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  1. - Top - End - #361
    Bugbear in the Playground
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    I don't think you really get to complain if, by your own admission, you didn't even read the class. The only thing really "Exalted" about it is the names of abilities and such, for the sake of making references to a game that's already chock full of MG/anime references. If you don't like the Exalted-ness just change the damn names and references and move on.

  2. - Top - End - #362
    Troll in the Playground
     
    SamuraiGuy

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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    So what you're saying is that, regardless of its thematic, regardless of its mechanics, or if its even balanced or not. Heck regardless of whether it may or may not be a well written idea. The mere fact that he stated that some of the names of its abilities were inspired by exalted automatically means it's not worth your time? :/

    I mean, the class proper doesn't reference or mention any sort of terminology tied to exalt itself.

    If I sound rude, I sincerely apologize. It's not my intention. I am merely curious how one could develop such a strong aversion to the mere thought that something was inspired by another source; that you won't even give it a look. That is, were the references to Exalted charms removed from the developer boxes; would it suddenly become kosher? Had he never mentioned that it had abilities inspired by Exalted content, would you have at least given it a curious look as a possible option for Dark Magical girls?

    Also, I think Vash meant to say that if Selina gave it her okay, then maybe it might be worth giving a look and you shouldn't be so quick to dismiss it. After all, if you never look into the spoiler tags you won't bump into anything tying it directly to its inspiration. And in the end, names can always be changed.

    By the way, when you say 'such content' do you mean homebrew in general, just stuff inspired from other sources, or Exalted in particular? Just curious.
    Last edited by Regalus; 2013-05-08 at 11:15 PM.
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  3. - Top - End - #363
    Bugbear in the Playground
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Quote Originally Posted by Regalus View Post
    Also, I think Vash meant to say that if Selina gave it her okay, then maybe it might be worth giving a look and you shouldn't be so quick to dismiss it.
    Suuuure, let's go with that.

  4. - Top - End - #364
    Troll in the Playground
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Quote Originally Posted by Regalus View Post
    By the way, when you say 'such content' do you mean homebrew in general, just stuff inspired from other sources, or Exalted in particular? Just curious.
    Exalted stuff. It's more his issue than mine (I just find Exalted to be not to taste) but he has this raving hatred of anything touched by Exalted. I got a homebrew project (specifically Jarian's League of Legends based Prestige Classes) banned from the table because evelynn happens to have a symbol on her forehead that vaguely resembles a thing from Exalted.

  5. - Top - End - #365
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    SamuraiGuy

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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    I wow...that's stupidly harsh! You have my sympathies Nine.
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  6. - Top - End - #366
    Troll in the Playground
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Hence why I'm not bothering with something I can't use, and am only providing print outs of what I can.

  7. - Top - End - #367
    Bugbear in the Playground
     
    Selinia's Avatar

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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    I have to say here - the Night Devil is probably one of the closest things the Tome of Radiance will see to the old Dark Magical Girl. It's a jaded, world-weary warrior who turns her shattered innocence into a powerful weapon. Heck, it uses the same quote as the old DMG. True, it is mechanically more roguelike than barbarianlike, but the mechanical functionality of the original DMG is really perfectly able to be mirrored by a Champion with a few surges. Or for that matter, a Radiant Eruption barbarian now.

    If you're looking for the emotional suppression aspect of the class, which is the one thing the Night Devil really lacks (it's more focused on lashing out than bottling up) I'm currently working on the Apostle of Emptiness, which is more or less the emotionless girl archetype in PrC form. Is there anything specific you'd be looking for in terms of "Dark Magical Girl Material"? If you have thoughts on specific fluff or mechanical elements of the archetype you'd like to see, I'd love to hear them.

    In any case, I'm not sure what to say with regards to your DM - best I can offer is that if he considered the Tome of Radiance to be good material, I have given the Night Devil my official stamp of approval. It's a class with solid fluff and fun, fitting crunch, and the fact that it borrows a few concepts from a thematically-appropriate Exalted villain's moveset doesn't change that.

    Sorry if this post is a bit scatterbrained, I'm tired.
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  8. - Top - End - #368
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    Qwertystop's Avatar

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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Maybe remove the Exalted inspiration explanations from the spoilers in the PRC? I mean, without those it works fine as non-Exalted-inspired.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

  9. - Top - End - #369
    Bugbear in the Playground
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Quote Originally Posted by NineThePuma View Post
    Exalted stuff. It's more his issue than mine (I just find Exalted to be not to taste) but he has this raving hatred of anything touched by Exalted. I got a homebrew project (specifically Jarian's League of Legends based Prestige Classes) banned from the table because evelynn happens to have a symbol on her forehead that vaguely resembles a thing from Exalted.
    Kneejerk response: You need a new DM. Now, if not sooner.

    Marginally more sociable response: Do I even want to know whence this raving hatred of Exalted? I mean, I can understand general indifference such as yours, but banning something solely because a picture was used that included a thing that Exalted also happens to use sometimes? He does know that Exalted does not have a monopoly on forehead marks, right?

  10. - Top - End - #370
    Dwarf in the Playground
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Alright, I took in the critique, so here’s the revamped version of that PrC!

    Ferzian Slave

    "I may be a master, but my master is greater than I. She is why I live, and why I love."
    - Quinn Morris, just before the slaying of her master’s rival.

    There are many who wield light, and many from diverse backgrounds. As such, it is not unheard of for a magical girl to have been enslaved at the point in time when she realized her power. However, what is rare is for such a girl to use her new power to aid that which traps her.

    Those evokers who remain loyal despite their great quantities of new power are frequently promoted to greater positions, and are frequently put in charge of the mundane slaves. Those who do as such can become a great leader, strong and commanding, yet subservient to any greater than her.

    And in the supposed darkness of slavery, she sees nothing but light, for her master has always shone in her eyes.

    And that’s how the master likes it.

    Requirements
    To become a Ferzian Slave you must fulfill the following criteria:
    Feat: Craft Soulbond, Leadership
    Skills: 3 Ranks Diplomacy, 3 Ranks Intimidate.
    Special: Evoker Level 5th, Must be in a position of willing servitude to another individual

    Spoiler
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    Level six entry requiring two feats, some skills, and a much easier to accomplish roleplay requirement.


    Class Skill List: Climb (STR), Craft (Restraints) (INT), Gather Information (CHA), Handle Animal (CHA), Intimidate (CHA), Knowledge (Royalty and Nobility) (INT), Listen (WIS), Profession (Any) (WIS), Sense Motive (CHA), Search (INT), Spot (WIS), Survival (WIS), Swim (STR)

    Skill Points at Each Additional Level: 4 + Int modifier.

    Spoiler
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    A bunch of things for talking with and hunting down those she is in charge of, some Knowledge (Royalty and Nobility) so as to know as much about her master as possible, and a couple other things that fit.




    Ferzian Slave
    Hit Dice: d6

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Illuminations

    1st|
    +1
    |
    +0
    |
    +0
    |
    +2
    |Enhanced Weaving, Slavemaster’s Loyalty|

    2nd|
    +2
    |
    +0
    |
    +0
    |
    +3
    |Queen’s Mob|
    +1 level of existing class

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Tactician’s Eye|

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    ||
    +1 level of existing class
    |

    5th|
    +4
    |
    +1
    |
    +1
    |
    +4
    |General’s Hide|
    +1 level of existing class

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    ||
    +1 level of existing class

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Strategist’s Edge|
    +1 level of existing class

    8th|
    +6
    |
    +3
    |
    +3
    |
    +6
    ||

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Vizier’s Inspiration|
    +1 level of existing class

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Hearts on a Lattice Can Never Die|[/table]

    Spoiler
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    Pretty good chassis. Decent BAB, good Will, with 6/10 Evoker Progression.


    Illuminations: A Ferzian Slave loses only a fraction of her power as an Evoker, mainly due to the fact that she constantly serves a source of light that only she can see. A Ferzian Slave continues to progress access to Illuminations from her Evoking Class, as well as her Evoker Level, as shown. If she has more than one Evoking Class, then she must choose one of them when she takes her first level in Ferzian Slave. Once made, this choice cannot be changed.

    Spoiler
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    Fluff-turned Crunch: she finds light in her master, she lives according to her master’s whim, she gets good evoking.


    Remembered Weaving (Ex): A Ferzian Slave is always able to call upon the might of a costume, even if her master thinks that the flashiness is too much, so it will progress, although as what it once was.

    A Ferzian Slave gains additional costume elements as if her levels in Slave were levels in her previous evoking class.

    Spoiler
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    Have you ever seen a Slave in a frickin’ awesome costume? …Don’t answer that. Point is, they progress as normal.


    Slavemaster’s Loyalty: A Slave has been trained to obey, and even if she wishes to rebel, her servile nature makes such a feat difficult. The Slave must make a Will Save with a DC of (10 + ½ command-giver’s HD + command-giver’s CHA modifier) to refuse any direct command from a superior.

    Spoiler
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    Yep, I basically copy-pasted what Selinia suggested I use for this. uwu


    Queen’s Mob: Even Slaves must have those beneath them, and those of Ferz are no exception. And yet, these animalian servants are much more: they are trusted allies, soldiers with which her life is trusted in, teammates whose souls link to her own.

    At 2nd level, the Slave gains an Animal Companion from the Druid’s Animal Companion list, treating her Druid level as one-third (rounded down) of her Evoker level. The Animal Companion is a completely normal specimen of its species, with the exception that it has the Craft Soulbond Feat, applied between it, the Slave, and one individual that the Slave has crafted a Soulbond with. At 6th level, and again at 10th level, the Slave gains an additional Animal Familiar with the same core set-up.

    Spoiler
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    WAY scaled down, much more manageable, no longer a mote sink. :3


    Tactician’s Eye (Ex): She was given power for a reason, and tactics are inherently important to those Slaves on the path of Ferz. However, to observe and strike is much easier when one has an extra pair of eyes! As such, the light of her master’s knowledge and her servants’ instincts grants military might that few can believe.

    At 3rd level, when adjacent to a creature with whom she has crafted a Soulbond with, The Slave gains a +1 bonus to attack rolls. Every additional creature she has crafted a Soulbond with and is adjacent to her gives a stacking +1 bonus.

    Spoiler
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    Haha, I had FUN with this one. Crowd around your best Slavebro and she gets even more powerful!


    General’s Hide (Ex): As she grows in power, she begins to change, not just mentally, but also physically. While a player, she will always be a pawn, and the light of her superior will never let her forget that. She slowly begins to grow a shell of amber over her flesh, protecting her from those who would seek to deprive her lord of a masterful pawn. And yet, her master will inevitably need a shield, and that shell of amber that grows mighty in her lord’s presence can protect that which provides it, too!

    When within 25 feet of any non-animal that she has crafted a Soulbond with, the Slave gains a +1 natural armor bonus to AC. For every 10 feet closer than 25 feet the Slave and that whom she has a Soulbond with, the bonus increases by +1. Furthermore, as long as she is within 10 feet of the aforementioned Soulbonded individual, the Slave may take an immediate action to give up the AC bonus granted by this class feature to give the same bonus to that individual.

    Spoiler
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    The biggest piece that I took from the Baikan. Sorry, the concept of turning people into literal chess pieces was too important and cool for me to ignore, haha.


    Strategist’s Edge (Ex): While hitting a foe is a great deal of importance, there are many things that will prevent a Slave from showing her full potential. And yet, when she wields her weapon with skill and motivation, and more importantly, light, she can cut through any defenses that would halt her master’s plans.

    At 7th level, the Ferzian Slave ignores an amount of Damage Resistance equal to her Evoker Stat Modifier. Additionally, if she achieves a critical hit on a foe with Damage Resistance, they lose all Damage Resistance for a number of rounds equal to the Slave’s Evoker Stat Modifier.

    Spoiler
    Show
    This one if pretty strong, I like to think, especially when the Slave has the Precise Enhanced Armaments Effect. However, for 12th level, I don’t think it’s strong to the point of being unbalanced... (remains as is)


    Vizier’s Inspiration (Ex): None know the power of an encouraging yell more than a Slave, and one of the Ferzian persuasion has mastered such a power herself. Screaming encouragement - or discouragement - at the tops of her lungs, she can change the tide of battle without lifting a finger. But she is just as much a slave as any other, and if her master is not present, she doesn’t get those encouraging words. But that’s where passion steps in, and that’s where her power shines.

    At 9th level, at will, as a standard action, the Ferzian Slave may grant a +2 morale bonus to AC, attack rolls, and damage rolls to all allies that can hear her. Alternatively, she may grant a -2 morale penalty to AC, attack rolls, and damage rolls to all enemies that can hear her. Additionally, when she uses this ability, the Slave herself gains a +1 bonus to AC, attack rolls, and damage rolls, and her critical threat range expands by 1. All of these modifiers last for a number of rounds equal to her Evoker Stat Modifer.

    Spoiler
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    This one is based on the old stereotype of a slavemaster yelling at his/her servants to motivate them, even though he/she is a slave him/herself. I then thought about how a boss sits back and orders people around, and how a leader gets in and works as well. Yep. uvu (Kept it as is!)


    Hearts on a Lattice Can Never Die (Su): A Slave’s master, although he might not admit it, truly cares for her. And the allies she has made care just as much, if not more. So if a Slave were to fall - whether to disease or dagger - grief would be distinctly overwhelming. But, the light from within her will always show the truest tactic: the instructions for a dangerous ritual, which would revive her at a cost, shine upon her flesh. With tears and blood, tied together with unmistakable light, a Slave’s legacy need not fade to memory, and need not end.

    If the Slave ever dies while a creature who she has crafted a Soulbond with - and was not provided by this class - still lives, said Soulbonded individual can perform a special ritual to bring the Slave back to life. Said ritual takes 2d4+1 hours, and the person performing the ritual takes 4d3 Constitution damage, which can only be healed after 2d6+1 days. If multiple qualifying individuals perform the ritual, the Constitution erasure is split between them in a way that they decide upon. When she is revived, the Slave takes 3 ability damage to all ability scores, which can be healed as normal ability damage after 1d3+1 days.

    Spoiler
    Show
    Reviving a 15th level character at the cost of large Constitution damage, but can be split between individuals? Seems pretty balanced to me!~
    Last edited by caledscratcher; 2013-05-15 at 08:44 AM.

  11. - Top - End - #371
    Barbarian in the Playground
     
    Moonwolf727's Avatar

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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Quote Originally Posted by caledscratcher View Post
    {table]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Illuminations

    1st|
    +1
    |
    +0
    |
    +0
    |
    +2
    |Enhanced Weaving, Gleaming Costume, Slavemaster’s Loyalty|

    2nd|
    +2
    |
    +0
    |
    +0
    |
    +3
    ||
    +1 level of existing class

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Tactician’s Eye|
    +1 level of existing class

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    ||
    +1 level of existing class
    |

    5th|
    +4
    |
    +1
    |
    +1
    |
    +4
    |General’s Hide|
    +1 level of existing class

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    ||
    +1 level of existing class

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Strategist’s Edge|
    +1 level of existing class

    8th|
    +6
    |
    +3
    |
    +3
    |
    +6
    ||
    +1 level of existing class

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Vizier’s Inspiration|
    +1 level of existing class

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Enslaved Heart|[/table]
    Fixed that table for you, you forgot to put [/table] on the end
    Last edited by Moonwolf727; 2013-05-10 at 12:21 PM.
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  12. - Top - End - #372
    Dwarf in the Playground
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Holy carp, thank you so much! I'm notoriously bad at formatting, heh. So, any thoughts?

  13. - Top - End - #373
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    Lix Lorn's Avatar

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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Well, if you'll forgive my bluntness, it's a little bland. It has three 'Add stat to X' abilities and then a spell-like ability. While these are powerful, they're just not really interesting. A PrC, ideally, should do something you can't get another way, some fancy unique trick.

    I also really, really dislike alignment prerequisites, even on paladins, but you're not the only one in this thread to disagree with me. :P
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  14. - Top - End - #374
    Bugbear in the Playground
     
    Selinia's Avatar

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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Right then. A bit sleepy right now, but going to give the best analysis I can. Have to say I like the concept thematically, but like Lix Lorn said, the crunch could use a bit of special spice to it, and there are a couple other issues to hit. Going to try and take this apart bit by bit, so:

    Quote Originally Posted by caledscratcher View Post
    Ferzian Slave

    Requirements
    To become a Ferzian Slave you must fulfill the following criteria:
    Feat: Craft Soulbond
    Ability Score: Charisma 16
    Special: Evoker Level 6th, Must be enslaved/have been enslaved yet be in/have been in a position of power amongst slaves.
    One thing that gets me here is how very, very specific the 'special' line is. It's an extremely narrow scenario, making all sorts of convoluted shenanigans required for someone to qualify. Personally, I would change the special line to "Must be in a position of willing servitude to another individual" - that opens the class to the fanatical bodyguard, the paladin sworn to slay all who oppose the master of her holy order, or the like. If you really want to keep the 'position of power' requirement (I don't really think it is necessary, myself), add Leadership as a required feat.

    A smaller note, but I can't say I like Charisma as a prerequisite. Ability score pre-reqs for PrCs, though I'm sure they've been done somewhere, just don't jive well with me, partially because it makes this a Champion-only PrC when it seems meant for any evoker. If you're looking for a requirement of 'pretty and good at exerting one's presence', consider requiring ranks in Diplomacy or Intimidate instead - skills make excellent pre-reqs.

    Lastly, I'd drop the entry level back down to 6th, just because there isn't really any reason to make it higher with this class that I can see, and starting at the standard PrC entry level just keeps things neater.

    Quote Originally Posted by caledscratcher View Post
    Spoiler
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    Class Skill List: Climb (STR), Craft (Restraints) (INT), Gather Information (CHA), Handle Animal (CHA), Intimidate (CHA), Knowledge (Royalty and Nobility) (INT), Listen (WIS), Profession (Any) (WIS), Sense Motive (CHA), Search (INT), Spot (WIS), Survival (WIS), Swim (STR)

    Skill Points at Each Additional Level: 4 + Int modifier.

    Ferzian Slave
    Hit Dice: d6

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Illuminations

    1st|
    +1
    |
    +0
    |
    +0
    |
    +2
    |Enhanced Weaving, Gleaming Costume, Slavemaster’s Loyalty|

    2nd|
    +2
    |
    +0
    |
    +0
    |
    +3
    ||
    +1 level of existing class

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Tactician’s Eye|
    +1 level of existing class

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    ||
    +1 level of existing class
    |

    5th|
    +4
    |
    +1
    |
    +1
    |
    +4
    |General’s Hide|
    +1 level of existing class

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    ||
    +1 level of existing class

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Strategist’s Edge|
    +1 level of existing class

    8th|
    +6
    |
    +3
    |
    +3
    |
    +6
    ||
    +1 level of existing class

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Vizier’s Inspiration|
    +1 level of existing class

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Enslaved Heart|[/table]
    Yep. That's a chassis.

    Quote Originally Posted by caledscratcher View Post
    Remembered Weaving (Ex): A Ferzian Slave is always able to call upon the might of a costume, even if her master thinks that the flashiness is too much, so it will progress, although as what it once was.

    A Ferzian Slave gains additional costume elements as if her levels in Slave were levels in her previous evoking class.
    Not everyone is doing it the same way so it isn't a huge deal, but I prefer costume elements to be "ToB Style" - which is to say, you gain max element increases at fixed levels (look to the Valkyrie for an example).

    Quote Originally Posted by caledscratcher View Post
    Spoiler
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    Gleaming Costume: Even Slaves must have those beneath them, and those of Ferz are no exception. Her costume finds a way to give her an army, in the form of animals that flock to her and obey her every whim, as if she was a fairy-tale princess. But she is not, and will never be, such a thing. She is a slave, and that’s how she likes it.

    At 1st level, a Ferzian Slave gains a special costume effect that is always active and gained in addition to all others. Furthermore, she automatically has (class level) motes invested into it, without lowering her mote pool and bypassing normal investment limits.

    Effect: Gains an animal familiar from the Druid familiar list, treating half her Evoker level (rounded down) as her Druid level for what animal can be selected. The familiar is a normal specimen for that type of animal, its only special trait being the “Craft Soulbond” Feat, which is automatically applied between it and the Slave. It is completely loyal to the Slave.
    Essence Boost: For every 2m invested in this Costume feature, the Slave can gain an additional familiar with her Druid level treated as one-third of her Evoker level (rounded down). Each familirar is completely normal for that type of animal, its only special trait being the “Craft Soulbond” Feat, which is automatically applied between it and the Slave. They are all completely loyal to the Slave.
    Cartridge Boost: All familiars granted by this Costume Effect gain one Soulbond Feat that the Slave meets the prerequisites for but does not possess, for a duration of [Evoker Stat Modifier] rounds.
    A few things here:

    One, while they're a neat trick for some classes, I can't say I'm fond of the 'bonus costume element' class feature that has cropped up quote a bit - for one reason. Namely, it is a class feature that requires you to do less. Evokers are starved for motes, and adding in additional mote sinks doesn't tend to do them any favors. To anyone considering making a class feature in this model, I won't say it is always a bad idea, but strongly consider whether it would be better off as a simple scaling passive ability without mote investment. As a good rule of thumb, if something is useful in pretty much every fight, it might make a good passive.

    More specifically on this ability, my first reaction was admittedly ohgodsquirrelrush, it has a couple issues. The most minor of them is that there is to my knowledge no such thing as a Druid Familiar (barring the Urban Companion ACF) - druids have Animal Companions.
    Somewhat more major is that I think you are underestimating the power of animal companions. Keep in mind, the ranger gets one half-level animal companion - the Slave here could potentially have as many as fifteen following her around! That's impractical to manage at the game table and would shatter into pieces if the slave got her hands on any sort of group-buffing capabilities. Frankly, I have no clue how to balance this without turning the class into a dedicated summoner.

    Quote Originally Posted by caledscratcher View Post
    Slavemaster’s Loyalty: As a slave, this Evoker is inherently loyal, and to defy authority is to refuse her position and her power. If the Ferzian Slave ever refuses a direct order from a superior, she loses all class features for 1d3+1 hours.
    Interesting, but given the nature of the bond in question, I'd make this a compulsion, not a punishment. A slave can't 'fall', but she needs to make a Will save (based on the HD and Cha mod of her master) to refuse any direct order from them. The class is monomania incarnate - lesser officers may be in charge, but I doubt the Slave is going to have the same sort of fanatical loyalty to people who are doing little more than standing between her and her master.

    Quote Originally Posted by caledscratcher View Post
    Tactician’s Eye (Ex): She was given power for a reason, and tactics are inherently important to those Slaves on the path of Ferz. After all, to command an army is to see what is weakest and what is strongest amongst your foes. And that vision of weakness is oftentimes the key to victory.

    At 3rd level, the Slave gains an insight bonus to attack rolls equal to her Evoker Stat Modifier.
    Needs a lift-up to something a bit more unique. X to Y is both breakable and bland, and it encourages a class to just dump everything in their evoker stat. Extreme SAD is just as much a design problem as MAD is, just in the other direction.

    Quote Originally Posted by caledscratcher View Post
    General’s Hide (Ex): As she grows in power, she begins to change, not just mentally, but also physically. While a player, she will always be a pawn, and the light of her superior will never let her forget that. She slowly begins to grow a shell of amber over her flesh, protecting her from those who would seek to deprive her lord of a masterful pawn.

    At 5th level, the Ferzian Slave gains a natural armor bonus to AC equal to her Evoker Stat Modifier.
    See above. I do love the imagery though.

    Quote Originally Posted by caledscratcher View Post
    Strategist’s Edge (Ex): While hitting a foe is a great deal of importance, there are many things that will prevent a Slave from showing her full potential. And yet, when she wields her weapon with skill and motivation, and more importantly, light, she can cut through any defenses that would halt her master’s plans.

    At 7th level, the Ferzian Slave ignores an amount of Damage Resistance equal to her Evoker Stat Modifier. Additionally, if she achieves a critical hit on a foe with Damage Resistance, they lose all Damage Resistance for a number of rounds equal to the Slave’s Evoker Stat Modifier.
    This is interesting - a bit situational (DR that a well-equipped PC can't overcome isn't terribly common), but useful when it comes up, and a nice approach to teamwide damage-boosting. I genuinely like this, one of the class's better-designed features.

    Quote Originally Posted by caledscratcher View Post
    Spoiler
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    Vizier’s Inspiration (Ex): None know the power of an encouraging yell more than a Slave, and one of the Ferzian persuasion has mastered such a power herself. Screaming encouragement - or discouragement - at the tops of her lungs, she can change the tide of battle without lifting a finger. But she is just as much a slave as any other, and if her master is not present, she doesn’t get those encouraging words. But that’s where passion steps in, and that’s where her power shines.

    At 9th level, as a standard action a number of times per day equal to her Evoker Stat Modifier, the Ferzian Slave may grant a +2 morale bonus to AC, attack rolls, and damage rolls to all allies that can hear her. Alternatively, she may grant a -2 morale penalty to AC, attack rolls, and damage rolls to all enemies that can hear her. Additionally, when she uses this ability, the Slave herself gains a +1 bonus to AC, attack rolls, and damage rolls, and her critical threat range expands by 1. All of these modifiers last for a number of rounds equal to her Evoker Stat Modifer.
    I also like this! The only thing I might add - make it at-will. It is a standard action buff, making it inherently situational to begin with. No need to make people worry about running out of something like that. Also, you need a notation regarding how the crit range expansion stacks (or doesn't stack) with other crit range expansion.

    Quote Originally Posted by caledscratcher View Post
    Enslaved Heart (Sp): Every slave, even those who are proud of their position, desires someone who feels the same. And sometimes, having slaves of your own just doesn’t cut it. No, you need to be able to control all who surround you, force them to obey, remove their humanity as yours was removed so long ago. And while light is free, it can hold those who defy it in a prison for just that purpose.

    At 10th level, the Ferzian Slave can, as a full-round action a number of times per day equal to her Evoker Stat Modifer, cast Hold Person, Mass as a spell-like ability, with her Caster level treated as half her Evoker level. However, she may expend motes to increase the power of this ability: for every 2m spent on this ability, the radius of effect increases by 5 feet.
    Gonna be blunt here - this is a genuine true-blue mass save-or-lose, and I dislike it purely for that. Fire or six times a day, the character just shrugs and trivializes an encounter (if the dice are working reasonably in her favor). It's effective, but when it works it makes combats just not happen. Casters can do it at times, yeah, but that doesn't make it any less annoying for the DM or the other players who just got flinched out of a combat encounter.

    * * * * * * * * *

    Overall, like I said - interesting concept, needs some work before I feel comfortable putting it up front. A suggestion a might toss out - for a class based around servitude, there is remarkably little to do with one's master in the crunch side. Bear in mind, if a character has crafted a soulbond to their master, that master is probably going to play a pretty huge part in their personal plotline! Soulbond characters tend to be cohorts, tagalong NPCs, or even other PCs, so I wouldn't be afraid to include some features to synergize with (or sacrifice for) the master.

    Anyway, again, sleepy. Hope that came out all right.
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Editing any changes to your PrC into the original post that it was in. It makes it much easier to keep track of and reduces clutter in the thread.

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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Augh holy carp sorry! It slipped my mind and then I lost computer privileges for a day so I couldn't fix it till JUST NOW.

    But yeah it's fixed now~

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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    It's all good. Honestly, it was just advice for future reference.

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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Future reference to make it easier to reference, in the future.
    :3
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    OK, so I had an idea for a spellshaping/radiance PrCt so i built it and it’s probably not very good, but it was a fun way to pass the time! I also realized that there was one thing that I had put in that I had never seen in any Evoking PrC, even though it seemed like a relatively obvious type of thing that could be put in - and hell - centered around!

    So yeah, concrit would be super helpful!

    Lightning Rook
    ”Walls need not sit still. A shield need not be held. Lightning does none of what either is expected to do, yet it’s gleam is fearsome, it’s speed is brilliant, and it’s might is unmistakable. Thus, a fortress of storms is truly the awesomest power imaginable!” - Katherine Werd, explaining why she became a Lightning Rook to an uneducated peasant.

    Some who trek the formulaic path can discover the strength of light within their own power, although not all who find such find it amidst unrefined light, as so many do. Some of these shapers begin to adventure into the realms of radiance, all whilst searching for the light which defined this choice.

    And in those who fit such a description, there are those whose passion to protect is unmistakable. Those who wield both formulae and illuminations, alongside their bodies, as shields for those who need the mighty in order to survive.

    Those admirable few will almost always discover - or in some cases, personally imagine - the power of a Lightning Rook. And those few are shields to all, breathing bastions of unmistakable speed, stormful citadels that rock the existence of any who dare make threats, and kind keeps whose power stems from pure passion.

    Requirements:
    To become a lightning rook, you must fulfill the following criteria:
    Feats: Ride-By Attack
    Special: Must know at least one 2nd-level formula and at least two 1st-level formulae from the Shocking Current Circle.
    Special: Must know at least one blast Illumination with the Prism Component.
    Special: Must know at least one barrier Illumination with a mote cost of at least 3m.

    Spoiler
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    The only thing I feel needs explaining is the Feat. Basically, when you’re centered around going fast and dealing a bunch of damage, you’re gonna need to be able to smash through things while still going fast.


    Class Skill List:
    Balance (DEX), Concentration (CON), Craft (INT), Handle Animal (CHA), Knowledge (Arcana) (INT), Knowledge (History) (INT), Knowledge (Local) (INT), Listen (WIS), Professional (WIS), Ride (DEX), Search (INT), Spellcraft (INT), Spot (WIS), Survival (WIS)

    [spoilr]A relatively big skill list, mainly featuring things that would naturally fit a Shaper/Evoker with a Mount. :3[/spoiler]

    Hit Dice: d12
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Illuminations|Shaping
    1st|+0|+2|+2|+0|A Shield When Needed, Anchored Barrier|+1 level of existing class|
    ---
    2nd|+1|+3|+3|+0|Enhanced Armaments, Spellshape Shield|
    ---
    |+1 level of existing class
    3rd|+2|+3|+3|+1|Darting Fortress (+1 FFS)|+1 level of existing class|
    ---
    4th|+3|+4|+4|+1||
    ---
    |+1 level of existing class
    5th|+3|+4|+4|+1|Storming Citadel (DR 3, IR/FR 10)|+1 level of existing class|+1 level of existing class
    6th|+4|+5|+5|+2|Enhanced Armaments, Darting Fortress (+1 FFS/Other’s Turn)|+1 level of existing class|+1 level of existing class
    7th|+5|+5|+5|+2|Costume Elements|
    ---
    |+1 level of existing class
    8th|+6|+6|+6|+2|Bonus Evoking Specialty|+1 level of existing class|
    ---
    9th|+6|+6|+6|+3|Darting Fortress (+2 FFS, +2 FFS/Other’s Turn)|
    ---
    |+1 level of existing class
    10th|+7|+7|+7|+3|Storming Citadel (DR 7, IR/FR 22), Queen of Two Castles|
    ---
    |
    ---
    [/table]

    Spoiler
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    Hoo, that took a while to type up. 6/10 progression of Illuminations AND Shaping, good FORT and REF, Quite a few class features, along with a Cartridge/Complex Formula/Persona Capacity thing. Overall, I think that it might be a bit too strong of a chassis, but that’s why I’m looking for the concrit!


    Weapon and Armor Proficiencies: The rook ains proficiency in light and medium armor and all shields (except tower shields).

    Illuminations: At each indicated level, a lightning rook gains an increase in evoker level, illuminations known, illuminations readied, innate illuminations, and personas known as if they had gained a level in an illumination-using class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one illumination-using class before becoming a lightning rook, she must decide to which class to add each level for the aforementioned purposes.

    Shaping: At each indicated level, a lightning rook gains an increase in shaper level, formulae known, formulae prepared, and circles known as if they had gained a level in a spellshaping class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one spellshaping class before becoming a lightning rook, she must decide to which class to add each level for the aforementioned purposes.

    [spoiler]Blah blah blah standard stuff.[/spoi;er]

    A Shield When Needed (Ex): A rook knows one of the greatest truth: you cannot protect everyone at once. However, she knows that if you have good enough reflexes and are just fast enough, you can protect a lot of people one after another.

    At 1st level, if an ally of the Rook within 10 feet of her would be dealt damage by an opponent’s attack, she may take a five-foot step. If the would place her in the path of a ranged attack or adjacent to a foe making a melee attack, she takes the damage instead. If she would be put in a location where she would take more than one attack, she may choose to take a number of melee attacks up to her Constitution Modifier, but is affected by all ranged attacks that she is in the path of.

    Spoiler
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    One of the iconic abilities of this class, along with the only one I thought of before deciding to make this an actual class! Step in front of the sword aimed at your buddy, a tactic that I haven’t seen nearly enough of in D&D.


    Anchored Barrier: At 1st level, he Rook gains access to a Barrier Shape Component known as Anchor.

    Anchor [Rook]
    [Mote Cost: 1m +2m/rank beyond the first]
    At times, a magical girl will dart across the battlefield constantly, while needing to bring help with her as she travels. For such an evoker, she must learn to bring her dominion alongside her. Every square within a radius of [five feet * number of ranks in this component] of the evoker is treated as the interior of the barrier. If the Evoker is riding a mount that takes up more than one space, treat every space that the mount takes up as a space occupied by the evoker. A barrier with this shape has no actual edges, and effects that would apply to the edge of a barrier do not impact the illumination's functionality.

    Spoiler
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    Ah yes, the thing which I was surprised hadn’t been done before! Giving a new Illumination Component for a PrC seemed... really obvious, so yeah. Anyways, it’s basically Dominions that follows you. uvu


    Enhanced Armaments (Ex): At 2nd level, a rook’s bond with her radiant armaments strengthen, causing them to grow alongside her, as any true warrior wishes for. At 2nd level and 10th level, the rook can add an enhanced armaments feature from the radiant armaments section to her costume. At 6th level, she can an enhanced armaments feature from the radiant armaments section to either her costume or her device.

    Spoiler
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    Blah blah yep


    Spellshape Shield (Sp): While any shaper can attack their foes with their element, few can claim control over the battlefield, while also defending those in danger. A rook’s urge to protect extends far into her spellshaping, to the point that her formulae can even affect her mighty shield.

    At 2nd level, the Rook gains access to a special ability in the Shocking Current Circle known as a Spellshape Shield. A Spellshape Shield can be affected by any formulae that affect a Spellshape Attack. The Spellshape Shield for Shocking Current is known as coursing fence.

    A coursing fence is a 4-foot tall wall of electric current placed along the edge of squares, with a maximum distance covered of [15 feet * Shaper Level]. None of the edges may be more than [25 feet * Shaper Level] away from the Rook when she first forms it. The fence lasts a number of rounds equal to [1/2 Shaper Level + Shaper Ability Modifier]. When a creature attempts to pass through the fence, it takes 1d6 electricity damage, + 1d6 for every four shaper levels beyond first, and must make a Fortitiude Save with a DC of [10 + 1/3 Shaper Level] or not pass through. If a creature charges through the fence, they gain a +4 circumstances bonus.

    Spoiler
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    I think that this is a pretty cool concept, in all honesty! Lets you control the battlefield, cage foes, provide barriers to bystanders, yeah! Plus, any formulae that would affect galvanic ray can affect the fence instead, which is always pretty cool. uwu \m/


    Darting Fortress (Ex): A rook has always known the importance of an oft-ignored factor of combat: reactions. While hopping over by five feet is great, doing so when it is truly needed is excellent, and she understands that perfectly.

    At 3rd level, she may take an additional five-foot step per round. At 6th level, she may take one five-foot step per round when it is not her turn. At 9th level, she may take an additional five-foot steps per round, and an additional five-foot step when it is not her turn. The five-foot steps for when it is not her turn can be used to use A Shield When Needed multiple times per round.

    Spoiler
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    Yeah, this mainly seeves to boost up A Shield When Needed, not gonna lie. But hey, it could very well have other applications!


    Storming Citadel (Su): A rook, being a master of defending, is quickly granted the ability to defend more than ever before by the light of lightning itself. At 5th level, she gains DR/- 3, Illumination Resistance 10, and Formula Resistance 10. At 10th level, this becomes DR/- 7, Illumination Resistance 22, and Formula Resistance 22. When Illumination Resistance or Formula Resistance would apply, she may choose to not apply it.

    Illumination Resistance and Formula Resistance function identically to Spell Resistance, but apply to Illuminations and Formulae, respectively.

    Spoiler
    Show
    A defending-centric class has RESISTANCE??? WHAT!? But no seriously, I would’ve felt dumb if I hadn’t put this in.


    Costume: At 7th level, a rook increases her Costume Effect limit by one.

    Spoiler
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    Simple enough. uwu


    Bonus Evoking Specialty: At 8th level, the rook gains one additional Cartridge, one more use of a Complex Formula, and/or a +1 bonus to Persona Capacity, but only if she already had at least one level in Champion, Stargazer, and/or Empath, respectively.

    Spoiler
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    OK wow I just realized that this hadn’t been done on any other PrCs, which... surprises me, because it seems like a decent thing to have, given that you don’t get it for simply taking levels in the PrC!


    Queen of Two Castles (Su): A rook of this caliber is far more than a tower or a fortress, she is a bastion for all who must be protected. And as this swiftly-moving bastion, she is her own queen, ruling over the might of two very different forces of reality. And in this existence, she has finally realized that - at least for her - they need not be separate!

    At 10th level, the Rook gains the ability to build a single Illumination with the maximum mote cost increased by 1/2 her Shaper Level (rounded up). Additionally, her mote pool permanently increases by a number equal to her Shaper level. Furthermore, the number of Formulae that she knows is permanently increases by 1/2 her Evoker Level (rounded up), as is the number of Formulae she has prepared.

    Spoiler
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    I... think that it’s not untypical for a Gish PrC to allow the two things to affect each other’s power as a capstone? I honestly have no clue!
    Last edited by caledscratcher; 2013-05-16 at 07:59 AM.

  20. - Top - End - #380
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    You'll need to explain what Formula Resistance and Illumination Resistance are; I can guess, but neither is actually a thing.

    Though...

    Hold on, I need to make a note here... gotcha.
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Quote Originally Posted by Amechra View Post
    You'll need to explain what Formula Resistance and Illumination Resistance are; I can guess, but neither is actually a thing.

    Though...

    Hold on, I need to make a note here... gotcha.
    Ah, thank you! It's been fixed now. UwU

    EDIT: So, I apparently forgot how Spell Resistance works, meaning that I was effectively giving her two things of speciallized SR 7... at 16th level. As such, I buffed up the numbers for IR and FR.
    Last edited by caledscratcher; 2013-05-16 at 08:02 AM.

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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Deepest apologies for blinking out of existence yet again. Attempting to finish up a few things to put up,

    Quote Originally Posted by caledscratcher View Post
    Ferzian Slave
    Fixes do a lot to help this class, and I must say I like it quite a lot! Added to the front page. Again, sorry for not getting on this sooner, my bad.

    Quote Originally Posted by caledscratcher View Post
    Lightning Rook
    I... really want to critique this, but I honestly have never even heard of spellshaping before now, and have to go look it up. I'll give a more complete look over this class (and I really do like the mounted combat flavor and several key elements of it) once I actually understand the system it is referencing. I simply don't feel comfortable attempting to balance something I know nothing about. For now, the one small suggestion I'd make - when you cite a homebrew subsystem in a thread other than the one dedicated to that system, providing a link is nice. It isn't mandatory, but even for people familiar with both subsystems, linking the works together makes things easier to navigate. Just a formatting trick.
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Firekeeper


    "Rest ye weary traveler / have no fear this night,
    The fire here is warm and kind / and steady in its light.
    Fear not the dreadful creatures / who in darkened shadows lie,
    For the fire here is guarded / and its guard shall never die."

    -From the Lay of the Bonfire Knight

    Before the gods rested in their temples, mortals prayed to the open sky. Before great cities stood to guard them, they wandered as tribes across the land, never sure of what the next night might bring. They had no great walls, nor mighty mages or finely-wrought spells to draw upon, and no vast nations to call to their aid. But even still, in the darkness, mortals endured - for mortals had fire. Fire was more than a tool. At the side of the tribal fires, countless generations lived, loved, laughed, perished - to the mortals that relied upon it, fire was a guardian, a watchful protector, a shelter against the cold darkness of the world when the sun and stars themselves were lost to view. A simple element grew into the bearer of the hopes and dreams of entire species.

    Those times are now hardly more than a distant, dusty memory to most - something to be unearthed and dusted off from musty ruins and forlorn, long-forgotten trinkets. But there are some who remember that the hearths and candles and campfire flames around them were once something more. Others might call them pyromaniacs, or firebugs, or any number of other derisive terms, but they know better. They know that for all the untold centuries we have allowed them to sleep, the fires of the world remember still the ancient pacts that bound them to the forefathers of mortalkind.

    They are the firekeepers, and in an age that in many ways is as dark as any other, they stand fast as a torch against the endless night.

    Quote Originally Posted by Sidebar: Adapting the Firekeeper
    The Firekeeper is written with wielders of primal flame in mind, but that by no means prohibits other elemental-themed evokers from making use of it. Converting the class to support an Acid, Cold, Electricity, or even Sonic theme is exceedingly simple. If you like the class as is, just change all references to 'fire' to the your preferred element, and you'll have a Frostwarden or Thunder Knight in no time at all. If you're feeling more ambitious, you even could replace the Bonfire powers with another line of utility effects with similar potency and thematics more suited to your energy type of choice.
    Requirements
    To become a firekeeper, you must fulfill the following criteria.
    Skills: Survival 8 ranks
    Illuminations: Must know at least one illumination with at least one rank in the Prisms component

    Spoiler
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    Firekeepers are scions of an ancient, wild flame, and their power stems from an intuitive link with the nature of the elements that mere academic knowledge cannot convey. To take up the legacy of the flames of ages past, a prospective evoker needs real, firsthand experience with the wilderness their fire would seek to tame.

    Qualifications for becoming a firekeeper are fairly lax on paper, and empaths should be able to take up the mantle without too much hassle - their style of evoking is a natural fit for the nature of the PrC. Qualification is markedly trickier for Champions and Stargazers, but both are fully capable of entering, once they find a way to gain Survival as a class skill. Given the highly flexible illumination requirement, multiclassing presents itself as the most obvious solution to the class skill problem.


    Class Skill List: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge [Geography] (Int), Knowledge [Nature] (Int), Knowledge [The Planes] (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magical Device (Cha)
    Skill Points at Each Level: 4 + Int modifier.

    Spoiler
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    A somewhat more outdoorsy skillset than most evokers get. Stargazers will likely appreciate the extra skill points, but for anyone else, not much to cause a fuss over here.


    Firekeeper
    Hit Dice: d8

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Illuminations
    1st +0 +0 +0 +2 Kindle Bonfire (Sanctuary) +1 level of existing class
    2nd +1 +0 +0 +3 Primal Spark +1 level of existing class
    3rd +2 +1 +1 +3 Kindle Bonfire (Healing) +1 level of existing class
    4th +3 +1 +1 +4 Undying Flame +1 level of existing class
    5th +3 +1 +1 +4 Kindle Bonfire (Wandering) ---
    6th +4 +2 +2 +5 Molten Core +1 level of existing class
    7th +5 +2 +2 +5 Kindle Bonfire (Awakening) +1 level of existing class
    8th +6 +2 +2 +6 Fellowship of Flame +1 level of existing class
    9th +6 +3 +3 +6 Kindle Bonfire (Rebirth) +1 level of existing class
    10th +7 +3 +3 +7 Firelight Apotheosis ---

    Weapon and Armor Proficiency: A firekeeper gains no proficiency with any weapons or armor.

    Spoiler
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    Firekeepers are flexible entities - they hold a host of potent utility powers, and their combat abilities can be adapted to support a number of different fighting styles. Reflecting this, their chassis is... middle of the road, really. One good save and medium BAB won't win awards, but they get the job done.


    Illuminations: At each indicated level, a firekeeper gains an increase in evoker level, illuminations known, illuminations readied, innate illuminations, and personas known as if they had gained a level in an illumination-using class to which they belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one illumination-using class before becoming a firekeeper, she must decide to which class to add each level for the aforementioned purposes.

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    8/10 illumination progression allows a firekeeper to keep her pyrotechnical illuminations up to speed with the challenges she faces with little difficulty. The lack of a 5th level costume element is somewhat misleading - the class does, indeed, gain a somewhat narrowed version of that ability, it merely does not fall under the usual 'generic' costume progression heading.


    Kindle Bonfire (Su): With a ritual requiring ten minutes of focus and meditation, the firekeeper may kindle a single flame (traditionally a hearth or campfire, though any flame will do) within 10’ of her into a primal beacon of sanctuary and protection. This imparts a number of benefits upon the flame itself – the radius of light it casts doubles, and it no longer requires fuel to continue burning. However, the flame may still be quenched by mundane means, such as being doused with a bucket of water or, in the case of extremely small fires, simply blown out by a gust of air. Further, if the flame is moved from its place once the ritual is complete, it immediately regresses to a mundane fire, losing all benefits associated with a kindled flame. A firekeeper may have a number up to her class level of kindled flames at any given time – kindling additional flames beyond this number requires the firekeeper to select one existing kindled flame to allow to fade away. A firekeeper may mentally extinguish one of her kindled flames at any distance as a full-round action.

    Additionally, all creatures within 20’ of a kindled flame benefit from a continuous Sanctuary effect. If a creature breaks this effect by attacking, it is unable to benefit from any aspect of a firekeeper’s kindled flames for 24 hours, and attacking it within this duration will not break the sanctuary effect on any other creature. The Will Save DC to overcome this effect is equal to [10 + ½ Evoker Level + Evoker Stat Mod]. Otherwise, this functions identically to the spell Sanctuary, with a caster level equal to the firekeeper’s evoker level.

    Beginning at 3rd level, any creature which rests within 20’ of a firekeeper’s kindled flame for at least 10 minutes gains fast healing 1 for as long as they continue resting within that area. Additionally, they are healed of one point of ability damage to each of their ability scores for every ten additional minutes they rest.

    Beginning at 5th level, the firekeeper learns to tap into the primal link shared by all fire, using her kindled flames as a shortcut across impossible distances. This functions as the spell Tree Stride with an effective caster level equal to the firekeeper’s evoker level, save that the firekeeper may use any sufficiently large source of flame as a medium of transport, rather than any tree. The maximum transport range for mundane flames is 2,500 feet, but if the firekeeper enters one of her kindled flames, she may exit any other flame she has kindled, regardless of distance or planar boundaries.

    Beginning at 7th level, the firekeeper may awaken her kindled flames into powerful guardians. Her kindled flames gain the ability to manifest a Greater Fire Elemental guardian. The firekeeper does not directly control these elementals, but they will never voluntarily attack her, and they devote every effort to protecting those who seek shelter at their kindled flame. These elementals are unable to stray more than 150’ from their associated flame. If the kindled flame is extinguished, its guardian elemental may rekindle it as a swift action – if it fails to do so, the elemental will dissipate one minute after its flame is extinguished.

    Beginning at 9th level, so close is a firekeeper’s link to her kindled flames that even her bared soul can find its way back to the warmth and solace they offer. Whenever the firekeeper dies, she may choose to be reborn after a span of 24 hours from one of her kindled flames. If she does so, she emerges from the chosen flame at -9 HP, stabilized and unconscious, and with none of the equipment she possessed at the time of her death. Her dead body (wherever it may be) simply boils away into smoke and ash, leaving behind anything she might have been carrying at the time.

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    Firekeepers make the best s'mores. As a firekeeper levels, her campsites become more than just a place to rest - they are beacons of security, even when kindled in the dangerous wilds (or in the hearth of a deeply unpleasant part of town). A high-level firekeeper can use her flames for healing, transportation, protection, and even as an impromptu 'respawn point' that makes her extremely difficult to kill permanently.


    Primal Spark (Su): Beginning at 2nd level, a firekeeper learns to tap into the eternal, primal flame slumbering within all things – a relic of ages past, when the skies rained fire and the earth was naught but a molten sea. Whenever the firekeeper deals fire damage with an illumination, she may ignore an amount of her target’s fire resistance or hardness equal to [class level * 3]. If the target possesses both fire resistance and hardness, this value is deducted from each of them separately. Creatures with fire immunity are instead treated as having Fire Resist 40, which this ability then reduces as normal. This ability may not reduce a creature’s effective fire resistance or hardness below 0.

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    Resistance is the bane of the elementalist character, regardless of subsystem or the nature of a campaign. A single, trivial number that can often invalidate entire builds. While some creatures will retain a measure of their defenses, Primal Spark goes a long way towards making sure that the firekeeper isn't caught feeling like a dunce when the party has to sally forth and slay a red dragon.


    Undying Flame (Su): It is an ancient truth that, however dull and cold they might seem to the naked eye, all things in the mortal world remember how to burn. Whenever a firekeeper of at least 4th level deals fire damage to a target with an illumination, that target is wreathed in primal fire - whenever it takes fire damage from any source, that damage is increased by an amount equal to the firekeeper’s class level. These primal flames last until the beginning of the firekeeper’s next turn. Multiple applications of this effect (even from multiple firekeepers) do not stack - only the strongest effect at any given time applies.

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    One of the firekeeper's most interesting abilities, this is primarily a tool to support your fellow party members - but with a bit of setup (such as a flaming weapon and AoOs, or clever use of the Bombs component), this can provide a potent DPR boost even to the firekeeper herself.


    Heart of Flame (Su): Flame is more than a tool to a firekeeper, or a title to wear – it is an inextricable part of her being, and to be parted from it is as unthinkable as it is impossible. Beginning at 5th level, the firekeeper is considered to have the Primal [Fire Attuned] costume effect active at all times – even when she does not have her costume manifested. This does not count against her normal costume effect limit, and may have motes invested in it as usual. If the firekeeper wishes, she may still manifest the Primal costume effect for other energy types, but she may not use this effect to manifest a second fire attuned Primal effect.

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    This is essentially just the Firekeeper's version of the common 5th level costume effect shared by many ToR prestige classes.


    Molten Core (Su): As a firekeeper grows in power, the smoldering energy she wields infuses her very flesh, and liquid flame courses through her veins. Whenever a creature damages a firekeeper of at least 6th level with a melee attack, the attacker immediately takes 3d4 points of fire damage as retributive damage. At 8th level, and again at 10th level, this damage increases by +1d4.

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    The firekeeper is not a tremendously durable class, but this, combined with Undying Flames, can serve as a powerful deterrent to enemies that might wish to engage her in melee.


    Fellowship of Flame (Su): At times, the greatest flame can leap from the smallest of sparks, if one knows how to feed the fire. A firekeeper of 8th level or higher may, as a swift action, briefly imbue the weapons of any of her allies within 100' with the essence of purifying flame. This allows affected weapons to deal fire damage instead of the weapon’s usual damage type – the choice of which damage type to use is made by the wielder of the weapon on a per-attack basis. This effect lasts for one round.

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    This 'pseudo-surge' helps compensate for the fact that many firekeepers will likely wish to keep a significant number of motes invested in their Primal costume effect to maximize the potency of their fiery Blasts. It generally can't match a 'true' surge of its level, but it provides a powerful teamwork benefit with allies who would rather not invest in flaming weapons of their own - and it provides an invaluable workaround to enemies boasting high damage reduction.


    Firelight Apotheosis (Su): The barrier between the firekeeper and the conflagrant power she channels has all but dissolved. Where others might have been consumed by the force and fury of the ancient flame, she has tamed it, and tempered the eternal pyre into a weapon unlike any other. At 10th level, a firekeeper forevermore becomes a Native Outsider with the Fire subtype and an Augmented subtype pertaining to her previous type, with all the traits that implies. Unlike most creatures with the Fire subtype, however, the firekeeper does not gain vulnerability to cold damage. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.

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    It's an apotheosis! Admittedly, the Firelight Apotheosis is quite tame compared to its capstone cousins, but it comes a full five levels earlier for most builds. The evoker is now free to bathe in magma to her heart's content, along with the usual perks of agelessness and Native Outsider status.
    Last edited by Selinia; 2014-04-02 at 12:39 AM.
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Only one item on the changelog tonight but:

    • Added the Firekeeper PrC! A close cousin of the Prism Knight from the old Magical Girl thread, the firekeeper is an elementalist who uses her power to both provide shelter for her allies and molten fury to her foes. If inspiration strikes me, there will likely be similar derivative PrCs for other the other major energy types, but for now, conversion of the firekeeper to other elements is both exceedingly simple and officially sanctioned.


    As always, comments or criticism for the class are welcome. Have taken a somewhat different route with the concept this time, and it would be nice to hear if anyone thinks it turned out well (and if not, what might need tweaking).
    Last edited by Selinia; 2013-05-30 at 03:36 AM.
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Part of me wants to run my own adaptation along Elemental lines rather than Energy Types.

    Earth Shaper, Wave Caller, and Wind Dancer spring to mind as class names immediately; looking over the Firekeeper, it focuses on a central utility oriented ability (which involves setting up a 'beacon'), and from there has a number of element oriented aspects that relate to combat, so I can play with that.

    I probably won't take it anywhere though.

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    Quote Originally Posted by Selinia View Post
    GLORIOUS FIRE-BASED PRC
    ...Marry us, Selinia. YOU HAVE THE POWER.

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    Quote Originally Posted by Selinia View Post
    I... really want to critique this, but I honestly have never even heard of spellshaping before now, and have to go look it up. I'll give a more complete look over this class (and I really do like the mounted combat flavor and several key elements of it) once I actually understand the system it is referencing. I simply don't feel comfortable attempting to balance something I know nothing about. For now, the one small suggestion I'd make - when you cite a homebrew subsystem in a thread other than the one dedicated to that system, providing a link is nice. It isn't mandatory, but even for people familiar with both subsystems, linking the works together makes things easier to navigate. Just a formatting trick.
    Spellshaping (GitP) is basically ToB for magical characters. It's well written, well balanced, and certainly worth the read.
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Quote Originally Posted by caledscratcher View Post
    Ferzian Slave

    "I may be a master, but my master is greater than I. She is why I live, and why I love."
    - Quinn Morris, just before the slaying of her master’s rival.
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Quote Originally Posted by NineThePuma View Post
    Part of me wants to run my own adaptation along Elemental lines rather than Energy Types.

    Earth Shaper, Wave Caller, and Wind Dancer spring to mind as class names immediately; looking over the Firekeeper, it focuses on a central utility oriented ability (which involves setting up a 'beacon'), and from there has a number of element oriented aspects that relate to combat, so I can play with that.

    I probably won't take it anywhere though.
    Making a four-elements conversion would likely be a bit more involved than just flipping energy types, but it is a neat idea. While energy types are, by definition, all energy-based, most of the classical elements seem like they could stand better as concepts other than the firekeeper's blaster-skewed path. It's something I'd have to think on, but I do like the idea.

    Quote Originally Posted by vasharanpaladin View Post
    ...Marry us, Selinia. YOU HAVE THE POWER.
    By the power vested in me as an agent of Madokami, I hereby pronounce you pyromaniac and prestige class.

    You may ignite the battlemat.

    Quote Originally Posted by Garryl View Post
    Spellshaping (GitP) is basically ToB for magical characters. It's well written, well balanced, and certainly worth the read.
    Yeah, I managed to find this and am in the process of working through it. I love the ToB (a lot of the Tome of Radiance can be traced back there in terms of design philosophy), and this looks like a fascinating spin on the ideas in it. Will definitely be examining this thing closely, so many thanks to you guys for pointing it out to me!

    Quote Originally Posted by The Tygre View Post
    ... Well if no one else says it, I will.

    Elf slave. Wat do?
    Not entirely certain what you are asking, but if you're referring to 'what happens when a slave outlives their master', there is a pretty simple solution to that - get a new one. The Craft Soulbond feat fully supports breaking old soulbonds and forging new ones, so it is definitely possible. Given the way soulbonds work however, it is highly likely that the slave's 'Master' will be another party member, or some other close relation to the party, so the odds of lifespans coming up in the course of actual play are fairly low.
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    Default Re: Tome of Radiance: Mastering the Power of Love and Justice

    Quote Originally Posted by Selinia View Post
    Making a four-elements conversion would likely be a bit more involved than just flipping energy types, but it is a neat idea. While energy types are, by definition, all energy-based, most of the classical elements seem like they could stand better as concepts other than the firekeeper's blaster-skewed path. It's something I'd have to think on, but I do like the idea.
    Yeah, I got inspired by the name Wind Dancer and started throwing it together as a mobility-based PrC... afraid it has too much overlap with an Aerial Mage, though. But, as others have already stated, love the Firekeeper.
    Tome of Radiance, a Magical Girl sourcebook for 3.5/PF.

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