The spell weaver also gains the Living Construct subtype.
- Dragon: The spell weaver may treat the spell level modifier of all his metamagic feats as one lower (to a minimum of zero) when applying these metamagic effects to his spell-like abilities through Spell Weaving.
- Elemental (requires access to Elemental Mutations): The spell weaver may reduce the effective spell level of any spell-like abilities with an elemental descriptor matching his subtypes by one when Spell Weaving, to a minimum spell level of zero for any given spell, this does not affect the save DC of the spell-like ability. If he has no elemental subtypes, he gains one of his choice.
- Fey: Whenever the spell weaver uses a spell-like ability of the illusion or enchantment schools, he may apply the Extend Spell and Enlarge Spell metamagic feats to it, even if he lacks these feats. This does not change the spell level of the spell-like ability.
- Giant: Whenever the spell weaver deals damage with a spell-like ability, he may attempt to bull rush, grapple or trip the targets as if he had made a normal melee attack. If he chooses to attempt a bull rush, he does not need to move alongside the target in order to push it. If he chooses to grapple the target, he is not considered grappled himself, but cannot attempt to pin the target. The spell weaver may use his caster level in place of his base attack bonus when appropriate if it is higher, and receives a bonus on relevant checks equal to the level of the spell-like ability used to trigger this effect.
- Humanoid: Whenever the spell weaver casts a single target spell with a range other than touch or personal, he may chose to have it target up to a number of creatures within range equal to his mutator level.
- Magical Beast: The spell weaver may retain the benefits of his mutations and teratomorphisms whenever he assumes an alternate form with a polymorph effect.
- Monstrous Humanoid: The spell weaver may cast a spell-like ability with a cast time of one round or less as an immediate action. Once this ability is used, it cannot be used again for a number of rounds equal to the level of the spell-like ability used.
- Outsider (requires access to Outsider Mutations): The spell weaver may chose one domain of his choice, gaining that domain’s granted power and receiving all of its spells as spell-like abilities of the appropriate level and matching daily uses. The domain’s 9th level spell can be used once per day.
- Plant (requires access to Plant Mutations): The spell weaver may treat any spell-like ability he has that was drawn from the druid spell list as a supernatural ability. As a supernatural ability, the spell is not subject to spell resistance, does not provoke an attack of opportunity and cannot be dispelled, it can still be used alongside Spell Weaving normally.
- Undead (requires access to Undead Mutations): Whenever the spell weaver uses a spell-like ability of the necromancy school, he may apply the Empower Spell and Reach Spell metamagic feats to these spell-like abilities, even if he lacks these feats. This does not change the spell level of the spell-like ability. The Spell Weaver also gains the Ghastly subtype.
Last edited by Draken; 2020-11-20 at 10:33 AM.
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2014-02-18, 10:53 PM (ISO 8601)
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- Jan 2012
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Re: The better man? There is no such thing [3.5 base class]
Few questions:
How exactly does applying metamagic to your spell like abilities work? I get you have to be spellweaving, but what's the process?
The Plant Eldritch Ascendant gives you (Su) abilities, this means they ignore XP components, yes?
The construct permanency at least 1 round/level is clearly intended to block off the obvious wraithstrike abuse and the like, it currently also blocks off any spells at all with a fixed duration, is this intended? If not, perhaps make it so that it's any spell with a base duration of at least 10 rounds?
Finally, one things I noticed was that all of the special Ascendancies require the feat itself, so you wouldn't be able to take them if you get the list from being that type natively.If you see me talking about Shaper Psions, assume that anything not poison immune within 100 feet will be dead.
My Homebrew Signature such as it is.
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2014-02-18, 11:58 PM (ISO 8601)
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- May 2007
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- The Southern Wildlands
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Re: The better man? There is no such thing [3.5 base class]
Essentially, when you use Spell Weaving you can chose to cast the spell-like abilities modified by the metamagic feats you want (and have), and the modified spell-like ability requires a number of arms equal to its modified level.
So, a Scorching Ray takes 2 arms. An Empowered Scorching Ray takes four arms.
The Plant Eldritch Ascendant gives you (Su) abilities, this means they ignore XP components, yes?
The construct permanency at least 1 round/level is clearly intended to block off the obvious wraithstrike abuse and the like, it currently also blocks off any spells at all with a fixed duration, is this intended? If not, perhaps make it so that it's any spell with a base duration of at least 10 rounds?
Finally, one things I noticed was that all of the special Ascendancies require the feat itself, so you wouldn't be able to take them if you get the list from being that type natively.
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2014-02-19, 03:20 PM (ISO 8601)
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- Jan 2012
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Re: The better man? There is no such thing [3.5 base class]
Alright, that seemed like how it was meant to work, what was written seemed a touch ambiguous to me is all.
Hmm, I was mistaken in thinking it was inherent that (Su) abilities that they have no components. Quite alright then.
Fair meaning? Clarification that it's only scaling would be nice if that's desired.If you see me talking about Shaper Psions, assume that anything not poison immune within 100 feet will be dead.
My Homebrew Signature such as it is.
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2014-02-19, 05:36 PM (ISO 8601)
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- May 2007
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- The Southern Wildlands
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Re: The better man? There is no such thing [3.5 base class]
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2014-02-21, 10:55 PM (ISO 8601)
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- Jan 2012
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Re: The better man? There is no such thing [3.5 base class]
So I'm thinking of a VoP style thing for evolutionists (and anyone who really wants mutations) that would basically end up being something along the lines of:
2 mutations per level bonus
1 mutator level per 2 levels bonus
In exchange for you giving up having any real items. Might need to be changed, but how do you feel about those numbers Draken?If you see me talking about Shaper Psions, assume that anything not poison immune within 100 feet will be dead.
My Homebrew Signature such as it is.
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2014-02-22, 07:27 AM (ISO 8601)
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- May 2007
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- The Southern Wildlands
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Re: The better man? There is no such thing [3.5 base class]
It faces the trouble that, like the actual VoP, a number of generally important features become unavailable, since they are tied to teratomorphisms and the spell-like abilities that grant them will be delayed or pushed out of progression by the reduced mutator level.
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2014-02-22, 01:36 PM (ISO 8601)
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- Aug 2012
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2014-02-22, 01:46 PM (ISO 8601)
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- May 2007
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- The Southern Wildlands
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Re: The better man? There is no such thing [3.5 base class]
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2014-02-22, 09:07 PM (ISO 8601)
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- Jan 2012
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Re: The better man? There is no such thing [3.5 base class]
If you see me talking about Shaper Psions, assume that anything not poison immune within 100 feet will be dead.
My Homebrew Signature such as it is.
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2014-02-22, 10:33 PM (ISO 8601)
- Join Date
- Jan 2013
Re: The better man? There is no such thing [3.5 base class]
Last edited by thethird; 2014-02-22 at 10:34 PM.
Thanks a lot Gengy for the awesome... just a sec... avatar. :)
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2014-02-22, 10:49 PM (ISO 8601)
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- May 2007
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- The Southern Wildlands
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Re: The better man? There is no such thing [3.5 base class]
I'm gonna say no to increased mutator level.
Budding Creation/Expanded Creation serve a very different purpose from Resin/Resin Artisan. One provides instant stuff. The other provides permanent stuff.
And a resin-looking grove would probably be so due to the evolutionist's aesthetical alterations by spiting resin all over, not from grove special powers.