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  1. - Top - End - #151
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    Default Re: The better man? There is no such thing [3.5 base class]

    Another PrC: Draken-approved and here to serve those of you patient enough to horribly cripple your foes before killing them!

    The Venomancer
    "You are already dead."
    -Kenshiro, Venomancer

    Not all deaths are quick, or clean. Most evolutionists care little for that fact, growing in power and trusting their own might to see them through. Venomancers, however, embrace the messy truth. Not content to strengthen themselves, they wield powers to weaken and cripple their foes as well. They are the patient shadow and the whisper of death, and by the time you feel the aching chills of their toxins it is already far too late.

    Prerequisites:
    Feat: Ability Focus (Poison)
    Skills: Craft (Poisonmaking) 13 ranks, Heal 10 ranks
    Special: Must possess 4 iterations of the poison mutation, and 2 iterations of the disease mutation


    HD: d6
    {table=head]Level | BAB | Fort | Ref | Will | Special
    1 | +0 | +0 | +0 | +0 | Mutations, Toxic Essence, Evolved Venom
    2 | +1 | +0 | +0 | +0 | Mutations, Evolved Venom
    3 | +1 | +1 | +1 | +1 | Mutations, Evolved Venom
    4 | +2 | +1 | +1 | +1 | Mutations, Evolved Venom
    5 | +2 | +1 | +1 | +1 | Mutations, Evolved Venom[/table]

    Class Skills (2 + Int Modifier): Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcane), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (Psionics), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis) and Swim (Str)

    Class Features: All of the following are class features of the venomancer:

    Weapon and Armor Proficiency: A venomancer gains no proficiency with any weapon or armor.

    Mutations: The venomancer gains three mutations per level.

    Toxic Essence: Each venomancer class level counts as two mutator levels for the purpose of determining how many times the venomancer can take the Poison and Disease mutations. She does not gain this benefit of an increased mutator level for any other purpose.

    Additionally, the venomancer may use her poison an additional number of times each day equal to her class level.

    Evolved Venom: As she grows, the venomancer refines the deadly toxins that give them their name. The poisons and diseases that lie at the end of such focused evolution are horrifying to behold, unmatched in potency and insidious application. At each level, the venomancer gains one of the following abilities:

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    Antitoxin: The venomancer can produce a powerful antitoxin, using her poison as a base with which to counter the decay caused by other ailments. A number of times per day equal to her daily poison uses, the venomancer may apply this antitoxin to herself or another creature as a standard action. Each dose of antitoxin restores ability damage equal to that dealt by the poison the venomancer is deriving it from, to the attributes that poison would have damaged. If the venomancer has multiple poisons, she may choose which one to use as a base each time she administers her antitoxin. If the venomancer possesses the Harvest Toxin ability, she may harvest uses of this ability in a manner identical to harvesting her toxins, counting each milked dose against her daily limit of antitoxin. Harvested antitoxin goes inert after 24 hours, though the venomancer may refresh this duration with a process requiring one minute of concentrated effort.

    Call of Decay: The venomancer may call out to the toxin-wracked bodies of her foes, urging them towards their imminent demise. As a full-round action, the venomancer may force every creature within 60 feet to make a fortitude saving throw with a DC equal to that of her mutations or immediately take damage from any of the venomancer’s poisons or diseases with which they are afflicted. This does not impact the duration of those poisons or diseases in any way. This is a supernatural effect.

    Corrode Essence: The venomancer’s toxins assault the mind and body of their victims as one, seeking the weakest link in their resistances. When the venomancer afflicts a target with a poison or disease, she may choose whether to require Fortitude or Will saves to resist its effects. If the affliction in question later spreads, future targets will use whichever saving throw the original was subjected to.

    Devouring Venom: When the venomancer afflicts a target with one of her poisons, she may choose to forgo dealing immediate damage with it, allowing the toxin time to embed itself in her foe’s most vital systems. When she does so, any ability damage that poison deals at a later time (such as from secondary damage) is doubled. Additionally, the venomancer may choose to delay the time her poison lingers before expending itself with its secondary damage, specifying any amount of time between one minute and three hours.

    Euphoric Injection: The venomancer is capable of producing a potent performance-boosting cocktail derived from one of her poisons, enhancing its recipient’s attributes to freakish levels – though at a painful cost. A number of times per day equal to her daily poison uses, the venomancer may apply an injection to an adjacent willing creature as a move action. The venomancer’s injection lasts for a number of rounds equal to [her class level + her Con mod], and grants a +4 alchemical bonus to each ability score damaged by the poison from which it is derived. For each die size of the damage dealt to an ability score beyond 1d3, the alchemical bonus increases by +2. When an injection wears off, the imbiber is sickened for five minutes. The venomancer is not immune to the sickness induced by partaking of her own injection. If the venomancer possesses the Harvest Toxin ability, she may harvest uses of this ability in a manner identical to harvesting her toxins, counting each milked dose against her daily limit of injections. Harvested injections go inert after 24 hours, though the venomancer may refresh this duration with a process requiring one minute of concentrated effort.

    Ghoulish Hunger: The scent of rotting flesh and brittle bone is a sweet one to the venomancer, and her body yearns for the tang of ooze and pus. When attacking a creature afflicted with one of more of her poisons or diseases, the venomancer’s euphoric frenzy causes her natural weapons to deal +2 damage for each of the venomancer’s diseases contracted by the target, and for each separate ability score that has been dealt at least one point of damage by the venomancer’s poisons or diseases.

    Harvest Toxin: The average evolutionist produces highly sensitive poison – potent upon delivery, but rendered inert mere seconds after exposure to air. This evolution allows the venomancer to produce limited quantities of a much more refined and stable toxin, allowing her to ‘milk’ her own toxins to aid her allies or facilitate more subtle delivery methods than envenomed claw and fang. The venomancer can produce a number of doses of poison or disease each day equal to her daily poison uses. All milked poisons and diseases can be delivered through ingestion or injury, and go inert 24 hours after the venomancer produces them, though the venomancer may refresh this duration with a process requiring one minute of concentrated effort.

    Immortal Pestilence: Such is the potency of the venomancer’s toxins that they bring misery and weakness even to those beyond the ravages of mundane illness. The venomancer’s poisons and diseases may afflict even creatures normally immune to them, though immunity to poison or disease grants a creature a +4 bonus to all saving throws against the appropriate affliction.

    Lethal Injection: The venomancer has mastered the deadly art of administering her poisons, and given the opportunity, can achieve deadly results with the smallest of doses. Whenever the venomancer scores a critical hit with a natural weapon carrying poison, the attack’s target automatically fails their saving throw against the substance and receives a number of doses of that poison equal to the natural weapon’s critical multiplier. This still only counts as a single use of poison for the purpose of depleting the venomancer's daily supply.

    Plague Cyst: For some venomancers, it is not enough that their vile essence can lay low any foe that dares oppose them. For these dark-minded few, their work cannot be considered complete until entire towns are brought to their knees. At any time, as a free action, the venomancer may begin gestating a plague cyst within themselves. It takes eight hours for a cyst to grow to maturity, though the venomancer need not devote any concentration to its development, or even be conscious. As a full-round action, the venomancer may expel a mature cyst into an unoccupied adjacent square. The Cyst is a Small object with hit points equal to half the venomancer's maximum hit points, hardness 5, and fast healing 1. Once the cyst is in place, it exerts a subtle, malignant influence over the health of those nearby. For every eight hours a creature spends within [100 * mutator level] feet of such a cyst, they must make a saving throw against one of the venomancer's diseases, chosen when she begins gestating the individual cyst. The venomancer may store a number of cysts internally up to a maximum of her constitution modifier, and there is no limit to the number of active cysts she may possess. No matter how many cysts they may be near, however, no individual needs to save against the same disease more than once every eight hours. Further, while potent, there is a steep price to harboring such horrifying instruments within one's body. Each mature cyst is readily visible as a grotesque, cancerous growth lurking just beneath the venomancer's skin, warning away any who might approach their pestilent forms. Each such cyst weighs 30 lbs (encumbering the venomancer as normal), and inflicts a cumulative -4 penalty to any Charisma based skill checks other than Intimidate made against any creature not immune to disease.

    Physician’s Bane: The toxins of a venomancer seethe and roil with the very essence of decay, and do not take kindly to attempts by healers to remove them. Whenever an attempt is made to remove one of her poisons or diseases through magical means, the caster must make a caster level check with a DC equal to [10 + the venomancer’s Mutator Level]. If they succeed, the spell takes effect normally. If they fail, the disease or poison is not removed, and the caster must immediately save against each of the venomancer’s poisons and diseases afflicting the target of their healing magic, contracting (and in the case of poison, immediately taking damage from) each one they fail against. This is a supernatural effect.

    Tainted Bile: The venomancer must possess the breath weapon mutation to select this ability. Whenever the venomancer uses her breath weapon, she may infuse it with one disease she is currently incubating. Any creature that takes damage from the breath weapon must make a saving throw against the disease, or contract it immediately.

    Unclean Beast: The very flesh of the venomancer crawls with corruption, blighting those who would dare lay hands upon her with gouts of tainted blood and pus. The venomancer selects one natural weapon to which she has applied at least one poison mutation, allowing its taint to spread and suffuse her very flesh. Whenever an adjacent creature damages the venomancer with a melee attack, they must immediately save against any poisons the venomancer has applied to that natural weapon, as well as any diseases she is incubating, contracting (and in the case of poison, immediately taking damage from) each affliction against which they fail their save. Poison applied in this manner does not count as expending one of the venomancer's daily poison uses. Additionally, the venomancer may deliver any disease through any natural weapon as if it were a contact disease.

    Unstable Chemistry: The toxic cocktail brewing within the venomancer is remarkably volatile, prone to shifts and mutations that are unusually rapid even for an evolutionist. By focusing internally for two unbroken hours in a manner akin to meditation, the venomancer can exert enough control over this process to radically alter their internal chemistry. Upon exiting such a trance, the venomancer may immediately repurpose any number of their disease or poison mutations, allowing them to select different diseases, allocate different poisons to different natural weapons, or even change the composition of the poisons themselves. However, disease mutations may not be exchanged for poison mutations or vice versa, and neither may be exchanged for any other form of mutation.

    Virulent Eruption: The venomancer’s toxins burst forth in putrid glory at her behest, ravaging their victim even as they contaminate those around him. As a standard action, the venomancer may force a single creature within 60 feet to make a fortitude saving throw with a DC equal to that of her mutations or immediately take damage from each of the venomancer’s poisons or diseases with which they are afflicted. Regardless of the outcome of this save, each creature within 5 feet of the target must immediately save against each poison and disease with which the target is afflicted, contracting (and in the case of poison, immediately taking damage from) each affliction against which they fail their save. This is a supernatural effect.

    Visceral Servant: The venomancer must possess the Verdant Servant mutation to select this ability. The venomancer may select one of her natural weapons. Henceforth, up to [3 + Con mod] times per day, she may implant a malignant seed within her target when she deals damage with that natural weapon. Treat this as a disease with an incubation period of 1d4 rounds, at the end of which the infected creature must begin making a fortitude save against the usual DC of the venomancer's diseases on each of their turns. If the infected creature makes three successful fortitude saves, the seed is destroyed by their natural resilience. If the infected creature fails a save, however, the seed rips itself free of their flesh, spawning a Verdant Servant in a random adjacent square. The venomancer may, as a swift action, take control of a servant spawned in this manner, at which point it may be commanded and counts normally against her limit of active servants. Otherwise, the newly created servant mindlessly attacks the nearest creature (other than the venomancer) each round for one minute, or until it is destroyed, at which point it collapses into a heap of viscera and tangled plant matter.

    Wretched Air: The venomancer must possess the Stench mutation to select this ability. Whenever a creature fails its save against the venomancer’s Stench, it must immediately make a second save to avoid contracting and immediately taking damage from one of the venomancer’s diseases. If the venomancer carries more than one disease, she may choose which one to apply each time she manifests her Stench. The venomancer may still manifest her stench without applying any diseases, if she wishes.
    Last edited by Selinia; 2014-01-24 at 11:59 PM.
    Lovely Rita Mordio avatar by Zefir! Thank you!

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  2. - Top - End - #152
    Barbarian 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 Selinia View Post
    The Venomancer

    *snip*
    Thank you.

    That is all.

  3. - Top - End - #153
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    Default Re: The better man? There is no such thing [3.5 base class]

    Aaaaand changelog!

    • Elemental mutations are up.
    • Construct perfection has been nerfed changed.
    • Natural invisibility has been nerfed had his second and third repurchase benefits switched around.
    • Fey perfection has been nerfed. No more at-will miracles. It was funny while it lasted but it was not meant to stay.


    I think that is it!
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  4. - Top - End - #154
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    Default Re: The better man? There is no such thing [3.5 base class]

    How long does the Fire Archon teratomorph damage increase last? RAW it's permanent, which I doubt you meant.
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    Quote Originally Posted by A Friend Of Mine
    Bloody Mess: The gift that keeps on gibbing.
    Fatigue makes me wax philosophic and/or babble. If I've posted something strange and tangential, that is probably the cause. This entry would be an example.

  5. - Top - End - #155
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    Default Re: The better man? There is no such thing [3.5 base class]

    Quote Originally Posted by radmelon View Post
    How long does the Fire Archon teratomorph damage increase last? RAW it's permanent, which I doubt you meant.
    •Archon (Requires any elemental subtype): The evolutionist is a paragon of elemental power. His attacks that deal energy damage ignore energy resistance and deal 50% damage to immune creatures. Furthermore, his energy attacks gain a special effect depending on his subtypes, all of these effects last until the end of the evolutionist’s following turn:
    Filler text.
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    Default Re: The better man? There is no such thing [3.5 base class]

    Ah, thanks, hadn't noticed that. I think the source of my confusion is that the earth archon ability does mention a duration, and got mixed up.
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    Quote Originally Posted by A Friend Of Mine
    Bloody Mess: The gift that keeps on gibbing.
    Fatigue makes me wax philosophic and/or babble. If I've posted something strange and tangential, that is probably the cause. This entry would be an example.

  7. - Top - End - #157
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    Default Re: The better man? There is no such thing [3.5 base class]

    What stat doe the elemental teratomorph that grants supernatural spell like abilities use? Are they con or charisma based? It just says use default, but default says to use whichever stat the abilities names. It doesn't name any.

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

    Quote Originally Posted by Faerieheart View Post
    What stat doe the elemental teratomorph that grants supernatural spell like abilities use? Are they con or charisma based? It just says use default, but default says to use whichever stat the abilities names. It doesn't name any.
    I have added some clarification to it, but it is safe to assume that whenever spell-like abilities are mentioned they are based on charisma (and psi-likes on intelligence).
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  9. - Top - End - #159
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    Default Re: The better man? There is no such thing [3.5 base class]

    Main reason I was asking is because all the elemental breath weapon, and nimbus, ect are based on con, and you made these into supernatural rather than spell like abilities.

    Cool good to know, charisma it is

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

    The Elemental Mutations were well worth the wait. They made me squee in nerdish delight at their awesomeness. I expect the Elemental Bomb will be a favorite among Elemental Mutators.
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    Default Re: The better man? There is no such thing [3.5 base class]

    You know, I think yous should be able to put slam attacks on the frontmost pair of legs, ala the kangaroo. Indeed, perhaps it might be easiest to make the slam an augmented unarmed strike.
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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
    You know, I think yous should be able to put slam attacks on the frontmost pair of legs, ala the kangaroo. Indeed, perhaps it might be easiest to make the slam an augmented unarmed strike.
    By all means, you can. Nothing in the text says that the attacks need to be tied to the anatomies that limit the number of times they can be taken.

    Sure, you will be left with a pair of arms that for nondescript reasons can't receive claws or slams, but nothing is perfect.
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  13. - Top - End - #163
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    Default Re: The better man? There is no such thing [3.5 base class]

    Another thing, with the Evolutionist Anomaly; it seems thematically appropriate to give it the option of changing size with its chimerisms, but that option isn't given. Perhaps include a higher-level ability that allows the Size Increase/Decrease teratamorphisms to be tied to the chimerisms?
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    Default Re: The better man? There is no such thing [3.5 base class]

    i noticed something with the elemental ascendency and perfection, they give elemental resistance and immunity respectively, yet with the mutation energy resistance, you can have immunity to the element by 5th level, so i would either change what the elemental does, or give a limitation to energy resistance (limit to how often it can be taken, or push back the elemental immunity)

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

    Quote Originally Posted by zetsu1919 View Post
    i noticed something with the elemental ascendency and perfection, they give elemental resistance and immunity respectively, yet with the mutation energy resistance, you can have immunity to the element by 5th level, so i would either change what the elemental does, or give a limitation to energy resistance (limit to how often it can be taken, or push back the elemental immunity)
    Uh... Elemental perfection does not give immunity at all.
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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
    Uh... Elemental perfection does not give immunity at all.
    sorry, my mistake, but still, ascendancies ability to give 10 resistance to energy seems like it is given a little bit too late to be useful

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

    Quote Originally Posted by zetsu1919 View Post
    sorry, my mistake, but still, ascendancies ability to give 10 resistance to energy seems like it is given a little bit too late to be useful
    Some ascendancies and perfections provide benefits that you have to build around to make full use of. It is noteworthy, however, that the elemental and plant ascendancies are particularly weak due to the types themselves providing some severe benefits (critical immunity, for starters).

    Further, while yes, you can get immunity to energy damage as early as level 5 (here I was sure it took 35 resist to get immunity, uh, wonder when I changed it, might revert it to 35 again), actually doing that isn't a great idea, since resist 20 will on average block all damage until... 7th level. And droping that many mutations into a single specific defense so early is a very unsafe proposition unless you are adventuring on the elemental plane of fire.
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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
    Some ascendancies and perfections provide benefits that you have to build around to make full use of. It is noteworthy, however, that the elemental and plant ascendancies are particularly weak due to the types themselves providing some severe benefits (critical immunity, for starters).

    Further, while yes, you can get immunity to energy damage as early as level 5 (here I was sure it took 35 resist to get immunity, uh, wonder when I changed it, might revert it to 35 again), actually doing that isn't a great idea, since resist 20 will on average block all damage until... 7th level. And droping that many mutations into a single specific defense so early is a very unsafe proposition unless you are adventuring on the elemental plane of fire.
    true enough, i guess you are right, i just noticed it when i was making a character with this, though i guess you've thought these over quite a bit, and now i understand more of why its like it is, thank you

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

    so, now that you're done with the class, what are your plans?

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

    Quote Originally Posted by zetsu1919 View Post
    so, now that you're done with the class, what are your plans?
    I've got a few prestige classes in the works, a couple of ideas for completely unrelated base classes and a fighter fix too in its most basic formation stages.
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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
    I've got a few prestige classes in the works, a couple of ideas for completely unrelated base classes and a fighter fix too in its most basic formation stages.
    What about other mutators? I'd love to see a Shifter style mutator.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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

    Quote Originally Posted by EdroGrimshell View Post
    What about other mutators? I'd love to see a Shifter style mutator.
    Have given it some thought, but it would be a much different beast from the evolutionist, namely with severely limited acess to basic mutations and no access whatsoever to spell-like and psi-like mutations. Hur hur, free access to every Wiz/Sorc and Drd spell ever of 6th level or lower.
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    Default Re: The better man? There is no such thing [3.5 base class]

    there should be a contest for a evolutionist progression, like a build based on a criteria given

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

    http://www.d20pfsrd.com/magic/spellblights#TOC-Negated

    Now THIS is a negaton shield!
    What would be really cool is a mutated feature able to apply this to yourself at-will for X turns, it's defensive and pretty much self-balanced but may need some tweaking.

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

    Negaton is a joke with a term I like to use (mix negative with megaton for the implication of a whole lot of negative energy).

    It's overall function remains energy resistance for positive and negative energy.

    ----

    And it is not really all that self-balanced if you don't have to be a spellcaster. It just turns into temporary spell resistance with a side-effect that you don't really care about. Kinda like going incorporeal and then being shot with a ray of enfeeblement. It doesn't do anything.
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    Default Re: The better man? There is no such thing [3.5 base class]

    Less Flat:
    SR5 + (2.5x Highest Spell Capable)

    No Flat:
    SR0 + (3x Highest Spell Capable)

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

    Is there a minimum, maximum and average mutations per evolutionist level table somewhere? Have any data related?

    I'm trying to gauge the exact mutations/level curve for another project.

  28. - Top - End - #178
    Ettin in the Playground
     
    Draken's Avatar

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

    From levels 1-9 it will total a minimum of 2+(X*3) where X is the level.

    Level 10-19, 4+(X*3).

    Level 20 is 66 mutations minimum.

    Taking great changer on all feats totals another 14 mutations (16 if human or some other source of an appropriate bonus feat). Spaced out over their standard levels.

    The Extra mutations teratomorphism can add another 3 mutations at every level that Teratomorphisms are gained.

    There are a lot of potential permutations, but the absolute maximum is a Human Aberration Ascendant, taking Great Changer on every feat slot and Extra Mutations on every Teratomorphism slot. This yelds a total of 106 mutations.
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  29. - Top - End - #179
    Bugbear in the Playground
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    Default Re: The better man? There is no such thing [3.5 base class]

    Lowcast Spell Level/Class Level
    0/1
    1/2
    2/4
    3/8
    4/10
    5/13
    6/16

    Lowcast Power Level/Class Level
    1/1
    2/4
    3/7
    4/10
    5/13
    6/16

    Baseclass Level / Spell Level Gain / Class Pool Variables / Average
    1 / 0 / 4-11 / 7.5
    2 / 1 / 7-14 / 10.5
    4 / 2 / 13-23 / 18
    8 / 3 / 25-38 / 31.5
    10 / 4 / 31-45 / 38
    13 / 5 / 37-64 / 50.5
    16 / 6 / 46-76 / 61

    Baseclass Level / Power Level Gain / Class Pool Variables / Average
    1 / 1 / 4-11 / 7.5
    4 / 2 / 13-23 / 18
    7 / 3 / 22-33 / 27.5
    10 / 4 / 31-45 / 38
    13 /5 / 37-64 / 50.5
    16 / 6 / 46-76 / 61

    Evo Level / Base Mut / +Ter
    1 / 5 / 5
    4 / 14 / 17
    7 / 23 / 29
    10 / 34 / 43
    13 / 43 / 55
    16 / 52 / 67

    Baseclass and pool are components to my next class, I've got some tables pre-rolled and am comparing.

    I think this should be accurate, I'm seeing muts about 80% of pool avr in advancement.

  30. - Top - End - #180
    Ettin in the Playground
     
    Draken's Avatar

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

    Gotta admit that I don't really have a shade of a clue of what all those numbers end up meaning.
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