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  1. - Top - End - #1
    Bugbear in the Playground
    Join Date
    Jun 2011

    Default ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    Description: There are those who not only control's shadows, but also alters the real world by manipulating it's reflections. Though having control over the world's reflections could be argued to mean complete control over reality, one has to wonder how much control the reflections have over the those who claim to control them.

    The Shadowcaster
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    Hit Die: d8

    Starting Gold: As Rogue

    Skills: Balance, Concentration, Craft, Escape Artist, Hide, Intimidate, Knowledge (the planes), Listen, Move Silently, Profession, Sleight of Hand, Spot, Tumble, and Open Lock.

    Skill Points: 4 + Int mod (x 4 at first level)

    {table=head]Level|BAB|Fort|Ref|Will|Special |Mysteries
    1st|+0|+0|+2|+2|Mysteries and Paths, Archetype, Shadow Vision | 2
    2nd|+1|+0|+3|+3|Lesser Archetype Power | 3
    3rd|+2|+1|+3|+3|Dark Sustenance (1/ hour) | 3
    4th|+3|+1|+4|+4|Moderate Archetype Power | 4
    5th|+3|+1|+4|+4|Dark Sustenance (1/ meal) | 4
    6th|+4|+2|+5|+5|Greater Archetype Power, Discorporate | 5
    [/table]

    Armor and Weapon Proficiencies: The shadowcaster is proficient with all simple weapons, light armor, and a single martial or exotic weapon of his choice. He is not, however, proficient with any shields.

    Mysteries and Paths
    The Shadowcaster does not cast spells as other classes, but instead invokes mysteries much as a Shadowcaster does. At his first level he begins with 2 mysteries (as noted on the table), one a fundamental and the other a 1st level mystery.
    All of the shadowcaster's mysteries are invoked as spell-like abilities (see excerpt on page 140 of the tome of magic). While not subject to spell failure, his mysteries are subject to interruption and may be invoked defensively. The save DC for any mystery he casts is 10 + 1/2 his shadowcaster level + his intelligence modifier.
    Unlike the original Shadowcaster the Shadowcaster is not restricted within ranks (apprentice, initiate, or master) or linear paths. However he is restricted to certain levels of mysteries based on his Shadowcaster level:

    {table=head]Level | Max. Mystery Level
    1 | 1st
    2-3 | 2nd
    4-5 | 3rd
    6 | 4th
    [/table]

    The shadowcaster may use these mysteries basically at will, but has a recharge of 1d4 rounds for any mystery of the highest level mysteries he has access to and a recharge of 1 round for any mystery of his second highest.

    Archetype
    At his first level the shadowcaster must choose an archetype. He gains the archetype abilities as denoted on the table above. The shadowcaster may not change his archetype once he has made his decision.

    Shadow Vision
    The Shadowcaster gains darkvision out to 30ft + 10ft per 2 Shadowcaster levels. If he has access to darkvision from another source it stacks.
    Regardless the Shadowcaster's darkvision, from any source, can pierce even magical darkness.

    Lv3, 5 > Dark Sustenance
    Due to his connection to shadow the Shadowcaster gains ability to draw on sustenance from darkness. He needs only sleep 1 hour each night to gain a full nights rest.
    At level 5 his connection to the shadows increases and he need only eat a single meal each week to maintain his health.
    Special: The Shadowcaster must still sleep the normal length of time to recover the usage of abilities, feats, or spellcasting he may have, that are reliant on daily uses or rest.

    Lv 6 > Discorporate (Su):
    Once per day when the shadowcaster is killed or reduced to 0 or fewer hit points, and if the shadowcaster is within shadowy illumination or darker, he may recover from what should have been a fatal blow.
    The shadowcaster breaks up into shadow, reforming within 100ft of his original position, on his next turn, at half his maximum health. The new position he has chosen must also be in shadow or this ability fails to function.


    Archetypes

    Shadow Master
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    Lesser Archetype Power: Field of Gloom (Su)
    Whenever the shadowcaster takes a total defensive action, shadows swirl around him and aid him. He gains DR/- equal to half his shadowcaster level as well as concealment (20% miss) while it is active. He may choose to suppress this effect at his leisure.

    Moderate Archetype Power: Arcane Ink (Sp)
    As a full round action the shadowcaster may call upon the shadows to mimic arcane magic 2/ day.
    He may duplicate the effects of any arcane spell of the evocation school, that has a casting time of a full round action or less and a spell level of 2 or lower, as a spell-like ability. This spell has a save DC of 10 + 1/2 his shadowcaster level + his intelligence modifier.
    Regardless the spell's effect is only partially real; damage and other numeric effects listed in its description (but not range, target, etc.) are halved and other effects only have a 20% chance of happening.

    Greater Archetype Power: Dark Reflection (Su)
    Once per day, as a full round action, the shadowcaster may form a double of himself form shadowstuff. He must be standing in shadowy illumination or darker to use this ability.
    The shadowcaster's double has everything that the original shadowcaster did, but the doubles equipment may not be used on or by anyone other than the double. The double only has half the shadowcaster's current hit points, may not use archetype powers or the shadowcaster's mysteries, and is completely silent (can never make sound), but is otherwise identical to the shadowcaster. The double dissipates after 2d4 + 1 rounds.
    The shadowcaster's double has limited intelligence and so will not take any actions other than defending itself and its creator, unless it is directed by the shadowcaster who summoned it (simply speaking will do). If the shadowcaster dies then this double dissipates. If either is on a different plane than the other for more the one round the double dissipates.


    Flicker Adept
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    Lesser Archetype Power: Flicker (Sp)
    The shadowcaster gains the flicker spell as a spell like ability, at will, in addition to her other mysteries. He needn't qualify for this mystery's level and it doesn't alter her other mysteries' recharge times.
    Furthermore, the shadowcaster also gains the oriented jump feat for free.

    Moderate Archetype Power: Shadow Conduit
    The shadowcaster may invoke flicker as both an immediate action and as a move action each round.

    Greater Archetype Power: Speed of Thought
    The shadowcaster gains an extra immediate action each round. He may use flicker, again, for this action, in addition to his move action and other immediate action.


    Nocturnal Soul
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    Lesser Archetype Power: Sneak Attack
    The shadowcaster gains sneak attack, as the rogue, but at only +1d6 damage.

    Moderate Archetype Power: Hide in Plain Sight (Su)
    As long as the shadowcaster is within 10ft of some sort of shadow, other than his own of course, he may hide as if he had concealment.

    Greater Archetype Power: Child of the Night (Su)
    For up to 3 + constitution modifier rounds per day the shadowcaster may become incorporeal. These rounds needn't be consecutive. Activating and deactivating this ability is a free action.


    Shadow Puppeteer
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    Lesser Archetype Power: Shadow Servant
    The shadowcaster gains a shadow servant, as the Master of Shadow prestige class ability of the same name. It does however have a few modifications:
    Though it is still of medium size, its base statistics are that of a small shadow elemental instead. It gains the bonus HD, but does not gain the dexterity adjustment or special abilities.

    Moderate Archetype Power: Shadow Mastery
    As a move action the shadowcaster may direct his shadow servant to perform tasks as an unseen servant (as the spell), though it retains it's own hit points.

    Greater Archetype Power: Split (Su)
    As a full round action the shadowcaster may choose to split his servant into two seperate shadows. They both become of small size and split their HD evenly, but otherwise have the same statistics.
    They may merge together as a free action while within 10ft of one another. When they merge the shadow retains any damage or affects effecting either of them.


    Master of Reflections
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    Lesser Archetype Power: Shadows Fade (Sp)
    The shadowcaster gains the shadows fade mystery as a spell like ability in addition to her other mysteries. She needn't qualify for this mystery's level and it doesn't alter her other mysteries' recharge times.
    Though it doesn't count towards the recharge of other mysteries, it does have its own recharge time of 2d4 + 1 rounds. If the shadowcaster later gains the shadows fade mystery it instead has no recharge time.

    Moderate Archetype Power: Counterspell
    The shadowcaster may counterspell a spell, mystery, or other similar spellcasting ability with shadows fade as an immediate action. The recharge time still applies.

    Greater Archetype Power: Capture Reflections (Sp)
    The shadowcaster gains the echo spell mystery as a spell like ability in addition to her other mysteries. He needn't qualify for this mystery's level and it doesn't alter his other mysteries' recharge times. The shadowcaster may only invoke this mystery 2/day.


    Shadow Warrior
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    Lesser Archetype Power: Shadow Craft (Su)
    The Shadowcaster can mold shadow into different objects at will. He need only place one of his hands into shadow, as a swift action, and draw it out. The shadowcaster must succeed on an appropriate craft check in order for the item to form (DC 15).
    Any such object may not have moving or flexible parts. The Shadowcaster is limited to 10 lbs of weight total and may only create one object at a time, though he may dismiss any shadow craft object as a swift action. This item fades back into the shadows the next time he rests, in 1 hour, or after 1d4 rounds of no contact with him.
    Shadowcraft items can't be used as focie or material components, nor can they mimic alchemical items, be magical in nature (other than being made of shadow), or have any enhancements/enchantments added to them at their creation. Shadowcraft arms and armor may, as long as the shadowcaster is submerged in at least shadowy illumination, be created already equipped. Shadowcraft items have no weight (though it still applies to their limitations).

    Moderate Archetype Power: Far Shadows (Su)
    As full round action the shadowcaster may make a melee attack with a 5ft bonus to reach or a ranged attack with a 50% bonus to range. He may not take any action that would have normally taken more than a standard action to perform, nor may he apply it to any spell, mystery, spell-like ability, maneuvers, etc.

    Greater Archetype Power: Ephemeral Assault (Su)
    As full round action the shadowcaster may make a melee attack or ranged attack as a touch attack (melee touch and ranged touch respectively). He may not take any action that would have normally taken more than a standard action to perform, nor may he apply it to any spell, mystery, spell-like ability, maneuvers etc.


    Sunset Initiate
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    Lesser Archetype Power: Touched by the Sunset
    The shadowcaster gains a single 1st level maneuver and a 1st level stance of his choice. The shadowcaster counts as an initiator of his level for this purpose, but may only choose from the setting sun and shadow hand disciplines. All of his maneuvers, from this archetype, are considered readied and he recovers them as a swordsage does.

    Moderate Archetype Power: Sunset Strike
    The shadowcaster gains another maneuver, though this one may be of 2nd level or lower. Follow the same conditions as touched by the sunset.

    Greater Archetype Power: Sunset Stance
    The shadowcaster gains another maneuver and another stance, though these ones may be of 3rd level or lower. Follow the same conditions as touched by the sunset.


    New Feats
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    Favorite Mystery
    Requirements: Ability to ready and invoke mysteries
    Note that this feat is meant to replace favored mystery for the purposes of this class.
    Select a single mystery you know how to invoke. You may invoke this mystery as a supernatural ability (instead of as a spell-like ability).
    Special: You may take this feat multiple times, selecting a different mystery each time.

    Mysterious Stranger
    Requirements: Favorite Mystery feat
    Choose a single mystery for which you have the favorite mystery feat for. You gain the ability to invoke that mystery as an extraordinary ability.

    Oriented Jump
    Using a teleportation ability that usually causes the users turn to end, such as the dimension door spell, does not end your turn.

    Improved Oriented Jump
    Requirements: Oriented Jump feat
    If you catch a target unaware with a melee or ranged attack on the same turn that you make a teleport, you automatically threaten a critical with your first attack.


    Design Notes:
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    One of the biggest problems with the shadowcaster has always been the weak spells it has. While it easily made tier 3, it couldn't even compete with most tier 3s because of its limited uses per day. Mysteries aren't much more powerful than invocations until higher levels, so it occurred to me that making them at will in an e6 campaign might be the best way to go.

    My biggest concern, balance wise, is the archetypes. I basically took prestige classes throughout the books and converted them into archetypes. Many of the effects are along 4th or even 5th level spells, even if they do have heavily limited uses. Still I'm hoping their limited uses, their narrow utility, and the shadowcaster's smaller 'spell list' make up for it.

    All of those concerns aside though one of my favorite characters was a sarcastic aligned shadowcaster who focused entirely the flicker spell, a couple of touch spells, and melee combat. I built an effective melee character with like 3 spells, 10 BaB, and the lowest constitution you have ever seen. Sure the uses per day were brutal, but I managed. So why not make the shadowcaster a 'battlemage' or I guess more accurately to be more like the warlock?
    Last edited by eftexar; 2012-05-30 at 01:38 AM.

  2. - Top - End - #2
    Bugbear in the Playground
    Join Date
    Jun 2011

    Default ToM (e6 [3.5], PEACH)

    Description: Though shadow magic alters and provide control to reality, it does not command it as the words of truepseak. There are those who have learned magic at the most fundamental level, if it can even be called magic anymore. These are the words of creation themselves, even if only fragments.

    The Wordsmith
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    Hit Die: d6

    Starting Gold: As Wizard

    Skills: Appraise, Concentration, Craft, Decipher Script, Forgery, Gather Information, Perform (oratory), Knowledge (all, taken individually), Search, and Truespeak.

    Skill Points: 4 + Int mod (x 4 at first level)

    {table=head]Level|BAB|Fort|Ref|Will|Special
    1st|+0|+2|+0|+2|Lexicon, Archetype, Tongues
    2nd|+1|+3|+0|+3|Lesser Archetype Power
    3rd|+2|+3|+1|+3| Truename Spell
    4th|+3|+4|+1|+4|Moderate Archetype Power
    5th|+3|+4|+1|+4| Reverse Utterance
    6th|+4|+5|+2|+5|Greater Archetype Power, Speak Unto the Masses
    [/table]

    Armor and Weapon Proficiencies: The wordsmith is proficient with all simple weapons, light armor, and a single martial or exotic weapon of his choice. He is also proficient with light shields.

    Lexicon
    The wordsmith casts utterances as a truenamer of the same level of his wordsmith levels. The wordsmith automatically knows his own personal truename and needn't know an utterance to counterspeak it.
    Utterances, though they are cast, are extraordinary abilities. They may still be counter-spoken as normal however and can be dispelled by the effects of other utterances as if they weren't.

    Archetype
    At his first level the wordsmith must choose an archetype. He gains the archetype abilities as denoted on the table above. The wordsmith may not change his archetype once he has made his decision.

    Tongues (Ex)
    The wordsmith understands and may both speak and write any language, except for secret languages. This is due to his understanding of true speech.
    Furthermore the wordsmith gains an insight bonus to all truespeak checks equal to his wordsmith level.

    Lv3 > Truename spell
    The wordsmith gains a single Truename spell of his choice, of a spell level no higher than 2nd. He may cast it 2/day. The save DC is the same as the wordsmith's utterances.

    Lv5 > Reverse Utterance (Su)
    Anytime the wordsmith is targeted by an utterance he may reverse it. This functions exactly as the garbler's ability, except that he must succesfully counterspeak the utterance as part of using this ability.

    Lv 6 >Speak Unto the Masses:
    The wordsmith gains the ability of the same name, as the truenamer.


    Archetypes

    Terraformer
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    Lesser Archetype Power: Warp Landscape
    The wordsmith gains either the scramble true position or beckon monster spell, his choice. The wordsmith may cast this spell a number of times each day equal to his wordsmith level or his intelligence modifier, whichever is higher.

    Moderate Archetype Power: First Utterance of the Perfected Map
    The wordsmith gains a single 1st level utterance from the lexicon of the perfected map.

    Greater Archetype Power: Second Utterance of the Perfected Map
    The wordsmith gains a single 2nd level or lower utterance from the lexicon of the perfected map.


    Didact of Brimstone
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    Lesser Archetype Power: Symbol of Agony
    The wordsmith gain access to a special 1st level Utterance called symbol of agony. Upon casting this utterance it leaves a glyph on single 5ft area within range.
    Any target who moves within 5ft of this utterance activates it causing all within 5ft to be struck with pain taking a -4 penalty to all d20 rolls and check for 1d4 rounds on a failed fortitude save. Multiple penalties from this ability do not stack, with the longer duration instead taking effect.

    Moderate Archetype Power: Word of Destruction
    Anytime the wordsmith casts an utterance that deals damage, it deals an additional 1d4 + wordsmith level points of damage.

    Greater Archetype Power: Hellfire Conjuration
    The wordsmith gain access to a special 3rd level Utterance called hellfire conjuration. Upon casting this utterance hellfire leaps into existence from some unnameable abyss.
    Anyone who hears this utterance, other than the wordsmith himself, takes 1d6 damage per wordsmith level and is lit on fire. The wordsmith needn't make a truespeak check to use this utterance, but it doesn't differentiate between friend or foe.
    Half of this damage is fire and the other half is untyped. A reflex save halves damage and stops from catching fire. This utterance is an exception to the one-target rule.
    Once this utterance is used the wordsmith may not speak another utterance for 1d4 rounds.


    The Ego
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    Lesser Archetype Power: Cadences (Sp)
    The wordsmith gains a new morphic cadence, as the acoloyte of the ego's ability of the same name, at this level and at each other level he gains a wordsmith archetype power.

    Moderate Archetype Power: Recitation
    The wordsmith gains a recitation feat for free. He needn't meet any of their prerequisites.

    Greater Archetype Power: Second Recitation
    The wordsmith gains another recitation feat for free. He needn't meet any of their prerequisites.


    The Unnamer
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    Lesser Archetype Power: True Bane
    The wordsmith gains use of the truename spell called Horror of the Spoken Name. He may cast it an number of times per day equal to his wordsmith level, to a maximum of his intelligence modifier.

    Moderate Archetype Power: Ritual of Renaming
    The wordsmith gains use of the truename spell of the same name.

    Greater Archetype Power: Unname
    The wordsmith gains use of a special utterance called Unname, which he may only use 1/ day. He must know the truename of his target.
    This functions as the unname spell, including the fact that he must succeed on speaking the creatures personal truename, but his target is not killed by the unnaming process. The wordsmith target remains fine until death from another cause, before the remaining effects of the spell kick in. This effect may not be dispelled or suppressed by antimagic, dispel magic, remove curse, or other similar effects.


    Epideictic
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    Lesser Archetype Power: Rhetoric
    The wordsmith gains the reverse utterance ability early. When he would gain the reverse utterance feat, he may instead choose a truename spell (as he does at level 3).

    Moderate Archetype Power: Misguided Quip
    When reversing an utterance the wordsmith may instead choose one of the two following options (upon a successful reverse utterance use):
    The wordsmith may choose to redirect the reversed utterance to another target within 30ft of the original target, but within 60ft of himself.
    Or he may choose to to simply redirect the utterance, as described above, without reversing it.

    Greater Archetype Power: Grand Stage
    The wordsmith's truespeak check does not increase for targeting multiple targets with speak unto the masses. Furthermore the DC to his utterances increases by +2 when he doesn't use speak unto the masses.


    Librarian
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    Lesser Archetype Power: First Utterance of the Crafted Tool
    The wordsmith gains a single 2nd level or lower utterance from the lexicon of the crafted tool.

    Moderate Archetype Power: Second Utterance of the Crafted Tool
    The wordsmith gains a single 3rd level or lower utterance from the lexicon of the crafted tool.

    Greater Archetype Power: Third Utterance of the Crafted Tool
    The wordsmith gains a single 4th level or lower utterance from the lexicon of the crafted tool.


    Celestial Disciple

    Lesser Archetype Power: ??? ()

    Moderate Archetype Power: ??? ()

    Greater Archetype Power: ??? ()



    Design Notes:
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    I don't think I need to go into too much detail here as there have been entire threads on what is wrong with the truenamer.
    As part of an e6 class though, there isn't really anything wrong with the mechanics. Still a few tweaks might be in order.
    This will probably be the hardest class to devise archetypes for, if only because, as flavorful as it is, it has a more narrowly defined idea behind it.
    Last edited by eftexar; 2012-06-01 at 04:05 PM.

  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    Jun 2011

    Default ToM (e6 [3.5], PEACH)

    Description: They have existed since before the dawn of true magic and will continue to exist even once it has died. They command power beyond the gods and even beyond the far realms. They have power beyond your understanding.

    The Witch
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    Hit Die: d8

    Starting Gold: As Druid

    Skills: Bluff, Concentration, Craft, Decipher Script, Gather Information, Handle Animal, Heal, Intimidate, Knowledge (history), Knowledge (nature), Knowledge (religion), Profession, Sense Motive, Survival, and Swim.

    Skill Points: 2 + Int mod (x 4 at first level)

    {table=head]Level|BAB|Fort|Ref|Will|Special
    1st|+0|+2|+0|+2|Pagan Faith, Archetype, Witchcraft
    2nd|+1|+3|+0|+3|Lesser Archetype Power
    3rd|+2|+3|+1|+3|Hex
    4th|+3|+4|+1|+4|Moderate Archetype Power
    5th|+3|+4|+1|+4|Vestige Manifest
    6th|+4|+5|+2|+5|Greater Archetype Power, Grand Binding
    [/table]

    Armor and Weapon Proficiencies: The witch is proficient with simple weapons and light armor. She is not proficient with shields.

    Pagan Faith (Su)
    The witch has formed a bond with the lost gods of the beyond and may call upon them as her patrons. She may bind a single vestige as a binder of her witch level. This does not grant the witch any of the binder's other abilities.
    The witch may make a will save (DC as appropriate for the spell, 10 + 1/2 originators HD + their relevant modifier, or other save the DM deems appropriate) to force the vestige to function in antimagic or similar conditions. A successful save allows all of the vestige's functions to continue functioning. Once the save has been failed it may not be retried for that specific instance of the effect that suppressed it.

    Archetype
    At his first level the witch must choose an archetype. She gains the archetype abilities as denoted on the table above. She may not change her archetype once she has made her decision.

    Witchcraft
    The witch gains a +2 bonus to all handle animal, craft (alchemy), and survival checks.
    Furthermore the witch may formulate potions and create alchemical items, even if she isn't able to actually cast spells. She may craft potions and oils as if she had the Brew Potion feat, though these items are considered non-magical in nature and do not cost experience.
    The witch may emulate any divine spell of a level up to half her witch level (to a minimum of 1st) when crafting these items. Any potion or oil the witch creates becomes inert after 2d4 + witch level days, rolled at creation, and because of their nasty composition these items have no resale value.

    Lv3 >Hex (Sp)
    The witch may hex an opponent with 60ft, whose location she is aware of. Her target is subject to the Bestow Curse spell. The will save DC for this is 10 + 1/2 her witch level + her charisma modifier. She may release any number of subjects from this curse as a free action, even out of turn.
    The witch may cast this spell-like ability at will, but if the number of those afflicted would be increased beyond her witch level, she must release a previous victim.

    Lv5 >Vestige Manifest (Su)
    Though the vestiges are far too powerful for the witch to summon, she may call forth a figment of their power to serve her as a full round action.
    The witch may not summon a figment while she hasn't bound a vestige. The witch may summon for 2d4 rounds, after which she must wait an hour before summoning the vestige again. For the duration she has summoned this figment she loses all powers and signs of the vestige in question.
    This figment of power appears within 15ft of her and is under the complete mental control of the witch. This figment functions as a monstrous humanoid of 4 HD, but has all of the abilities normally granted by the vestige. It has an appearance similar to that described.

    Lv 6 >Grand Binding
    By suppressing her greater archetype power, the witch may bind a 4th level vestige or 2 vestiges of 2nd or lower level at one time. Upon ending this bind(s), changing to a lower level vestige, or changing back to a single vestige she regains her greater archetype power.


    Archetypes

    Spell Binder
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    Lesser Archetype Power: Spell Static
    Any spell or spell-like ability activated withing 30ft of the witch has a 10% of automatically failing. This miss chance is rolled separately, but in addition to, spell failure from other sources (such as from wearing armor).
    This ability does not affect mysteries, powers, utterances, incarnum, or maneuvers, nor does it affect abilities granted by vestiges.

    Moderate Archetype Power: Retroflux
    The failure chance from spell static increases to 15%.
    Further, any spell or spell-like ability that fails because of spell failure of spell static that has a negative or damaging effect is reflecting back upon the caster. If it had an area that area only involves the caster (though this does not restrict secondary effects such as with chain lightning.

    Greater Archetype Power: Eldritch Magnetism
    The failure chance from spell static increases to 20%.
    Further anytime a spellcaster within 30ft of the witch fails to cast a spell, for any reason, the witch may 'steal' its power. She may store this spell for up to 1 hour to cast at anytime.
    The witch may not store any number of spells who's level exceed twice her witch level, though she may 'forget' any spell as a free action, even out of turn.


    Animus
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    Lesser Archetype Power: Arcane Gift
    The witch may sacrifice the power, but not signs, of her vestige for 1d4 + spell level rounds to cast any arcane spell, from the duskblade's or the bard's spell list (the list is chosen when this ability is taken), of a spell level no higher than half her witch level. These are cast as arcane spells and the save DC for any of them is 10 + 1/2 her with level + her charisma modifier.
    The witch's caster level is considered half her level + 1, for this purpose.

    Moderate Archetype Power: Spell Channeling (Su)
    The witch may make a single melee attack and channel a touch (ranged or melee) or single target spell from her arcane gift ability, delivering its effects through the melee strike. She needn't make an attack roll to hit with the spell, as it hits as long as her weapon does.

    Greater Archetype Power: Mageblood
    The witch gains a single 1st level arcane spell of her choice, from any list with a range of touch or ranged touch, as a spell-like ability. She may cast this spell at will and may channel it with spell channeling (as long as it meets any requirements other than being part of arcane gift). The save DC is the same as for arcane gift.
    Further any spell channeling attack made receives a +4 bonus to its attack roll.


    Druid
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    Lesser Archetype Power: Gaia's Boon
    The witch may sacrifice the power, but not signs, of her vestige for 1d4 + spell level rounds to cast any divine spell, from the core (players handbook only) ranger spell list, of a spell level no higher than half her witch level. These are cast as divine spells and the save DC for any of them is 10 + 1/2 her with level + her wisdom modifier.
    The witch's caster level is considered half her level + 1, for this purpose.

    Moderate Archetype Power: Wildshape (Su)
    This ability functions as the polymorph spell, unless noted otherwise. The witch may take the form of any animal or vermin who's HD do not exceed one less than her own. The witch does not regain hit points for ending or resuming a form, however.
    Changing form or changing back takes a standard action, which provokes attacks of opportunity. The witch loses her ability to speak while transformed, as well as the benefits of all of her other archetype powers (including from other classes) and her vestiges.

    Greater Archetype Power: Swarmshape (Su)
    When using wildshape the witch may form into swarms of creatures, instead of singular creatures. This may be an actual Swarm, as described in the MM, or multiple creatures. She is still limited by the normal restrictions (for example, the creatures making up the swarm may not have an HD total exceeding the maximum).
    In addition her hit points are split between the swarm members. Reforming may be done at anytime, with any number of members, but each member to be reformed must be within 30ft of one another. The witch retains any damage or any effects the members of the swarm had and loses hit points for any member not returned. Members not returned during reformation are 'dispelled.'


    Occultist
    Spoiler
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    Lesser Archetype Power: Clutch of the Dread Lord
    The witch may sacrifice the power, but not signs, of her vestige for 1d4 + spell level rounds to cast any spell, of the necromancy school, of a spell level no higher than half her witch level. These are cast as divine spells and the save DC for any of them is 10 + 1/2 her with level + her wisdom modifier.
    The witch's caster level is considered half her level, to a minimum of 1, for this purpose.

    Moderate Archetype Power: Vile Power(Su)
    The witch's attacks are considered evil-aligned for the purposes of overcoming damage reduction and her alignment is considered evil for the purposes of using and handling magic items.
    Furthermore, negative energy deals half its normal damage to her and she is immune to death effects and energy drain/damage.

    Greater Archetype Power: Vile Strength(Su)
    The witch gains a +1d4 bonus to damage to all melee or ranged, non-magic, attacks she makes. Upon a critical hit, at her option, such an attack deals a negative level. This negative level goes away after 24 hours and doesn't stack with other negative levels.


    Apostate
    Spoiler
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    Lesser Archetype Power: Eternal Binding
    The witch must choose a vestige. She is always considered bonded to this vestige and does not risk influence of show signs of this being so. This vestige and its abilities are treated as extraordinary in nature.
    When the witch becomes capable of binding more than one vestige she may do so, but must include this vestige.

    Moderate Archetype Power: Augmented Pact
    The witch gains two pact augmentations of her choice (see the binder). Furthermore, the witch becomes immune to fear effects. The witch loses these benefits if she loses the benefits of her eternal binding vestige.

    Greater Archetype Power: Greater Augmented Pact
    The witch gains two additional pact augmentations of her choice (see the binder). Furthermore, the witch becomes immune to charms and compulsions The witch loses these benefits if she loses the benefits of her eternal binding vestige.
    +2


    Design Notes:
    Spoiler
    Show
    Alright so the binder is already a great system, but lets see what I can do with it.
    I was thinking the ability to summon the visages would be an interesting way to go. After all what reason does a visage have to help the 'binder'? Perhaps it is for that fleeting chance of freedom...
    Beyond that though Binder's are so 'witch'-like its unbelievable. Ok, not in the traditional sense, but witches do draw their power from unknown patrons in many stories and I think the two concepts blend well together.
    As much as I would still play the shadowcaster over the other two, the witch was the most fun to make. It's archetypes cover a large variety of abilities as compared to the other two.
    What I am worried about is the wildshape ability of the druid archetype. I'm hoping that the fact that while it is active you effectively only have one archetype power balances it.
    Last edited by eftexar; 2012-05-31 at 01:50 PM.

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    Bugbear in the Playground
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    Default ToM (e6 [3.5], PEACH)

    Description: While shadowcaster's and wordsmith's command the world around them and the witch's control the world beyond them, there are those who have managed to use a power all their own. This power, drawn from their own essence and their very soul, is something that frightens the gods more. For only mortals may wield it.

    most archetypes for this class still in progress

    Soul Blade
    Spoiler
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    Hit Die: d8

    Starting Gold: As Fighter

    Skills: none, but see class

    Skill Points: 2 + Int mod (x 4 at first level)

    Requirements: Outsiders and other creatures who do not have a soul or who's soul is not 'separate' from their body are unable to enter this class. Any soul blade who ceases to meet these requirements may swap out levels of soul blade for another class (otherwise his abilities are suppressed until he meets those conditions again), but may never regain them.

    {table=head]Level|BAB|Fort|Ref|Will|Special| Soulmelds | Essence
    1st|+0|+2|+0|+2|Meldshaping, Proficiency Incarnate, Aura, Archetype, Essence, Form Chakra |Crown | 2
    2nd|+1|+3|+0|+3|Lesser Archetype Power |Feet, Hands | 3
    3rd|+2|+3|+1|+3|Incarnum Radiance |Arms, Brow, Shoulder | 5
    4th|+3|+4|+1|+4|Moderate Archetype Power |Throat, Waist | 6
    5th|+3|+4|+1|+4|Incarnum Defense |Heart | 9
    6th|+4|+5|+2|+5|Greater Archetype Power, Timeless |Soul | 10
    [/table]

    Armor and Weapon Proficiencies: The soul blade is proficient with simple and martial weapons, as well as both medium armor and light shields.

    Meldshaping (Su)
    The soul blade may choose 3 soulmelds (see magic of incarnum) to learn at each level of soul blade. These soulmelds must be of the type listed for that level.
    The soul blade may shape a number of soulmelds equal to his soul blade level. He may only shape one soulmeld from the three gained at any particular level at any one time. Shaping (and/or unshaping) soulmelds may only be done with 10 minutes of meditation after having at least 4 hours of sleep. The soul blade benefits from the basic effect of each shaped soulmeld until he next shapes his soul melds (then gaining the new benefits).
    The effects of soulmelds (and chakra binds) are not dispellable and are not suppressed by antimagic, but the soul blade may be 'disenchanted' as if he were a magic item (though only one random soulmeld is targeted per use of such an ability). He is allowed a will save to negate this. He may re-shape that soulmeld(s) as normal.

    Proficiency Incarnate
    Any skill that the soul blade is gaining a bonus to from a soul meld (or active chakra bind) is considered a class skill for the soul blade, for the duration it is shaped.
    Furthermore the soul blade may invest skill points on a normal 1 for 1 basis, even though they aren't always class skills for him, into any skill he knows a skill boosting soulmeld for. The soul blade count his ranks as being half what they are, however, unless he has such a soulmeld active.

    Aura (Ex)
    The soul blade radiates an aura as an incarnate does.

    Archetype
    At his first level the soul blade must choose an archetype. He gains the archetype abilities as denoted on the table above. He may not change his archetype once she has made her decision.

    Essence
    The soul blade gains a pool of life energy to use for his class abilities (as indicated on the table). He recovers this pool after at least 4 hours of rest. Remember that essence is a different thing than essentia.

    Form Chakra
    When the soul blade shapes his soulmelds he may choose to form chakra binds. He may not prepare more chakra binds than half his soul blade level, rounded up, and may only form a chakra bind who's associated soulmeld has been shaped.
    The soul blade retains the benefits of this chakra bind(s) until he next shapes his soul melds.
    The soul blade loses the benefits of a chakra bind if he loses the benefits of its associated soulmeld. If he regains those benefits he regains the benefits of the chakra bind

    Lv3 >Incarnum Radiance (Su)
    The soul blade gains the ability of the same name from the incarnate. Instead of being limited to uses per day, however, he must spend 1 point of essence to activate this ability.

    Lv5 >Incarnum Defense (Su)
    The soul blade gains the ability of the same name from the soulborn.

    Lv 6 >Timeless
    The soul blade no longer seems to age, taking no penalties for aging (benefits are retained and still gained). The soul blade also loses any penalties that have accrued as his body takes on the look of a more youthful age.
    The soul blade still technically ages and will die when he reaches old age. His remaining time, however, doubles in length.


    Archetypes

    Champion of the Light
    Spoiler
    Show
    Lesser Archetype Power: Incarnate Strike (Su)
    The soul blade may spend up to half his soul blade level, rounded up, worth of essence when making a melee attack, once per round. This attack deals an extra +1d6 points of damage per point spent.

    Moderate Archetype Power: Fast Healing (Su)
    The soul blade benefits from fast healing equal to his soul blade level, but capped by his current amount of essence left.

    Greater Archetype Power: Brilliant Ray
    The soul blade may release a pure blast of energy from his soul by spending one point of essence. This is a ranged touch attack with a 60ft range increment and is activated as a full round action. If struck his target takes 1d6 points of damage per soul blade level and must make a reflex save or be blinded for 1 round.


    Forge Master
    Lesser Archetype Power: ??? ()

    Moderate Archetype Power: ??? ()

    Greater Archetype Power: ??? ()

    Necrocarnate
    Lesser Archetype Power: ??? ()

    Moderate Archetype Power: ??? ()

    Greater Archetype Power: ??? ()

    Witchslayer
    Lesser Archetype Power: ??? ()

    Moderate Archetype Power: ??? ()

    Greater Archetype Power: ??? ()

    +4


    Design Notes:
    Spoiler
    Show
    This class is intended to be a rewrite of the incarnum series. I read a bit through the content and understand it, but I'm thinking of just carrying the theme and making some massive changes (it may not look much like incarnum at the end). Some of those classes look a bit weak, especially in the lower levels where they need, well, stuff.
    Last edited by eftexar; 2012-06-01 at 04:12 PM.

  5. - Top - End - #5
    Bugbear in the Playground
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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    Description:There are those, however, more terrifying than any other. These people are able to steal the ability and potential of others to use for their own. Perhaps more frighteningly is their ability to amplify this stolen power with their own.

    The Haze
    Spoiler
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    Hit Die: d8

    Starting Gold: As Rogue

    Skills: The haze has the use magic device skill, as well as 10 other skills of her choice chosen from the core player's handbook.

    Skill Points: 4 + Int mod (x 4 at first level)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Power Slots
    1st|+1|+0|+0|+2|Rebus Gate, Archetype, Crux of Power, Discern Potential | 4
    2nd|+2|+0|+0|+3|Lesser Archetype Power | 6
    3rd|+3|+1|+1|+3|Just Borrowing, Steal Potential | 9
    4th|+4|+1|+1|+4|Moderate Archetype Power | 12
    5th|+5|+1|+1|+4|Amplify, Retain Potential | 16
    6th|+6|+2|+2|+5|Greater Archetype Ability, Extra Archetype | 20
    [/table]

    Armor and Weapon Proficiencies: The haze is proficient with all simple weapons and with light armor, but she is not proficient with shields.

    Rebus Gate (Su)
    As a 60ft ranged touch attack the haze may attempt to steal another creature's power as a full round action. Her target must make a will save with a DC of 10 + 1/2 her haze level + her wisdom modifier (this process is unpleasant and a target may not fail it's will save on purpose). The haze may target any ability she is aware of including: a single spell, power, mystery, utterance, maneuver, invocation, or similar ability; any feat; or any single racial or class ability other than spellcasting (or any variant thereof). Alternatively she may choose to let the DM determine this at random.
    Upon a failed save the haze's target loses use of that ability for 2d4 + 1/2 her haze level rounds. The haze may then choose to learn this ability, but must adhere to a restriction in the form of slots. Each ability takes up a number of slots dependent on what it is:
    If a feat it takes up 1 slot + 1 slot per required feat, beyond the first one required, in its prerequisites.
    If a spell or similar magical or non-magical ability it takes up a number of slots equal to it's spell level + 1.
    If a class ability or racial ability it takes up a number of slots equal to half the level it was obtained at (round down) + 1. (if it was a non-class racial ability use half the LA + 1, if any, of the creature/race in question instead)
    The haze may not have any single ability who consumes more slots than her haze level, to a minimum of a max of 2, and may not have more abilities than her haze level + 4. The haze may forget any ability or abilities to free slots when attempting to learn a new ability. The haze may use abilities she doesn't meet the prerequisites for, as long as they function without them. In order to use any ability the haze must first spend technical points to do so.
    For constant effects such as feats and class abilities she must spend technical points, as a free action during her turn, equal to the number of slots they took up, plus one. She retains those abilities for 2d4 + her wisdom modifier rounds afterward.
    For other effects she must also spend technical points (equal to the number of slots, plus one), but she spends them as an activation cost.
    Special: The haze may start of with her first 4 slots already filled with abilities of her choice. The haze may not begin with an ability that costs more than 1 slot.

    Archetype
    At his first level the haze must choose an archetype. She gains the archetype abilities as denoted on the table above. She may not change her archetype once she has made her decision.

    Crux of Power
    The haze has a number of technical points equal to her level x 4, plus her wisdom modifier. These points will power both her abilities and those that she steals.
    The haze regenerates these points at a rate of 1 per hour; or her class levels per hour during rest after the first hour.

    Discern Potential (Su)
    The haze may read and discern the abilities of others. She may select a single target within 60ft who's location she knows, as full round action. The haze's target must make a bluff check (though a disguised target may make a disguise check), versus the haze's spot check. Upon a successful check the haze learns a single random ability she is unaware of (see rebus gate for what defines an ability).
    Alternatively the haze may choose to learn an ability score, a skill rank, a save, bab, current and maximum hit points, AC, touch AC, flat AC, or a random ongoing effect they are afflicted by.

    Lv3 >Just Borrowing
    When using her rebus gate ability the haze may gain access to an ability without actually penalizing her target. Her target may choose to fail this will save on purpose. Any ability gained in this manner is lost after 24 hours.

    Lv3 >Steal Potential
    The haze's ability to take away abilities, with rebus gate, increases again. Now the haze may steal any skill or ability score she has identified.
    Upon a failed save, if she targets skills, the target loses a number of ranks equal to the haze's level +1d4, not to drop the target below 0 ranks, for 2d4 + her 1/2 haze level rounds the haze gains an insight bonus to that skill, equal to the half the ranks in the stolen skill. This insight bonus lasts for 2d4 minutes. The haze may use a skill untrained if it has this insight bonus and recieves no penalty for using such a skill, as if she were trained in that skill.
    Upon a failed save, if she targets an ability, the target's score drops an amount equal to the haze's level +1d4, not to drop the target below 3 points, for 2d4 + 1/2 her haze level rounds and the haze's ability score increases by an amount equal to the half the stolen points. This bonus lasts for 2d4 minutes.

    Lv5 >Amplify
    The haze may amplify any ability, skill, or score she has stolen as a swift action. She has several options available to her:
    If the haze amplifies skill ranks she doubles her bonus for the round.
    If she amplifies an ability score she doubles her bonus for the round.
    If the haze amplifes a feat she may select a single feat that has it as a prerequisite and benefit from it for a round.
    If a spell or similar ability the haze may mulitpy any effects or bonuses based on a modifier or level by x1.5, for the round.
    If a class ability the haze may mulitpy any effects or bonuses based on a modifier or level by x1.5, for the round.

    Lv5 >Retain Potential
    The haze may now retain bonuses from steal potential idefinatly. These bonuses still do not stack with on another and the haze may only maintain a number of ability score points equal to twice her haze level (she may drop previous points at will to gain new ones) and a number of ranks equal to thrice her haze level (she may drop previous prank at will to gain new ones).

    Lv 6 >Extra Archetype
    The haze may choose a second haze archetype. She gains the lesser archetype ability of that archetype.


    Archetypes

    Fluid Mind
    Spoiler
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    Lesser Archetype Power: Expanded Memory
    The haze gains a number of standby slots, for use with her rebus gate ability, equal to twice her haze level or her wisdom modifier (whichever is higher). Though she isn't able to use any ability stored with these slots she may cycle her abilities to and from her standby slots with only 10 minutes of uninterrupted meditation.

    Moderate Archetype Power: Erudite
    The haze may select a single ability stored in any of her normal or standby slots upon reaching this level. She removes it from her slots, but may not use it indefinitely (though she must still spend technical points). It also no longer counts towards her maximum abilities.

    Greater Archetype Power: Erudite
    The haze may select a single ability stored in any of her normal or standby slots upon reaching this level. She removes it from her slots, but may not use it indefinitely (though she must still spend technical points). It also no longer counts towards her maximum abilities.


    Leech
    Spoiler
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    Lesser Archetype Power: Drain Health
    The haze can sap energy from her foes when using rebus gate in addition to the use of another of its effects or on its own. Her target takes 1d6 points of damage per haze level and the haze recovers half of this in hit points. The rebus gains any extra as temporary hit points. Temporary hit points from this ability do not stack and she may not exceed twice her maximum hit points.

    Moderate Archetype Power: Drain Energy
    When the haze saps energy from her foe, she may choose to, instead of sapping health, deal 'damage' to their spell/etc slots, spell/etc points, or uses per day. This is entirely random and she reduces uses by 2d4 points (split randomly). Her target's slots/points/uses are expended and the haze recovers energy equal to the number of points sapped.

    Greater Archetype Power: Full Drain
    The haze may now sap spell points / uses and health at the same time, as part of a single use, but must forfeit the normal benefits of rebus gate to do so.


    Luckstealer
    Spoiler
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    Lesser Archetype Power: Bad Mojo (Su)
    As an immediate action, once per day per haze level, the haze may force an opponent within 60ft to reroll a single roll they made. Her target must take the worse of the two. The haze must announce this before the result is announced.

    Moderate Archetype Power: Steal Luck
    If the haze forces a reroll and her opponent makes a worse roll, she gains the difference in the two rolls (without modifiers) on the next roll of the same type of die of her choice. This bonus is lost if not used within 24 hours and the haze may only store a number of bonuses equal to her haze level at once (though she may drop any bonus(es) as a free action, even out of turn).
    Furthermore she gains 2 additional uses of her lesser ability.

    Greater Archetype Power: Omen
    The haze may use two uses of her lesser ability during its use to force a roll of a 1. Her opponent also takes an additional -4 penalty beyond that.
    Furthermore she gains 2 additional uses of her lesser ability.


    Rebus Blade
    Spoiler
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    Lesser Archetype Power: Spell Channeling
    The haze gains the ability to channel any magical touch attack she knows or has through her melee and ranged attacks. Channeling such an ability requires her to take a full round action to do so.

    Moderate Archetype Power: Arcane Gift
    The haze has access to the duskblade's spell list. Though she can't cast these spells right off the bat, she may memorize (and/or un-memorize) them, taking up (and/or freeing) slots, with 10 minutes of uninterrupted meditation. She is limited to spells of no higher than half her haze level + 1.

    Greater Archetype Power: Spell Mastery
    The haze ignores all spell failure from armor and shields. Furthermore, she gains SR 12 which she may drop or resume temprorarily in response to affects targeting her.


    Retrainer
    Spoiler
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    Lesser Archetype Power: Malleable Feat
    At each level, including this level, that the haze gains a haze archetype power(s), she may choose a single feat that she qualifies for. These feats do not count towards the prerequisites of other feats, but count towards each others prerequisites.
    The haze may swap out these feats with 10 minutes of meditation, for other feats. She may not swap out a malleable feat if it relies on another malleable feat.

    Moderate Archetype Power: Mutable Skill
    All of the skill points gained by the haze at this level are mutable. With 10 minutes of meditation she may change which skill these points apply to. The haze gains a +1 bonus to any skill that has at least one of these mutable points.

    Greater Archetype Power: Retraining
    The haze gains a single haze lesser archetype power of her choice. With 10 minutes of meditation she may change which archetype she benefits from.

    +2


    Design Notes:
    Spoiler
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    I decided to create my own class for this last one. I was looking through the other classes and realized that all of the sources of strange power I could think of where covered. So this class will be able to steal/suppress the abilities of others. The balance on such an ability is really really tricky though. Truthfully this could be really broken, but I hope not.
    Last edited by eftexar; 2012-05-28 at 06:26 PM.

  6. - Top - End - #6
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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    I'd land a hand, except I'm not much of a ToM expert.
    What I do know about ToM (some from rumors and some from a personal point of view) is that practically anything a Shadowcaster can accomplish - so can a Wizard, that trunaming is just another way of saying "spellcasting" and that maximizing the power potential of the Binder is extremely complicated (once saw a Binder guide and it went on like forever).

    I've yet to see their true added value to D&D.

  7. - Top - End - #7
    Bugbear in the Playground
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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    Too bad you can't lend a hand nonsi, but thanks for showing interest. It's always frustrating when nobody replies.. at all...

    Most of the thing with those classes is really flavor, though the truenamer has a few unique effects that a wizard can't do and the shadowcaster is really just themed magic (though it has a couple of cool things like an immediate action teleport and the ability to recast spells cast nearby).

    Unfortunately the shadowcaster is semi-broken in the exact opposite way of the wizard (instead of being too powerful, it is too weak) and the truenamer doesn't work at higher levels (which isn't an issue here).

  8. - Top - End - #8
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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    Quote Originally Posted by eftexar View Post
    Too bad you can't lend a hand nonsi, but thanks for showing interest. It's always frustrating when nobody replies.. at all...
    Yeah, I know what you mean, but no need to get offended. It took me a while, but I now understand that people (especially homebrewers, which use their brain power more than the average riffraff) usually reply when they believe they have something to contribute.
    In my case it happens quite a lot, because my ideas and preferences are usually unorthodox and people find it hard to connect.

  9. - Top - End - #9
    Bugbear in the Playground
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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    No arguments, but it doesn't make it any less frustrating... Anyways here I go bumping the thread again.

    It'll probably be a little while before I start on the binder, because I was thinking about doing a summon visage thing, which could result in some pretty sweeping changes (and I'm still a little tight on time). But the other two are up.
    Last edited by eftexar; 2012-05-26 at 11:26 PM.

  10. - Top - End - #10
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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    I like this, but can't really say much beyond that until you're done.
    http://noobs-townmk2.myminicity.com/ Please.

    Great thanks to Xander Morhaime, avvie he made is great.


  11. - Top - End - #11
    Bugbear in the Playground
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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    Alrighty then. All of the classes are playable and the shadowcaster, as before, is completely finished. Some archetypes are still unfinished.

    ---------------

    I am officially begging for peaches now...
    Last edited by eftexar; 2012-05-27 at 06:13 PM. Reason: bump / combine double post

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    Ogre in the Playground
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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    These are very well done. I don't have any real input. In the event that I ever run an E6 campaign I will definitely use these.
    My homebrew:

    Spoiler
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    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

  13. - Top - End - #13
    Bugbear in the Playground
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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    Well a compliment's better than nothing, so thanks. If you do run a game please tell me how it goes. Unfortunately I can't play test all of them, if any at all, right now.

    Anyways I have all 3 of the primary classes done, except for a single wordsmith archetype (truthfully I have no ideas for it) and possibly a couple more for the witch if I feel like it.

    Also two more classes will be up, including the soul blade, which will be an incarnum-inspired rehash.
    Last edited by eftexar; 2012-05-27 at 09:27 PM.

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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    Once I am not incredibly tired and slightly inebriated (i.e., tomorrow), I will give these a thorough once-over. Any friend of E6 is a friend of mine.

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    Bugbear in the Playground
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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    Thanks Gnorman, I eagerly await the master of e6's critique. This is my first real venture into that territory so I'm not sure about balance at all.

    I guess this sort of went from doing the tome of magic, to just a bunch of different weird types of magic. Anyways all of the classes are up, though the soul blade only has one archetype right now. I still need to finish three more archetypes for it and then I want to add a few more for most of the classes whenever I can think of new ideas (my creativity is somewhat sapped after all of the other archetypes).
    Last edited by eftexar; 2012-05-28 at 07:55 PM.

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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    Okay, I have to preface my critique with this statement: I am far from an expert on the subsystems introduced in Tome of Magic and Magic of Incarnum. I have read them, but I have not spent a very long time with them. I am most familiar with binders out of those choices - I am least familiar with shadowcasting.

    Anyway.

    Shadowcaster

    Seems good to me. With Discorporate, how long does he take to reform? Instantly? The amount of time is not given. It's a good, conditional "save your ass from the fire" ability. The Shadow Master's Arcane Ink is too real, I think, for its power level - shadow conjuration, a 4th level spell, is only 20% real. Shadow Warrior's Shadow Craft ability is ripe for abuse - though you specifically call out alchemical items or ones with moving parts, what's stopping me from creating a "+5 Holy Avenger"? Longswords only weigh about four or five pounds. Given the static craft DC and no moratorium on magical items being created out of shadow, the above example is technically legal. Far Shadows is awkward, given that the only way to get more than an additional five feet of reach is to have a 20 foot reach (extremely unlikely in an E6 game, though not entirely out of the question - would require you to be Huge, if I'm calculating correctly) - why not just say "an additional five feet of reach"?

    Those are the issues that immediately jump to mind - everything else looks good. I'll approach the others a bit later.

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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    Discoporate was originally supposed to be immediately, but I think a delay fits the theme better. This has been clarified.

    I reduced the effects of arcane ink to 20%, but I kept damage. Damage really isn't as big a deal and I think anything below half would be irrelevant and pointless in the scheme of things.

    Shadowcraft no longer functions with magical items. It was based off of the original shadowcraft ability in ToM which inferred that restriction (but never actually stated it).

    Far shadows now has a +5ft to reach, but also has a clause for ranged weapons. Including ranged was part of the original awkwardness.
    Last edited by eftexar; 2012-05-31 at 12:50 AM.

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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    Wordsmith

    Looks mostly okay. I don't know enough about how truenaming works to criticize many specifics, but the Librarian & Terraformer gain access to abilities much, much earlier than normal - 5th level utterances, even from the lexicon of the crafted tool? I'd keep it to 3rd level.

    Witch

    Does Hex have a save? How many targets can a witch hex at one time?

    Vestige Manifest looks like a really cool ability.

    Grand Binding's wording should be changed to "suppress" rather than "sacrifice" - sacrifice implies that the witch is permanently giving it up, even though you say otherwise.

    Spell Binder's abilities are confusing - I don't understand how the spell failure adds up with other sources of it (you say "in addition, but separately?" Why not just add it all up [statistically it is the same]). What happens when a Charm Person spell is reflected on a caster? Does he start to reeeeeally like himself? I think Eldritch Magnetism needs some clarification, specifically this phrase: "The witch may not store any number of spells who's level exceed twice her witch level". What about "The witch may only store a number of spells levels equal to or less than twice her witch level."

    Animus: spontaneous casting off two pretty decent lists? Yes please, even if I have to give up my powers. Makes for a fantastic utility caster. Mageblood could potentially be extremely overpowered - what if I take True Strike? I'll never miss again. Should also be termed a "spell-like ability."

    Druid: ranger spells aren't quite as good, so not quite as useful. Wildshape should probably suppress vestige powers (otherwise, it's a little too good). The swarm ability is... I'll be honest, I can't quite puzzle it out. Let me get back to you on that.

    Occultist: looks mostly good. Could make for a great necromancer once it gets Animate Dead. However, there's a common problem with all three of the "spellcasting" archetypes - the method of casting the spell isn't spelled out entirely. Do they require components? Foci? Is the action the same as required by the spell? Are they arcane or divine? Is the ability Su?

    Apostate: sacrifice versatility for power. This one works for me, though if you are "always bonded," why do you include the clause that you have to always bind it once you gain multiple vestiges? Isn't it unnecessary?

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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    Holy scheissballs, that Soul Blade is POWERFUL.

    Seriously, that guy is going to WRECK parties.
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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    Alright here we go Gnorman,

    I have no problem dropping the crafted tool utterances to 3rd and 4th level, but they are pretty weak so I don't think I want to reduce them to 3rd. As far as the terraformer goes, yeah I guess they are granted pretty early, but I'm not sure how else to handle it.

    Now onto the witch. Hex now has a save and grand binding's wording has been changed from sacrifice to suppress.

    I will work on clarifying spell binder later, because I'm not really sure about it right now.

    If you reread it the animus only allows access to a single one of the two spells lists, not both. Mageblood only allows touch spells now, stopping a lot of shenanigans.

    The druid's wildshape has been changed to suppress vestiges. Should I grant the druid list instead of the ranger list maybe?

    Spells use same components and actions as the spells (I figure this is inferred). I added divine or arcane tags to them and save DCs.

    The wording in apostate is probably a little redundent, but I figured just to be on the safe side...


    And as to your thoughts Morph Bark, I don't think the soul blade is really that powerful. He only gets 6 soulmelds, and is only granted the basic effect of each which grant paltry bonuses anyways (+1d6 to attack is perhaps the most altering, with most being minor feats or skill bonuses). Also keep in mind that essentia doesn't exist here to be spent on soulmeld power increases.
    He can't have more than 3 chakra binds active, because of their essence cost, and his champion of light archetype abilities allows a bit of healing and approxamately one strike (if he spent his essence on all chakra binds), with a +3d6 to damage (which isn't much more than the rogue).
    Timeless might be too powerful for an e6 class, but really has no effects on combat or interactions.
    Last edited by eftexar; 2012-05-31 at 01:38 PM.

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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    Quote Originally Posted by eftexar View Post
    And as to your thoughts Morph Bark, I don't think the soul blade is really that powerful. He only gets 6 soulmelds, and is only granted the basic effect of each which grant paltry bonuses anyways (+1d6 to attack is perhaps the most altering, with most being minor feats or skill bonuses). Also keep in mind that essentia doesn't exist here to be spent on soulmeld power increases.
    He can't have more than 3 chakra binds active, because of their essence cost, and his champion of light archetype abilities allows a bit of healing and approxamately one strike (if he spent his essence on all chakra binds), with a +3d6 to damage (which isn't much more than the rogue).
    Timeless might be too powerful for an e6 class, but really has no effects on combat or interactions.
    You don't consider getting all chakras earlier than the Incarnate, including the Heart and Soul chakras over 15 levels early, to which he can bind more than three soulmelds (up to ten even, one to each chakra) of any class list due to getting a lot of essentia from feats, in which he can invest 3 essentia each (level 6 + Expanded Soulmeld Capacity), powerful?

    Or the fact that he gets roughly twice as much essentia as Incarnates or Totemists of his level and can easily get fast healing 4 at level 4 forever?

    If that ain't powerful in your eyes than I have to wonder what kind of optimizing gurus you regularly play with, 'cause dayum, son.
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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    Remember no essentia exists here (please search the post)? Did you read, at all, how he uses soulmelds? How about my entire post which specifically restated this (which you even quoted)? This system is not the same as in incarnum. To sum it up (in bold):
    Spoiler
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    1. The soul blade does not get essentia, period. It does not exist here, at all. As such he has only the base bonuses and nothing more.
    2. He can't gain more than 3 chakra binds. not that it was asked, but thought I would clarify
    3. Chakra's (such as heart and soul) don't actually increase much in power from their cousins. The base statistics are actually worse for those than some others.
    4. He can't shape more than 6 soulmelds at a time and is limited to no more than 1 from the list of soulmelds at each level.

    Please read it first. The only thing you might argue here is that I have to note that he does not qualify for essentia-based feats.

    So to sum it up the total of things gained equates to something along these lines:
    Spoiler
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    +2 to a single save
    +4 to 3 skills
    +1d6 damage
    Walk on Water
    Immunity to Something
    Energy Resistance 10


    So yes it does progress at a higher rate than at which soulmelds are normally gained, but nowhere near as high as you claim. Not only that, but they remain weak because there is no essentia. The soul blade is actually still the weakest on the list here.

    I feel really obnoxious now...
    Last edited by eftexar; 2012-06-01 at 03:44 PM. Reason: spoilered to save space

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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    Just a quick comment, I'll try to analyze things more later on, but I think that the increasing costs of Form Chakra depending on the level it was acquired is a bit harsh, seeing as they can still only know 6 (without feats), and that, as written, he is forced to pick his 3 best choices early on if he wants to use them at the same time (he can't afford to bind his 4th, 5th and 6th choice at the same time).

    I know you said no essentia exists, but I'd say it would be better to let them bind freely (no associated cost), and invest some essentia into their binds (which would make them a bit more powerful, but shouldn't break them), maybe up to half level, round down (or up), giving them something like 5 or 6 "essentia" as they level to improve them (1 per level or something like that).

    Also, on the other classes, at a glance, they look pretty good, and I have to say that with these and Gnorman's, I might just have to convince my group to return to D&D for some E6 action.

    EDIT I think the Wordsmith should get something to reduce the effects of the law of resistance, and/or reduce the base dc for utterances (I'd look at Gnorman's Didact Sage archetype for inspiration, what he did seems to work pretty well, although with both abilities, it might be a bit too good)
    Last edited by Dead_Jester; 2012-06-01 at 08:45 AM.
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  24. - Top - End - #24
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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    Quote Originally Posted by eftexar View Post
    Remember no essentia exists here (please search the post)? Did you read, at all, how he uses soulmelds? How about my entire post which specifically restated this (which you even quoted)? This system is not the same as in incarnum. To sum it up (in bold):
    1. The soul blade does not get essentia, period. It does not exist here, at all. As such he has only the base bonuses and nothing more.
    2. He can't gain more than 3 chakra binds. not that it was asked, but thought I would clarify
    3. Chakra's (such as heart and soul) don't actually increase much in power from their cousins. The base statistics are actually worse for those than some others.
    4. He can't shape more than 6 soulmelds at a time and is limited to no more than 1 from the list of soulmelds at each level.

    Please read it first. The only thing you might argue here is that I have to note that he does not qualify for essentia-based feats.

    So to sum it up the total of things gained equates to something along these lines:
    Spoiler
    Show
    +2 to a single save
    +4 to 3 skills
    +1d6 damage
    Walk on Water
    Immunity to Something
    Energy Resistance 10


    So yes it does progress at a higher rate than at which soulmelds are normally gained, but nowhere near as high as you claim. Not only that, but they remain weak because there is no essentia. The soul blade is actually still the weakest on the list here.

    I feel really obnoxious now...
    Since at no point you made a difference between "essence" and "essentia" in the class itself, how are we supposed to know they are different? Nowhere do you say that essence cannot be invested in soulmelds, so obviously those who read it are going to assume the default, being that you can.

    I read over that the Soul Blade can only have one soulmeld shaped per level by accident, sorry.

    At no point does the class say you can only have 3 soulmelds bound to chakras. Granted, with essence =/= essentia, you have limits on how many you can bind, but then its still up to 5 at level with your 10 essence.
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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    They are two different power sources. That's like saying power points can be used to cast spells. If I had meant essentia I would have said essentia, so I'm not really seeing the issue here.
    edit / And it is still impossible for more than 3 chakra binds. It says so specifically under one of the abilities. /edit

    And Dread Jester, good call. I think having them have no cost and just limiting them a certain number would work. It would free up essence for their other abilities more, which I think is a good thing. As to adding essentia back in, I'll have to think about that a little more.
    I'm not sure if giving a reduction to utterance DCs would be a good idea or not. Lets see math... 15 + 12 = 27 vs skill of 9 and 4 modifier with d20, needs a roll of 14. Ah, guess you were right. I'm thinking add the class level to all truespeak checks is the way to go here.
    Last edited by eftexar; 2012-06-01 at 04:20 PM.

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    Default Re: ToM; by Mystery, Utterance, and Vestige (e6 conversion [3.5], PEACH)

    Essentia is often misspelled as essence, even by veteran players, me included. Plus, if it shapes soulmelds, binds them to chakras and uses "the power of their soul" then that pretty damn clearly sounds like incarnum.

    If you don't intend for it to be incarnum, don't use any of the basic concepts of incarnum.
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