New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 8 of 39 FirstFirst 12345678910111213141516171833 ... LastLast
Results 211 to 240 of 1142
  1. - Top - End - #211
    Bugbear in the Playground
    Join Date
    Nov 2009

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

    might I suggest a rewrite to, say

    Additionally, the champion may craft a single, special illumination, binding it to the unfathomable wellspring of radiance that she has become. This illumination calculates the effect of its Foundation component as if its mote cost were increased by half the champion's evoker level, rounded down. The champion may evoke this illumination once per encounter. The champion may alter or replace this illumination whenever she gains a permanent evoker level.

    or, alternatively,

    Additionally, the champion may craft a single, special illumination, binding it to the unfathomable wellspring of radiance that she has become. This illumination calculates the effect of its Foundation component as if it possessed a mote cost equal to 1.5 times the number of motes the champion pays for it, rounded down. The champion may evoke this illumination once per encounter. The champion may alter or replace this illumination whenever she gains a permanent evoker level.

    either of these is equivalent for the 20m illumination case, and scales better into epic levels.

    even if not, I'd suggest explicitly stating that the illumination can be augmented however up to a maximum of 20m, because otherwise, the only limitation on an illumination is its cost, and while the computed cost of a champion's 20 illumination might be something else, its real cost is always 20 and never greater than the evoker level, and by such strained reading, one might argue that the champion can ... well, the most obvious cases where ridiculous stacking could happen are the duration augmentations, range augmentations (which ... are still ridiculous, even without it), the shape augmentations affecting number of targets, purity (although that one's not so ridiculous except with ridiculous duration stacking), returning (which would actually be p neat, but), volatility.

    (a different approach might be, 1/encounter, the champion may increase the effect of an illumination as if by increasing its mote cost when computing the effects of its foundation component. but, well.)

    Q. is intent for cascade shape to allow to hit the same target multiple times? clarify.

    ed: empath still has more illuminations known than the zodiac, a quicker readying mechanic, and the addition of innate illumination actually probably cuts out most of the redundancy which would otherwise exist between personas, allowing the empath to make perhaps nearly full use of that versatility.

    since empath doesn't prepare illuminations, it can't change its costume effects.
    Last edited by sreservoir; 2013-02-07 at 08:04 PM.

  2. - Top - End - #212
    Ogre in the Playground
     
    kestrel404's Avatar

    Join Date
    Jul 2009

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

    Quote Originally Posted by Selinia View Post
    Calling this out specifically - it is an excellent class that has a fun niche as a nature-themed evoker, and a lovely flavor to it. While I obviously can't have two empaths listed, I'd very much like to include it with some minor refluffing. Is there any particular flavor you'd like to shoot for here?
    Now that the actual empath is out, I was thinking of re-fluffing as a 'Guardian'. Perhaps even have tie-ins as the magical girls's classic talking animal companion.

  3. - Top - End - #213
    Dwarf in the Playground
     
    TherianTheorist's Avatar

    Join Date
    Jun 2011
    Location
    ...
    Gender
    Male

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

    I'm going to have to try one of these in a campaign, maybe after the prestige classes go up.
    "Life before death, Strength before weakness, Journey before destination."

    Baking werewolf by Diremage
    Spoiler: Oddly true
    Show
    Spoiler: Previous avatars
    Show
    Beastly Squall avatar by linklele. Awesome Protean avatar by Serpentine.

  4. - Top - End - #214
    Bugbear in the Playground
     
    Proud Tortoise's Avatar

    Join Date
    Nov 2012

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

    Oh cool, empath is based on tarot!
    white text is the bestest you might want to look for it
    DeviantART

  5. - Top - End - #215
    Troll in the Playground
     
    Snowfire's Avatar

    Join Date
    Mar 2010
    Location
    Wordcats
    Gender
    Male

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

    So, I've been working on this on and off for a while now, and with it fully finished and checked over a few times I thought it might be a good idea at this point to throw it up here where it can be checked over by everyone involved in this project. So, this is - I think - the first fully completed ToR PrC. It's had...mixed reactions in all honesty, hence why I'm putting it here so that you all can have a look at it. Anyways. Here it is.

    Listener to Light

    The Light says many things. It whispers secrets long lost, from worlds that have passed from the pages of history. And I remember for them.
    - Sara, Listener to Light

    If one thing could ever be said of the Light, it would be that it is truly, utterly, eternal. Light existed before the heavens formed, before gods and demons played, before it all. And it will still be there, underneath it all, when the universe has fallen once more to dust. So Light is eternal. But what, then, might it know? What secrets of worlds fallen and times lost might it whisper, if only one could hear it speak?

    Listeners to Light learn to sharpen their internal senses, using the Light they wield to amplify their 'hearing' to tap into the eternal, all-encompassing knowledge of the Light. To a lost world, a Listener stands as a furious beacon of enlightenment to all seeking it. And to so-called ‘enlightened’ cultures, Listeners are sages without peer. For none but them can tap the eternal memory of the universe in their search for truth. Their Light sees through lies, casts aside the shadows of subterfuge, and in the end makes them something rather more than a simple scholar.

    Requirements
    To become a Listener to Light, you must fulfill all the following criteria.
    Skills: Knowledge (Any three) 8 ranks
    Special: Merciful class feature

    Spoiler
    Show
    Skill Focus (Any Knowledge) had been suggested as a pseudotax for this class, but I decided against it as it didn't really fit the nature of what the Listener is. Merciful is there to make it at least marginally locked to MGs - although I am considering changing that pre-req to Power of Friendship.


    Class Skill List: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Intimidate (Cha), Knowledge [All skills, taken separately] (Int), Listen (Wis), Perform (Cha), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)

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

    Spoiler
    Show
    Now here's one of the interesting things - that'll show up later on. Yes, you have access to a lot of skills, but in all honesty, Int isn't actually as huge a required stat for this class as you might suspect. Hence the reasonably generous skill points for a list that large considering that they'll be using them a lot.


    Listener to Light
    Hit Dice: d6
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Illuminations
    1st
    +0
    +0
    +2
    +2
    Listener to Light (Words), Inner Voice, Remembered Weaving
    ---
    2nd
    +1
    +0
    +3
    +3
    Light Guides
    +1 level of existing class
    3rd
    +1
    +1
    +3
    +3
    Piercing Memory
    +1 level of existing class
    4th
    +2
    +1
    +4
    +4
    Listener to Light (Whispers)
    +1 level of existing class
    5th
    +2
    +1
    +4
    +4
    The Present is Eternity
    ---
    6th
    +3
    +2
    +5
    +5
    Guiding Voice
    +1 level of existing class
    7th
    +3
    +2
    +5
    +5
    Listener to Light (Secrets)
    +1 level of existing class
    8th
    +4
    +2
    +6
    +6
    No Shadows
    +1 level of existing class
    9th
    +4
    +3
    +6
    +6
    Word-Forged Weapons
    ---
    10th
    +5
    +3
    +7
    +7
    Listener to Light (Truths)
    +1 level of existing class

    Spoiler
    Show
    It's a good chassis, despite the low BaB, mainly as it gives generous extension on EL and Illuminations, with good saves and some very nice abilities that kick in later on in the class that help cancel out the negatives of the low BaB. This is, arguably, something that a Champion could take and be a reasonable fighter after doing so.


    Weapon and Armour Proficiencies: A Listener to Light gains no additional proficiencies.

    Spoiler
    Show
    Pretty obvious, but needs to be said I think.


    Illuminations: A Listener to Light, whilst still a potent Evoker, loses some of her power in exchange for her uniquely close bond to the Light that speaks to her from within. Her access to Illuminations from her Evoking Class, as well as her Evoker Level, progresses at the listed rate. If she has more than one Evoking Class, then she must choose one of them when she takes her first level in Listener to Light. Once made, this choice cannot be changed.

    Spoiler
    Show
    Seven tenths progression for EL and Illuminations is very generous considering how strong this class is on its own, but considering you're probably going to be much more a ranged fighter than anything else until you hit later levels, it makes sense to keep them strong.


    Remembered Weaving (Ex): A Listener still remembers the bits and pieces of power that her old vocation gave her, and remains fully capable of tapping into their strength. But as with anything, her focus on something beyond the physicality of the universe weakens her.

    A Listener to Light gains additional costume elements as her Evoker Level and Illuminations progress. As such, a Champion 10/Listener to Light 10, would have access to four costume elements.

    Spoiler
    Show
    You lose a bit here, slowing down your costume progression, but in the end you level out at either your maximum or just one below it.


    Listener to Light (Su): The Light sees everything, hears everything, and knows everything. But to most, even those able to tap its power, that memory is beyond them. To most Champions, Empaths, and even Stargazers, the ancient knowledge held within the Light is never known, the whispers faded beneath the trials of each passing day. A Listener however, is one of the rare few who, one day, finds themselves sensing the Light within them. To many this is a frightening experience, thoughts not of one’s own is rarely a sign of mental stability – but in the end most realise that it is not psychosis they are hearing, but the rarely heard calls of the Light that pulses within them.

    At first level, a Listener gains an innate ability to ‘hear’ those memories, reaching within to ask the Light what it knows of the world around them, or those before them. The Listener gains the Bardic Knowledge ability as a bard of twice her class level - this stacks with other sources of bardic knowledge. In addition, she gains the ability to manifest Sensitivity to Psychic Impressions with an effective Manifester Level equal to her Evoker Level. For every three class levels, half the time required to sense a distinct event.

    At level 4, the Listener’s inner senses sharpen further, her mind opening to hear the whispers of Light that permeate the world around her and flow from the thoughts of all. She gains a permanent effect as Detect Thoughts. At level 6, this effect bypasses any immunity to mind-affecting effects other than those granted by mindlessness, although it grants any with such immunity a +5 bonus on their saving throw. At level 10, the effect is enhanced to the degree that it permanently acts as the third stage of Detect Thoughts that the Listener may focus on any number of targets up to equal to her Evoker Stat Modifier - these targets need only be within the Listener's line of sight. The save for this effect is based off of her Evoker Stat and gains a +5 bonus to DC at level 10.

    At 7th level, the Listener’s senses becomes attuned even to those things that the Light does not say, reaching beyond the said to the realm of the not-said. She innately knows if someone she is conversing with is mundanely disguised – although she cannot tell the person’s true identity. Furthermore, her ability to listen through the screen of words crafted by cons and liars makes the truth they wish to hide ring in her mind with near-perfect clarity. A Listener gains an Insight bonus to Sense Motive equal to her class level, may always roll to detect a lie, and is automatically aware of any magical bonuses to Bluff her target is benefiting from.

    And at 10th level, having tapped so far into the very nature of the universe's Light, a Listener may once a week commune fully with the eternal memory of reality and ask questions of it.

    Once per week, she may cast a modified Commune, with a caster level equal to her class level. The spell functions as normal except for a few principal differences. The Listener will automatically commune with the Light, regardless of alignment or faith. The Light is always helpful in its answers, and it is always in the Light's interest to answer as fully as possible.

    Spoiler
    Show
    And this feature is basically the meat of the class. You hear, or see or know (or whatever) the Light around you and you can use that to ask questions and know things that you really shouldn't.


    Inner Voice (Su): A Listener speaks not only from her own knowledge, but from the knowledge of the eternal Light, the memory that is beyond time acting as a guide for her words, gently steering her – or does she steer it? – towards a greater understanding of the universe.

    At 1st level, a Listener to Light may, as a standard action, gain an untyped bonus to a single Intelligence based skill check equal to [Evoker Stat Modifier (to a maximum of Class level) + Class level].

    Spoiler
    Show
    So this is basically Tome of Worldly Knowledge but considerably more powerful - as fits a PrC of this type. Thanks to Selinia for suggesting the change to make it action activated.


    Light Guides (Su): The Light remembers everything, when and where it happened is of no consequence to a memory that spans all of time. And a Listener quickly finds that, to their mind, time seems little more than an easily adjustable variable when searching for knowledge that will aid in choosing their path.

    Through one minute of meditation, a Listener may connect themselves close enough to the Light for them to hear a whisper of answer when they ask of it if a path is wise. This functions as the spell Augury, cast as if the Listener had a CL equal to her EL. She may use this ability (class level) times per day.

    Spoiler
    Show
    Basic Divination capability. Not much else to say on this.


    Piercing Memory (Ex): And as with choosing a path, so too with knowing where to strike upon a being that arrays itself against the power of Light. The Listener gains Knowledge Devotion as a bonus feat, with a single difference. There is no limit to the knowledge of the Light, as there is for any mortal. As such, a Listener to Light doubles the bonus damage granted by Knowledge Devotion up to five or your current Class Level, whichever is more advantageous. This feature may explicitly bypass Knowledge Devotion's normal limitations.

    Spoiler
    Show
    This one took a whole load of time to get the wording right, but I think this current one is pretty solid. It originally scaled up into the 80s, granting +10 to hit and damage at that point, but that was modified to the current version due to what it combined with Inner Voice and Word-Forged Weapons would do to required AC to not get hit.


    The Present is Eternity (Su): The whole universe turns in the flickering of a single flame, and in each spark there lies the memory of it all. Connecting deeper into the flow of Light through them, a Listener may search for more than a simple feeling as to an action – but a simple message as to where it might lead if taken (or not taken) now. She gains the ability to cast Divination with a CL of her EL a number of times per day equal to her class level.

    Spoiler
    Show
    More Divination, this time the spell of the same name. This is all the Divination capability that Listeners get access to, although the next class feature gives them a nice boost on them.


    Guiding Voice (Ex): All Evokers could be said to hear, or see, or in some way understand the Light that flows through them. But for Listeners, at some point, that ethereal sense becomes something…more. When casting any Divination school spell like Augury or Divination, a Listener my roll twice and take the better result for the validity of the information found by the spell. In addition, the Listener can spend a move action to trigger Inner Voice instead of a standard action.

    Spoiler
    Show
    There's at least one other class that does this, although I cannot for the life of me remember its name. The addition of lowering action cost for Inner Voice was a late one, made after Inner Voice was made an action activated feature.


    No Shadows (Su): Light burns away darkness, but in most cases leaves shadow in between. But for Listeners, where it comes to facts? Their radiance burns any traces of shadow and dark out of existence within their sight, letting them see all as it truly is. The Listener gains the effects of a permanent True Seeing effect.

    Spoiler
    Show
    At this point, your Cleric friend has been walking around with this spell for four levels and your arcane buddies have had it for at least one - and that's if you took this for level 6. True Seeing is powerful, no denying that. But it's also reasonable at this level.


    Word-Forged Weapons (Su): The words of the Light ring greater than almost any force in the multiverse with their innate truth, weaving through the lies and assumptions created by a reality where almost all is suspect to most. But a Listener, when faced by such, wields those truths of hers as weapons, breaking through the defences of her foes with the backing of multiversal Truth behind her.

    At 9th level, a Listener ignores all miss chance, damage reduction (including DR/-) and reduces her target's Deflection bonus to Armor class by up to her class level (max 10).

    Spoiler
    Show
    And this is the class feature that arguably gave me the most trouble. I wanted something that would make Listeners dangerous combatants as, even with Illuminations, at this point Touch AC is going to start getting high and miss chance will have been around for a long while. Negating that goes a long way to helping them, as does nixing a good bit of Deflection boni for AC. The DR bit only really helps melee focused Evokers, but it's a nice thing to give them and not, in my opinion, something too overpowered.
    Last edited by Snowfire; 2014-04-03 at 08:27 PM.
    Quote Originally Posted by QuintonBeck View Post
    Many thanks to Snowfire for collating all these. He's a madman, but he's a helpful madman.
    Spoiler: Things
    Show
    Quote Originally Posted by Mynxae View Post
    Damn you Snowfire. I cried.
    Quote Originally Posted by Falcon777 View Post
    T_T I swear, you just made me cry.
    Quote Originally Posted by Qwertystop View Post
    Well, here's another for your sig, Snowfire.

    <struck dumb>

  6. - Top - End - #216
    Ogre in the Playground
     
    kestrel404's Avatar

    Join Date
    Jul 2009

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

    Quote Originally Posted by Snowfire View Post
    snip
    Looks like a nice class, Snowfire. I like it, very flavorful and the 'diviner' role is one that's often overlooked. I've got a few comments and suggestions (I always do), hopefully they'll be helpful.

    Eight tenths progression for EL and Illuminations is very generous considering how strong this class is on its own, but considering you're probably going to be much more a ranged fighter than anything else until you hit later levels, it makes sense to keep them strong.
    It's 7/10ths progression (you skip 3 of 10). But I think that's spot on.

    That said, I'd also recommend a new feat that increases Effective Evoker Level (without granting new illuminations or increasing mote pool) by +4, up to class level. Basically practiced spellcaster for evokers.

    [B]Remembered Weaving (Ex):SNIP
    I like it.

    Listener to Light (Su):...
    At first level, a Listener gains an innate ability to ‘hear’ those memories, reaching within to ask the Light what it knows of the world around them, or those before them. The Listener gains the Bardic Knowledge ability as a bard of twice her class level. In addition, she gains the ability to manifest Sensitivity to Psychic Impressions with an effective Manifester Level equal to her Evoker Level. For every three class levels, half the time required to sense a distinct event.
    This looks good. Flavorful, interesting. An at-will 2nd level power is about the right level, and StPI is situational enough that it's not going to be a game breaker, while useful enough when used creatively to be a really helpful tool. Only suggestion is to allow this bardic knowldge to stack with other sources of bardic knowledge.
    At level 4, the Listener’s inner senses sharpen further, her mind opening to hear the whispers of Light that permeate the world around her and flow from the thoughts of all. She gains a permanent effect as Detect Thoughts. At level 6, this effect bypasses any immunity to mind-affecting effects other than those granted by mindlessness, although it grants any with such immunity a +5 bonus on their saving throw. At level 10, the effect is enhanced to the degree that it permanently acts as the third stage of Detect Thoughts that the Listener may focus on a number of targets equal to her Evoker Stat Modifier. The save for this effect is based off of her Evoker Stat and gains a +5 bonus to DC at level 10.
    This, I think, is pretty troublesome. Basing the ability on Detect thoughts wouldn't be so bad if not for the self-stunning aspect that comes with being in the same room as a Lich or similar high-end int-based threat. Instead, I would go for the following:
    At level 4, the Listener’s inner senses sharpen further, her mind opening to hear the whispers of Light that permeate the world around her and flow from the thoughts of all. She gains Telepathy with a range of 60', but is effectively mute (may not send via telepathy). As a standard action, she may use this telepathy to emulate the Detect Thoughts spell with a caster level equal to her Evoker level.
    This allows the rest of the power to work as usual, gives the ability to understand people speaking to her automatically at the cost of an action-based activation of detect thoughts, and prevents automatic self-stunning unless they user deserves it (like by actively trying to keep Detect Thoughts up all the time). It also allows the Listener to qualify for the Mindsight feat (though they won't be able to take it until 15th level).
    At 7th level, the Listener’s senses becomes attuned even to those things that the Light does not say, reaching beyond the said to the realm of the not-said. She innately knows if someone she is conversing with is mundanely disguised – although she cannot tell the person’s true identity. Furthermore, her ability to listen through the screen of words crafted by cons and liars makes the truth they wish to hide ring in her mind with near-perfect clarity. A Listener gains an Insight bonus to Sense Motive equal to her class level, may always roll to detect a lie, and is automatically aware of any magical bonuses to Bluff her target is benefiting from.
    That's interesting. Not terribly powerful, but useful.
    Finally the Listener may, at 10th level, ask a single question. She will be granted the answer - fully and completely, and without regard to the difficulty or secrecy of such knowledge, imparting a fundamental truth of the universe to the Listener. She may save this singular question for as long as she wishes, but it may only ever be used once, and may not be restored by any means short of the direct intervention of a greater deity.
    This either ruins a campaign, is mostly useless, or in very, very rare cases is completely awesome. I'd recommend instead that you make this a simple: Gain the ability to use either Legend/Lore or Commune with Greater Spirit (Wu-jen divination) 1/week. Simple, useful, flavorful and level appropriate.
    Inner Voice (Su):...
    At 1st level, a Listener to Light may, as a standard action, gain an untyped bonus to a single Intelligence based skill check equal to [Evoker Stat Modifier (to a maximum of Class level) + Class level].
    I'd go with just class level and make it a move action. Also, I'd suggest making it an insight bonus - those are rare enough that it's unlikely to not stack while not calling attention to the fact that you've got an 'untyped bonus'. And insight is quite appropriate here.
    Light Guides (Su):...
    Through one minute of meditation, a Listener may connect themselves close enough to the Light for them to hear a whisper of answer when they ask of it if a path is wise. This functions as the spell Augury, cast as if the Listener had a CL equal to her EL.
    This...is too much. As a Wizard, I would considder (strongly) banning divination and dipping 1 level of evoker and 2 levels of this PRC just for at-will Augury. I'd still get 9th level spells, I'd gain a whole host of utility abilities, and at-will Augury means I'd never prepare the wrong spells again. And that's just one example.
    Limit it to class level uses/day. Seriously.
    Piercing Memory (Ex): And as with choosing a path, so too with knowing where to strike upon a being that arrays itself against the power of Light. The Listener gains Knowledge Devotion as a bonus feat, with a single difference. There is no limit to the knowledge of the Light, as there is for any mortal. As such, a Listener to Light doubles the bonus damage granted by Knowledge Devotion up to five or your current Class Level, whichever is more advantageous.
    The wording is still off, because I can't figure out what this does beyond the bonus feat. Does it double all damage bonuses for your KD success level? Does it continue success level progressions?
    I'd recommend a simple statement of "The bonus damage granted by Knowledge Devotion is doubled". This is good enough to stand on its own.
    Also, add a line that 'If you already have Knowledge Devotion, you may choose any feat you qualify for as a bonus feat' - because with a build like this I'd have the feat before entering the prestige class, let alone 3 levels in.
    The Present is Eternity (Su): The whole universe turns in the flickering of a single flame, and in each spark there lies the memory of it all. Connecting deeper into the flow of Light through them, a Listener may search for more than a simple feeling as to an action – but a simple message as to where it might lead if taken (or not taken) now. She gains the ability to cast Divination with a CL of her EL.
    Divination at-will means that the GM will never be able to throw a mystery plot at the party again (although given this PRC's other abilities, that's already becoming a very dubious prospect). Again, I recommend adding an upper level on uses, or some other cost.
    Also, you've got a "the" in the name of the ability here but not in the table.
    Guiding Voice (Ex): All Evokers could be said to hear, or see, or in some way understand the Light that flows through them. But for Listeners, at some point, that ethereal sense becomes something…more. When casting any Divination school spell like Augury or Divination, a Listener my roll twice and take the better result for the validity of the information found by the spell. In addition, the Listener can spend a move action to trigger Inner Voice instead of a standard action.
    This is good. I see no problems here.
    No Shadows (Su): Light burns away darkness, but in most cases leaves shadow in between. But for Listeners, where it comes to facts? Their radiance burns any traces of shadow and dark out of existence within their sight, letting them see all as it truly is. The Listener gains the effects of a permanent True Seeing effect.
    Also good.
    Word-Forged Weapons (Su):...
    At 9th level, a Listener ignores all miss chance, damage reduction (including DR/-) and Deflection modifiers to AC to a maximum of her class level (max 10).
    Very nice ability, but a small tweek. I wouldn't reduce Deflection bonuses, I'd reduce Dexterity bonuses - this represent your future insights into your enemies actions. And the wording might be improved. How about:
    At 9th level, a Listener ignores all miss chance, damage reduction (including DR/-) and reduces her target's Dexterity bonus to Armor class by up to her class level (max 10).

    That's all I've got. Overall, very well done.
    Hope that helps.
    Last edited by kestrel404; 2013-02-08 at 10:40 AM.

  7. - Top - End - #217
    Ettin in the Playground
     
    jamieth's Avatar

    Join Date
    Jul 2012
    Gender
    Male

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

    Quote Originally Posted by kestrel404 View Post
    That said, I'd also recommend a new feat that increases Effective Evoker Level (without granting new illuminations or increasing mote pool) by +4, up to class level. Basically practiced spellcaster for evokers.
    There is one, Practiced Evoker, though it only adds +2 to the EL, to the max of HD
    Tome of Radiance, a Magical Girl sourcebook for 3.5/PF.

    "Jamie" is fine. TH is mostly there to make sure the name would be free on any forum I'd want to register :-)

    Extended signature

  8. - Top - End - #218
    Ettin in the Playground
     
    Draken's Avatar

    Join Date
    May 2007
    Location
    The Southern Wildlands
    Gender
    Male

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

    Having a permanent Detect (Something) spell effect won't risk permastunning yourself because those spells rely on Concentration to do their thing.

    It's why I told Selinia to change the effect of The Sun from a bunch of permanent Detect effects to a variant of Arcane Sight, because that one is passively active!
    Spoiler
    Show

    Spoiler
    Show

    Homebrewing

  9. - Top - End - #219
    Troll in the Playground
     
    Snowfire's Avatar

    Join Date
    Mar 2010
    Location
    Wordcats
    Gender
    Male

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

    Quote Originally Posted by kestrel404 View Post
    Looks like a nice class, Snowfire. I like it, very flavorful and the 'diviner' role is one that's often overlooked. I've got a few comments and suggestions (I always do), hopefully they'll be helpful.
    Always appreciated.

    Quote Originally Posted by kestrel404 View Post
    It's 7/10ths progression (you skip 3 of 10). But I think that's spot on.

    That said, I'd also recommend a new feat that increases Effective Evoker Level (without granting new illuminations or increasing mote pool) by +4, up to class level. Basically practiced spellcaster for evokers.
    Thanks for the catch on that.

    As stated by jamieth, there's a feat that does this.

    Quote Originally Posted by kestrel404 View Post
    This looks good. Flavorful, interesting. An at-will 2nd level power is about the right level, and StPI is situational enough that it's not going to be a game breaker, while useful enough when used creatively to be a really helpful tool. Only suggestion is to allow this bardic knowldge to stack with other sources of bardic knowledge.
    Added something in to fit.

    Quote Originally Posted by kestrel404 View Post
    This, I think, is pretty troublesome. Basing the ability on Detect thoughts wouldn't be so bad if not for the self-stunning aspect that comes with being in the same room as a Lich or similar high-end int-based threat. Instead, I would go for the following:
    At level 4, the Listener’s inner senses sharpen further, her mind opening to hear the whispers of Light that permeate the world around her and flow from the thoughts of all. She gains Telepathy with a range of 60', but is effectively mute (may not send via telepathy). As a standard action, she may use this telepathy to emulate the Detect Thoughts spell with a caster level equal to her Evoker level.
    This allows the rest of the power to work as usual, gives the ability to understand people speaking to her automatically at the cost of an action-based activation of detect thoughts, and prevents automatic self-stunning unless they user deserves it (like by actively trying to keep Detect Thoughts up all the time). It also allows the Listener to qualify for the Mindsight feat (though they won't be able to take it until 15th level).
    As stated by Draken, permanent versions bypass the permastun difficulties due to simple reason. In all honesty, I'm tempted by the idea to make it telepathy based, but I'm unsure about leveling an action cost against it. We'll see.

    Quote Originally Posted by kestrel404 View Post
    That's interesting. Not terribly powerful, but useful.
    Was designed to be a useful thing more than anything else. Basically lets a Listener have a much better chance to catch lies and if someone is using Glibness or suchlike to aid them, then they'll know and be able to take the person's 'truth' with a grain of salt.

    Quote Originally Posted by kestrel404 View Post
    This either ruins a campaign, is mostly useless, or in very, very rare cases is completely awesome. I'd recommend instead that you make this a simple: Gain the ability to use either Legend/Lore or Commune with Greater Spirit (Wu-jen divination) 1/week. Simple, useful, flavorful and level appropriate.
    Yeah, this was why I was asking for advice on this. I knew it was crazy powerful and all over the place on effect, but it was something that just slid in in interim and I never worked out something else for it.

    I think I will go with a variant of Commune with Greater Spirit for this - thanks on the suggestion - and make it 1/week unless anyone else brings up problems with it. Thanks. Have changed the text.

    Quote Originally Posted by kestrel404 View Post
    I'd go with just class level and make it a move action. Also, I'd suggest making it an insight bonus - those are rare enough that it's unlikely to not stack while not calling attention to the fact that you've got an 'untyped bonus'. And insight is quite appropriate here.
    The type of bonus is going to change to Radiant when Selinia clarifies fully what that is and changes the ToR untyped bonuses and such to suit. And class level doesn't quite seem enough to me.

    Quote Originally Posted by kestrel404 View Post
    This...is too much. As a Wizard, I would consider (strongly) banning divination and dipping 1 level of evoker and 2 levels of this PRC just for at-will Augury. I'd still get 9th level spells, I'd gain a whole host of utility abilities, and at-will Augury means I'd never prepare the wrong spells again. And that's just one example.
    Limit it to class level uses/day. Seriously.
    That's fair. Added in that limit.

    Quote Originally Posted by kestrel404 View Post
    The wording is still off, because I can't figure out what this does beyond the bonus feat. Does it double all damage bonuses for your KD success level? Does it continue success level progressions?
    I'd recommend a simple statement of "The bonus damage granted by Knowledge Devotion is doubled". This is good enough to stand on its own.
    Also, add a line that 'If you already have Knowledge Devotion, you may choose any feat you qualify for as a bonus feat' - because with a build like this I'd have the feat before entering the prestige class, let alone 3 levels in.
    The thing is, doubling the damage can do horrible things if you get a lucky roll. What the ability is designed to do is double the damage bonus of Knowledge devotion, but only to a maximum of class level of the Listener.

    So in the case of a level 4 listener, if she rolled 25 on the table, she would gain +2 to hit, +4 to damage. A 26 would grant her +2 to hit, +5 to damage (the ceiling on the damage being her class level). Does that makes sense, and if so, how would you word it to work properly?

    Quote Originally Posted by kestrel404 View Post
    Divination at-will means that the GM will never be able to throw a mystery plot at the party again (although given this PRC's other abilities, that's already becoming a very dubious prospect). Again, I recommend adding an upper level on uses, or some other cost.
    Also, you've got a "the" in the name of the ability here but not in the table.

    I would, I admit, argue your point here. Mainly as anti-divination magic does exist. All this PrC requires is that your opponents be moderately smart. However, again, I have added a limit here of class level.

    Quote Originally Posted by kestrel404 View Post
    Very nice ability, but a small tweak. I wouldn't reduce Deflection bonuses, I'd reduce Dexterity bonuses - this represent your future insights into your enemies actions. And the wording might be improved. How about:
    At 9th level, a Listener ignores all miss chance, damage reduction (including DR/-) and reduces her target's Dexterity bonus to Armor class by up to her class level (max 10).
    I'm a bit iffy on this one, mainly as I've specifically targeted deflection due to its ability to be quite easily amped through the roof with relatively minimal effort. And working through deflection boni has always felt more divining than dexterity ones. Dex bonuses you're seeing where they're going to be. Deflection, you're seeing into the weaknesses of their protections. Which is more of what this class does in my mind at least. I will change the wording though as you've shown. I'm still getting a firm grasp on that.

    Quote Originally Posted by kestrel404 View Post
    That's all I've got. Overall, very well done.
    Hope that helps.
    Helped a lot. Hope the changes I've made work for you. Oh, and feel free to argue my points if you think I've gone off the rails with them
    Quote Originally Posted by QuintonBeck View Post
    Many thanks to Snowfire for collating all these. He's a madman, but he's a helpful madman.
    Spoiler: Things
    Show
    Quote Originally Posted by Mynxae View Post
    Damn you Snowfire. I cried.
    Quote Originally Posted by Falcon777 View Post
    T_T I swear, you just made me cry.
    Quote Originally Posted by Qwertystop View Post
    Well, here's another for your sig, Snowfire.

    <struck dumb>

  10. - Top - End - #220
    Ogre in the Playground
     
    kestrel404's Avatar

    Join Date
    Jul 2009

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

    Quote Originally Posted by Snowfire View Post
    As stated by Draken, permanent versions bypass the permastun difficulties due to simple reason. In all honesty, I'm tempted by the idea to make it telepathy based, but I'm unsure about leveling an action cost against it. We'll see.
    Concentrating on a spell to maintain it is already a standard action. This is not actually an action tax, just a clarification.

    The thing is, doubling the damage can do horrible things if you get a lucky roll. What the ability is designed to do is double the damage bonus of Knowledge devotion, but only to a maximum of class level of the Listener

    So in the case of a level 4 listener, if she rolled 25 on the table, she would gain +2 to hit, +4 to damage. A 26 would grant her +2 to hit, +5 to damage (the ceiling on the damage being her class level). Does that makes sense, and if so, how would you word it to work properly?
    The damage bonus from this ability (as in how far above KD) is already capped at +5, because knowledge devotion is capped at +5. You get the ability at 3rd level. Capping it at class level is not terribly useful, since by 12th level, +2 extra damage/hit is not going to break anything.

    I would, I admit, argue your point here. Mainly as anti-divination magic does exist. All this PrC requires is that your opponents be moderately smart. However, again, I have added a limit here of class level.
    Divination, used creatively, can be utterly devestating to an intrigue/mystery plotline.

    Say you're looking for an individual whose being hidden by magic from divination. So you use divination to find out where the clothes they're going to wear tomorrow are right now. Or where they're going to pee next. If that doesn't work, you divine who they talk to most often who is not protected from divination spells. The list goes on.

    With a limit to uses, there's a hard cap on how many levels of indirection you can use to track someone down in a single day. Without that cap, you can bypass virtually any challenge with a social component.

    I'm a bit iffy on this one, mainly as I've specifically targeted deflection due to its ability to be quite easily amped through the roof with relatively minimal effort. And working through deflection boni has always felt more divining than dexterity ones. Dex bonuses you're seeing where they're going to be. Deflection, you're seeing into the weaknesses of their protections. Which is more of what this class does in my mind at least. I will change the wording though as you've shown. I'm still getting a firm grasp on that.
    It can be argued either way. I don't know of a lot of monsters with high deflection bonuses outside of incorporeal + charisma. But you get a lot of them with high touch ACs due to dex bonus.

  11. - Top - End - #221
    Troll in the Playground
     
    Snowfire's Avatar

    Join Date
    Mar 2010
    Location
    Wordcats
    Gender
    Male

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

    Quote Originally Posted by kestrel404 View Post
    Concentrating on a spell to maintain it is already a standard action. This is not actually an action tax, just a clarification.
    And you misunderstand here, that this effect is not one that requires any form of concentration. That's...kinda the point.

    Quote Originally Posted by kestrel404 View Post
    The damage bonus from this ability (as in how far above KD) is already capped at +5, because knowledge devotion is capped at +5. You get the ability at 3rd level. Capping it at class level is not terribly useful, since by 12th level, +2 extra damage/hit is not going to break anything.
    And this ability doubles the damage bonus granted as long as your class level is high enough. Considering you can take this class at level 5 (where's it's mean to be taken), that's reasonable in my mind.

    Quote Originally Posted by kestrel404 View Post
    Divination, used creatively, can be utterly devestating to an intrigue/mystery plotline.

    Say you're looking for an individual whose being hidden by magic from divination. So you use divination to find out where the clothes they're going to wear tomorrow are right now. Or where they're going to pee next. If that doesn't work, you divine who they talk to most often who is not protected from divination spells. The list goes on.

    With a limit to uses, there's a hard cap on how many levels of indirection you can use to track someone down in a single day. Without that cap, you can bypass virtually any challenge with a social component.
    And the issue there being that all a DM has to do is be willing to hang mystic curtains around their big bad or whatever. Which is remarkably simple to do.

    By RAW, yes. By RAI - and if used by any sane DM - no, it won't. And I have added a cap
    Quote Originally Posted by QuintonBeck View Post
    Many thanks to Snowfire for collating all these. He's a madman, but he's a helpful madman.
    Spoiler: Things
    Show
    Quote Originally Posted by Mynxae View Post
    Damn you Snowfire. I cried.
    Quote Originally Posted by Falcon777 View Post
    T_T I swear, you just made me cry.
    Quote Originally Posted by Qwertystop View Post
    Well, here's another for your sig, Snowfire.

    <struck dumb>

  12. - Top - End - #222
    Bugbear in the Playground
    Join Date
    Nov 2009

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

    Quote Originally Posted by Snowfire View Post
    And this ability doubles the damage bonus granted as long as your class level is high enough. Considering you can take this class at level 5 (where's it's mean to be taken), that's reasonable in my mind.
    9 ranks limits entry to 7th.

  13. - Top - End - #223
    Troll in the Playground
     
    Snowfire's Avatar

    Join Date
    Mar 2010
    Location
    Wordcats
    Gender
    Male

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

    Quote Originally Posted by sreservoir View Post
    9 ranks limits entry to 7th.
    Does it? Oh wait, wups. I was thinking...something. Thank you for catching that, will modify. Thanks. And I meant entry from level five to six, so I also got my wording wrong

    Do you have any thoughts on the PrC, if I may ask?
    Last edited by Snowfire; 2013-02-08 at 03:41 PM.
    Quote Originally Posted by QuintonBeck View Post
    Many thanks to Snowfire for collating all these. He's a madman, but he's a helpful madman.
    Spoiler: Things
    Show
    Quote Originally Posted by Mynxae View Post
    Damn you Snowfire. I cried.
    Quote Originally Posted by Falcon777 View Post
    T_T I swear, you just made me cry.
    Quote Originally Posted by Qwertystop View Post
    Well, here's another for your sig, Snowfire.

    <struck dumb>

  14. - Top - End - #224
    Ogre in the Playground
     
    kestrel404's Avatar

    Join Date
    Jul 2009

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

    Quote Originally Posted by Snowfire View Post
    And you misunderstand here, that this effect is not one that requires any form of concentration. That's...kinda the point.
    Yep, I'm confused. Either this power requires concentration like a spell which requires concentration (which eats your standard action), or you get the issue of being auto-stunned by creatures with high int being in the same room (which was my original point).

    And this ability doubles the damage bonus granted as long as your class level is high enough. Considering you can take this class at level 5 (where's it's mean to be taken), that's reasonable in my mind.
    Well, if you're sure, then I'd suggest the following wording:
    "After activating Knowledge devotion, your bonus to damage from Knowledge devotion is doubled, with the additional bonus damage from this class feature capped at your class level." Followed by an example.


    And the issue there being that all a DM has to do is be willing to hang mystic curtains around their big bad or whatever. Which is remarkably simple to do.

    By RAW, yes. By RAI - and if used by any sane DM - no, it won't. And I have added a cap
    Not arguing, just showing my reasoning. Besides, that's only the first level of indirection. When you start asking questions about this guy's best friend's cousin's roommate's mistress, there had better be no mystical protections or else the GM is saying the class feature is worthless.

  15. - Top - End - #225
    Troll in the Playground
     
    Snowfire's Avatar

    Join Date
    Mar 2010
    Location
    Wordcats
    Gender
    Male

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

    Quote Originally Posted by kestrel404 View Post
    Yep, I'm confused. Either this power requires concentration like a spell which requires concentration (which eats your standard action), or you get the issue of being auto-stunned by creatures with high int being in the same room (which was my original point).
    *sigh*

    Look. As Detect Thoughts means the following. You gain the first stage as normal all the time (as is the case in Detect Thoughts). You may then concentrate on an area to bring it up to the second level. That level is the one which stuns you. You may then concentrate again to take it to the third level.

    That is how Detect Thoughts works. That is how this works. You may concentrate to take it up a level, as Detect Thoughts. Or you may leave it on the permanent first stage.

    And at level 10 you can bypass the entire concentration shebang by just being able to go "Third stage on you, you, you, you, etc." until you run out of Evoker Stat modifier.

    Quote Originally Posted by kestrel404 View Post
    Well, if you're sure, then I'd suggest the following wording:
    "After activating Knowledge devotion, your bonus to damage from Knowledge devotion is doubled, with the additional bonus damage from this class feature capped at your class level." Followed by an example.
    This has been fixed.

    Quote Originally Posted by kestrel404 View Post
    Not arguing, just showing my reasoning. Besides, that's only the first level of indirection. When you start asking questions about this guy's best friend's cousin's roommate's mistress, there had better be no mystical protections or else the GM is saying the class feature is worthless.
    At which point a smart GM goes "His wife's cousin's roommate's mistress is in this city here" when the guy you're going after lives in a totally different city with his wife. In a war between player creativity and DM creativity, players lose.

    However to avoid a war over this, I will say that this is my belief and it hinges on a creative DM. Can Divination advance the plot? Yes. Can it break it? No, not if your DM knows what he or she is doing.
    Quote Originally Posted by QuintonBeck View Post
    Many thanks to Snowfire for collating all these. He's a madman, but he's a helpful madman.
    Spoiler: Things
    Show
    Quote Originally Posted by Mynxae View Post
    Damn you Snowfire. I cried.
    Quote Originally Posted by Falcon777 View Post
    T_T I swear, you just made me cry.
    Quote Originally Posted by Qwertystop View Post
    Well, here's another for your sig, Snowfire.

    <struck dumb>

  16. - Top - End - #226
    Bugbear in the Playground
    Join Date
    Nov 2009

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

    offhand, no need to ref commune with greater spirit from a 3.0 nonfree source; it is functionally identical to commune, which is ogc and in the srd.

    uh I guess per-day limits seems incongruous compared to p much everything in the base classes which would be qualifying, which are all per-encounter limited or per-round limited or at-will. maybe just give a casting time measured in minutes, or have it refresh when the illumination preparation is triggered.

    (well, that last won't work with the empath, but that's more because the empath not having the preparation mechanic is broken within the system as written; either that need to change, or the bit under radiant armaments needs to change, or empaths are intended to never change their costume effects, or empaths should fix costume effects into personas (which is okay, I guess), or something. I think I've mentioned this already)

    ed: incidentally, limiting the commune to 1/week seems a bit overkill; it's a powerful divination, sure, but it's also a clr 5 spell you're getting at 15, bottom, six levels behind. I mean, even wizards binder vestige design advice says, "Abilities with the 5-round delay should be about as useful and powerful as the highest-level spell a wizard of the same level as the binder can cast (assuming the vestige grants just one such ability.)" and the binder is generally thought to have turned out p okay.

    recommend: let augury and divination each be used with the same action as the corresponding spells; that is, 1 minute for augury, 10 minutes for divination. further extend the function of Guiding Voice to allow, uh, 1/encounter use of either augury as a swift or move action, or divination as a standard action; stipulate that outside of combat, per encounter features also refresh whenever one performs the ritual in which one prepares illuminations.

    (you will soon note, if you haven't already, that to my mind, even if it's on a tier 1 spell list, if it's not obviously broken and it's being done after a level at which a bard has access to the same spell level, we can probably afford to improve it somewhat without breaking anything. but.)

    I still haven't read through your prc in nitpickful detail, though.
    Last edited by sreservoir; 2013-02-09 at 01:46 AM.

  17. - Top - End - #227
    Bugbear in the Playground
     
    Serafina's Avatar

    Join Date
    Jun 2012
    Location
    Germany
    Gender
    Female

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

    The Aerial Mage

    The wind is in the sky and the stars are in the heavens and a resolute heart beats within my chest!
    Nanoha Takamachi, Aerial Mage

    Many Magical Girls represent freedom, and what could be more free than the skies?
    The ability to fly is often the most cherished ability of Magical Girls that become Aerial Mages. They embrace it and train hard to move trough the air with utmost grace and speed.

    Requirements
    To become an Aerial Mage, you must fulfill the following criteria:
    Skills: Tumble 5 Ranks
    Special: Evoker Level 5

    Class Skill List: Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Magic Device (Cha)
    Skill Points at Each Level: 4 + Int modifier.

    Aerial Mage
    Hit Dice: D8
    {table=head] Level | BAB | Fort | Ref | Will | Special | Illuminations
    1st | +0 | +0 | +2 | +2 | Fliers Costume, Nimble Flyer | +1 level of existing class
    2nd | +1 | +0 | +3 | +3 | Aerial Evasion, Winged Speed |
    3rd | +2 | +1 | +3 | +3 | Supersonic Flight, Radiant Shockwave | +1 level of existing class
    4th | +3 | +1 | +4 | +4 | Improved Aerial Evasion, Sonic Charge |
    5th | +3 | +2 | +4 | +4 | Freedom of the Skies | +1 level of existing class[/table]

    Fliers Costume (Ex): An Aerial Mages Costume always carries the Weightless Costume effect, in addition to all others. Furthermore, she automatically has 1+class level motes invested into it, without lowering her mote pool and bypassing normal investment limits.

    Illuminations: An Aerial Mage is still a potent Evoker, but trades some raw power for her superior flight skills. Her access to Illuminations from her Evoking Class, as well as her Evoker Level, progresses at the listed rate. If she has more than one Evoking Class, then she must choose one of them when she takes her first level in Aerial Mage. Once made, this choice cannot be changed.
    Whenever a save against any of the Aerial Mages class features is allowed, it is made at the same DC as against her Illuminations.

    Nimble Flyer (Ex): You can add your Evoker Attribute modifier to your Tumble-checks while in flight.

    Winged Speed (Ex): For every 4m motes invested into her Weightless costume effect, an Aerial Mages flight-speed increases by 10 feet. This is doubled if 12+motes are invested.

    Aerial Evasion (Ex): You gain Evasion while in flight. If you already have Evasion it becomes Improved Evasion instead.

    Radiant Shockwave (Su): An Aerial Mages flight often produces brilliant displays of light, dazzling and distracting the enemy. This grants her a special costume effect that is always active and gained in addition to all others
    Effect: Whenever the Evoker moves at least 15 feet during her turn, attacks against her have a 25% miss chance.
    Essence Boost: Every 3m invested in this effect increases the miss chance by 5%. If at least 6m are invested, the Aerial Mages shockwave becomes persistent. Her movement leaves a area of reduced visibility that imposes the miss chance to any attacks within it (comparable to fog). She ignores that miss chance. This affects an area of 10 feet within any space she has moved through and lasts one round. If at least 12 motes are invested, it grows to 20 feet.
    Cartridge: When a cartridge is expended to fuel this effect, the Evoker can move her flight-speed without provoking attacks of opportunity. Everyone within 20 feet of any space she moved through must make a Fortitude-save or be blinded for a number of rounds equal to the Evokers charisma-modifier. Everyone who can visually perceive the Evoker must make a Will-save with equal DC or be Fascinated for the same length of time.

    Supersonic Flight (Su): All Aerial Mages are renowned for their speed, but only the best manage to surpass the sound barrier.
    Over the course of five rounds (all spent moving forward in a straight line at your running speed) you can accelerate to supersonic speed. While at Supersonic Speed, your maneuverability drops to clumsy and you move 8000 feet per round/about 2500 miles per hour (double if you have at least 12 motes invested into Weightless), and all attacks have a 50% miss chance against you.If you collide with any obstacle, you take 10D6 damage and are stunned for 1D6 rounds. You can drop out of supersonic speed at the beginning of your round, but you must spend the next three rounds moving forward in a straight lineat your running speed in order to slow down.

    Improved Aerial Evasion (Ex): At 4th-level, you gain Improved Evasion while in flight.

    Sonic Charge (Su): An Aerial Mage flies so fast that the very wake of her passing can be devastating. This effect is activated by paying up to her Evoker Level – but at least eight – motes and either as part of a charge of a full-round action. If used as a full-round action, the Aerial Mage can move up to four times her flight speed in a straight line. Everyone within 20 feet of any square she passes through takes 1D6 sonic damage for each two motes spent and is deafened for a number of rounds equal to her Evoker Attribute modifier. A successful Reflex save halves the damage. If used as part of a charge, the area is reduced to 10 feet, but if the charge hits the target must make a fortitude-save or be stunned for one round.

    Freedom of the Skies (Su): Whenever a effect would disrupt your Weightless Costume Effect (such as an Antimagic Field), slow your flight-speed (such as Solid Fog) or prevent you from moving, you can make a Tumble-check. If the result of your check is higher than the caster (Initiator, Manifester, Evoker or similar) level of the effect, you can ignore all of its effects that triggered the Tumble-check for the duration of the encounter. For example, passing the check would keep your Weightless Costume Effect active within an Antimagic Field, but does not allow you to use other supernatural effects within it.
    This does not prevent you from being grappled, nor does it prevent status conditions that rob you of your move-action, such as being stunned or dazed.
    In additon, you ignore all effects of wind on your flight (but not your attacks or other actions).

    Variant: Light Runner

    The Light Runner is a Prestige Class that shares most of its attributes with the Aerial Mage. Unless noted below, it works precisely as the Aerial Mage. A character can have levels in both Aerial Mage and Light Runner.
    Class Skills: Add Balance (Dex), remove Spot (Wis)
    Runners Costume: Alters Fliers Costume, replacing Nimble with Weightless.
    Nimble Runner: Replaces Nimble Flier. A Light Runner can add her Evoker Attribute modifier to all Balance- and Tumble-checks.
    Vertical Run: Replaces Winged Speed. If a Light Runner has at least six motes invested into her Nimble Costume Feature, she can run up vertical surfaces as if she had a Climb speed equal to half her land speed. If she has at least 12 motes invested, she can run over liquid surfaces, treating them as solid ground.
    Evasion: A Light Runner gains Evasion instead of Aerial Evasion.
    Magical Parcours: Replaces Supersonic Flight. By gathering speed for two rounds (running in a straight line at your run-speed) you can being a Magical Parkour run. During your Parcours, you can multiply all jump-distances by 10, and your jump-distances are limited by your run-speed instead of your normal land-speed. You do not take damage from falling during your Parkour, but you can not avoid attacks of opportunity. You can also run on any solid or liquid surface, including vertical ones, and are not hindered by difficult terrain. You must move at least double your speed during your Parkour, and can end it by spending a full-round action to land.
    Improved Evasion: A Light Runner gains Improved Evasion instead of Improved Aerial Evasion.
    Run Free: Alters Freedom of the Skies. Replace “Weightless” with “Nimble”.


    Pathfinder

    In Pathfinder, the Aerial Mage relies heavily on her Fly-skill, using the following alterations.
    Requirements: Fly 5 ranks, Evoker Level 5
    Class Skill List: Fly, Perception
    Nimble Flier: You can add your Evoker Attribute modifier to all Fly-checks, and you can make Fly-checks instead of Acrobatics-checks to avoid Attacks of Opportunity.
    Freedom of the Skies: You make Fly- instead of Tumble-checks.
    Last edited by Serafina; 2014-02-03 at 06:18 PM.

  18. - Top - End - #228
    Bugbear in the Playground
     
    Serafina's Avatar

    Join Date
    Jun 2012
    Location
    Germany
    Gender
    Female

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

    Rewrite of the Aerial Mage has been posted.
    Mostly, it needed adjustment to the new Illumination/Costume system. That got the Aerial Maneuvers thrown out, but two of them are still available - one as class-only Costume Ability, the other as a attack option.

    I also improved the wording on some abilities, that should make them less confusing.
    Oh, and Supersonic Speed now deserves its name - previously it was actually high hypersonic speed, somewhere around mach 15. Now its Mach 5 normally, Mach 10 with proper investemnt (unless i screwed up conversions, i hate working in feet).

    Please feel free to throw PEACHes at the class

  19. - Top - End - #229
    Bugbear in the Playground
    Join Date
    Nov 2009

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

    the skill prereq is almost certainly wrong (though it make little difference because I don't think we have evoker level shenanigans yet).

  20. - Top - End - #230
    Troll in the Playground
     
    Snowfire's Avatar

    Join Date
    Mar 2010
    Location
    Wordcats
    Gender
    Male

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

    Quote Originally Posted by sreservoir View Post
    the skill prereq is almost certainly wrong (though it make little difference because I don't think we have evoker level shenanigans yet).
    We do not. Hopefully we never will.
    Quote Originally Posted by QuintonBeck View Post
    Many thanks to Snowfire for collating all these. He's a madman, but he's a helpful madman.
    Spoiler: Things
    Show
    Quote Originally Posted by Mynxae View Post
    Damn you Snowfire. I cried.
    Quote Originally Posted by Falcon777 View Post
    T_T I swear, you just made me cry.
    Quote Originally Posted by Qwertystop View Post
    Well, here's another for your sig, Snowfire.

    <struck dumb>

  21. - Top - End - #231
    Troll in the Playground
    Join Date
    Feb 2010
    Gender
    Intersex

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

    I'm bouncing ideas around for a couple races that are compatible with Tome of Radiance stuff.

    Unfortunately, my minimal familiarity with Magical Girls makes that hard. I do think that a Animal Tail/Ears race would fit, as well as a "Youthful" template of some kind.

  22. - Top - End - #232
    Troll in the Playground
     
    Snowfire's Avatar

    Join Date
    Mar 2010
    Location
    Wordcats
    Gender
    Male

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

    And apparently my homebrew brain has kickstarted out of nowhere. So we have another PrC for y'all. It evolved out of an archetype for the old MG. It's now a full ten rank PrC. And whilst I don't think it can wipe out a city in a round, it comes pretty darn close. So here we are, for men, women, children and...err...other I guess, of all ages. May I present for your viewing pleasure, the wonderful, explosive, and utterly deadly,

    Bombardment Mage

    Come forth, the wind of snow, and become the fletching which falls from the heavens.
    - Hayate, a Bombardment Mage

    Many evokers, even if their personal abilities do not fully allow it, prefer the intimacy of close combat. Their Light shines brightest the closer they are to the one they are trying to save, as a sun shines in the sky, or a torch in the dark of night. When they are right before their opponent, their wills meeting in radiant fury, that is where they shine. But that isn’t all there is.

    There are others, others whose lambent fire reaches far beyond their person, blazing forth in great blasts of radiant power. These evokers manipulate the Light from afar, granting their blasts range and power far beyond that of their comrades. Against a Bombardment Mage, the question is not ‘how are they going to hit me’, it is when.

    Requirements
    To become a Bombardment Mage, you must fulfill the following criteria:
    Special: Evoker Level 5

    Spoiler
    Show
    In all honesty, I had almost no clue of what to do here. So I went with what I knew would keep this class accessible to Evokers only. And in all honesty, no other class is going to want to take it. That is deliberate.


    Class Skill List: Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
    Skill Points at Each Additional Level: 4 + Int modifier.

    Spoiler
    Show
    Skills. Not sure if I should keep Spellcraft or not, but as most MGs of this type in genre have a good understanding of the types of attacks thrown about by others I thought it fit. Tell me what you think.


    Bombardment Mage
    Hit Dice: d6
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Illuminations
    1st
    +0
    +0
    +0
    +2
    Radiant Costume, Blast Weaving (Basic)
    +1 level of existing class
    2nd
    +1
    +0
    +0
    +3
    +1 level of existing class
    3rd
    +2
    +1
    +1
    +3
    Blaster Armament
    +1 level of existing class
    4th
    +3
    +1
    +1
    +4
    Blast Weaving (Improved)
    +1 level of existing class
    5th
    +3
    +1
    +1
    +4
    Blaster System
    +1 level of existing class
    6th
    +4
    +2
    +2
    +5
    +1 level of existing class
    7th
    +5
    +2
    +2
    +5
    Blast Weaving (Greater)
    +1 level of existing class
    8th
    +6
    +2
    +2
    +6
    +1 level of existing class
    9th
    +6
    +3
    +3
    +6
    Synchronised Targeting
    +1 level of existing class
    10th
    +7
    +3
    +3
    +7
    Blast Weaving (Absolute)
    +1 level of existing class

    Spoiler
    Show
    So you've got two bad saves, as fitting for a class like this, medium BaB which I'm considering changing to full, and then...look at that, full Illumination and Evoker Level progression. Not as many abilities as Listener, but...they're arguably very strong.


    Illuminations: A Bombardment Mage loses none of her power as an evoker, continuing to advance her 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 Bombardment Mage. Once made, this choice cannot be changed.

    Spoiler
    Show
    So, full evoker progression. You do miss out on costume progression with this class but you gain two for free. So I think it's reasonable.


    Radiant Costume (Su): A Bombardment Mage’s costume is wreathed in its own unique manifestation of power. In some cases this takes the appearance of drifting motes of light, in others it manifests as shapes of light around the Mage and her device, appearing to focus and concentrate their power. But in all cases, it is something not so much a part of the Mage’s costume as it is a part of her being.

    At 1st level, a Bombardment Mage 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. This costume effect, however, does not have a base effect more than functioning in conjunction with Blast Weaving. Its Essence and Cartridge Boost effects are described below

    Essence Boost: Every 6m invested into this effect increases the dice step of her blasts by one (to a maximum of d12 with 18 invested motes). If 12 motes are invested, she ignores penalties for shooting in or into melee.

    Cartridge Boost: When a Cartridge is used to fuel this effect, the motes invested within this effect automatically refresh as if at the start of the Evoker’s next turn.

    Spoiler
    Show
    Mostly stolen idea from Aerial Mage, just with a different slant to it.


    Blast Weaving (Su): This is the great power of a Bombardment Mage, allowing them to expend motes from their Radiant Costume to enhance the range, size, and shape of their blasts. At level one, a Bombardment Mage gains the ability to drain motes from their Radiant Costume to enhance the Shape Component of the blast as standard, bypassing the standard maximum mote cost restriction. These motes return at the start of the Bombardment Mage’s next turn. The Foundation effect of the blast is not affected by these additional motes.

    At level four, they may also drain motes to apply the Horizon Secondary Component to their blasts. In addition, they gain the ability to shift the Shape Component of any of their blasts to any other Shape they have access to as they evoke it, so long as Radiant Costume would have motes in excess of those automatically granted invested in it after the blast is evoked, as a move action. Finally, motes equal to half the Bombardment Mage’s class level added to blasts via Blast Weaving and Radiant Costume count for the purposes of the blast’s Foundation Effect (for a maximum bonus of +5dx where x is the dice size for the blast as modified by Radiant Costume’s Essence Boost effect).

    At level six, the Bombardment Mage gains access to every Shape component in the Blast Shape list for the purposes of both crafting their Illuminations and changing their Shape with Blast Weaving. In addition, adding ranks of Shape Component using Blast Weaving now costs one mote less (to a minimum cost of 1 mote per rank).

    At tenth level, a Bombardment Mage’s understanding of Blasts and how to manipulate them has reached such height that they may freely manipulate their Blast Illuminations to a degree that all envy. The cost of their ability to shift the Shape Component of their blasts is reduced to a free action, and every mote invested into their Radiant Costume grants two motes for the purposes of Blast Weaving and other effects based on it. The cost of additional ranks of all Shape Components for the purposes of Blast Weaving is reduced again by 1, for a -2 reduction (to a minimum cost of 1 mote per rank). In addition, the maximum possible bonus to a blast’s Foundation Effect is increased to class level.

    Spoiler
    Show
    And this feature, like Listener to Light, is the real meat of the class. And it gets some really nice things here. Especially when you hit level 10 and can do some truly terrifying things with the size of blasts.


    Blaster's Armament (Ex): The Device of a Bombardment Mage resonates with the power of her radiant costume, burning with power in an extension of the Mage’s own Light.
    At 3rd level, a Bombardment Mage always carries the Resplendent Device effect, ignoring Device restrictions and in addition to all others.

    Spoiler
    Show
    Flier's Costume but for Resplendent. Nuff said.


    Blaster System (Su): Bombardment Mages are the masters of the ‘carpet the area with fire until they fall over’ battle philosophy and it shows none better than in their ability to compress actual blasts into something very similar to cartridges.

    At level five, a Bombardment Mage gains the ability to select any blast on her Illuminations Known list (except for Complex Formula and the Champion’s special Illumination granted by Sunlight Apotheosis) and compress it into a Blaster Cartridge. She may create a number of Blaster Cartridges equal to half her class level. These are loaded into her Device as a swift action and can be loaded at the same time as those of a Champion. Triggering one, and releasing the blast within it, is a free action that can only be taken on her turn.

    At level ten, she gains the ability to load two Blaster Cartridges into her device - although she may not do so in one swift action. She may, however, trigger both in the same round.

    These Blaster Cartridges may be created during the same ritual that the Bombardment Mage uses to change her Illuminations, as with the Cartridges utilised by Champions

    Spoiler
    Show
    This one was a fun one to design - took quite a while and about three different iterations to get it right (finally). So it's basically, at level ten, the ability to launch three blasts in a round if you set it up right.


    Synchronised Targeting (Su): Where other evokers are left forced to choose their targets, Bombardment Mages soon attain a level of control over their blasts such that they can unleash a spray of lesser attacks in the place of one

    At level nine, a Bombardment Mage may split her blasts into multiple less powerful ones, each doing a portion of the full blast’s damage. She may launch a number of additional blasts identical to the original equal to (class level/3) times, and divides her damage for each blast by the number of blasts launched, including the original blast. All other affects apply as normal.

    Spoiler
    Show
    And this is the point where you get the ability to literally carpet most of a city with blasts in a single round - at least in conjunction with novaing Blaster System.
    Last edited by Snowfire; 2014-04-02 at 01:09 PM.
    Quote Originally Posted by QuintonBeck View Post
    Many thanks to Snowfire for collating all these. He's a madman, but he's a helpful madman.
    Spoiler: Things
    Show
    Quote Originally Posted by Mynxae View Post
    Damn you Snowfire. I cried.
    Quote Originally Posted by Falcon777 View Post
    T_T I swear, you just made me cry.
    Quote Originally Posted by Qwertystop View Post
    Well, here's another for your sig, Snowfire.

    <struck dumb>

  23. - Top - End - #233
    Titan in the Playground
     
    Lix Lorn's Avatar

    Join Date
    Feb 2010
    Location
    Usaki City, Syona
    Gender
    Male2Female

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

    It's awesome, but there's STILL no way to have a wide beam.
    Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
    Homebrew Signature | NEW Homebrew Collection
    Thanks to all my avatar artists, especially to Paisley for my avatar of Vivian, cowardly cryophoenix.
    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  24. - Top - End - #234
    Barbarian in the Playground
    Join Date
    Nov 2010

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

    Why are you suddenly using yards instead of feet for the Aerial Mage's Sonic Charge?
    A Guide to Free D&D - A resource of free, official D&D resources on the web.
    Handbooks Index
    My Homebrew Compendium

  25. - Top - End - #235
    Troll in the Playground
     
    Snowfire's Avatar

    Join Date
    Mar 2010
    Location
    Wordcats
    Gender
    Male

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

    Quote Originally Posted by Lix Lorn View Post
    It's awesome, but there's STILL no way to have a wide beam.
    Fire four each for three beam Shape blasts along one massive line. I think you have a wide beam
    Quote Originally Posted by QuintonBeck View Post
    Many thanks to Snowfire for collating all these. He's a madman, but he's a helpful madman.
    Spoiler: Things
    Show
    Quote Originally Posted by Mynxae View Post
    Damn you Snowfire. I cried.
    Quote Originally Posted by Falcon777 View Post
    T_T I swear, you just made me cry.
    Quote Originally Posted by Qwertystop View Post
    Well, here's another for your sig, Snowfire.

    <struck dumb>

  26. - Top - End - #236
    Titan in the Playground
     
    Lix Lorn's Avatar

    Join Date
    Feb 2010
    Location
    Usaki City, Syona
    Gender
    Male2Female

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

    Ha, that might work...
    Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
    Homebrew Signature | NEW Homebrew Collection
    Thanks to all my avatar artists, especially to Paisley for my avatar of Vivian, cowardly cryophoenix.
    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  27. - Top - End - #237
    Bugbear in the Playground
    Join Date
    Nov 2009

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

    prcs don't have slashed BAB; the slashes are there to show iteratives, and, unlike base classes, where one might make the unfounded assumption that the base class accounts for all of a character's levels and thus BAB, prcs almost never provide all of a character's BAB.

    also your tables' illumination progression seems borked, got shifted left a space.

  28. - Top - End - #238
    Troll in the Playground
     
    Snowfire's Avatar

    Join Date
    Mar 2010
    Location
    Wordcats
    Gender
    Male

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

    Quote Originally Posted by sreservoir View Post
    prcs don't have slashed BAB; the slashes are there to show iteratives, and, unlike base classes, where one might make the unfounded assumption that the base class accounts for all of a character's levels and thus BAB, prcs almost never provide all of a character's BAB.

    also your tables' illumination progression seems borked, got shifted left a space.
    Changed the BAB, and I noticed the table borkness when I was changing something. Thanks.

    Any thoughts on the rest of it? Or need to think?
    Quote Originally Posted by QuintonBeck View Post
    Many thanks to Snowfire for collating all these. He's a madman, but he's a helpful madman.
    Spoiler: Things
    Show
    Quote Originally Posted by Mynxae View Post
    Damn you Snowfire. I cried.
    Quote Originally Posted by Falcon777 View Post
    T_T I swear, you just made me cry.
    Quote Originally Posted by Qwertystop View Post
    Well, here's another for your sig, Snowfire.

    <struck dumb>

  29. - Top - End - #239
    Troll in the Playground
     
    Snowfire's Avatar

    Join Date
    Mar 2010
    Location
    Wordcats
    Gender
    Male

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

    And...oh god...not slowing down...why am I somehow writing a PrC a day...

    This is basically the melee version of the Bombardment Mage. Oh, and please don't freak out over the capstone (protip: it doesn't come at level 10). Oh, and a cookie to the people who get the genre references.

    Heartwielder

    This is no mere weapon, nor even a true Device. She is my heart made manifest, so that I may wield its true light against those who would seek to snuff it out.
    - Unknown Heartwielder, shortly before proceeding to beat the evil out of her opponent.

    To some, they are the utter opposites of Bombardment Mages, wielding the power of their furious souls close up, directly through their Device. To others, they are ignorant, savage wielders of brute strength in all situations, even ones where simple use of other powers of Light would suffice. Both those statements are in fact – to a point – true. But there is a great deal more to Heartwielders than meets the eye – and far more than one not a member of their ranks ever knows.

    Heartwielders pour the power that other Evokers use in their Illuminations into their Devices, awakening their Light forged companions to sentient awareness. Those Devices become, in time, something very similar to a literal extension of their souls. In exchange, Heartwielders gain an utterly loyal friend and companion in their struggle to spread their Light across reality. And to all who walk the path of Heartwielder, that has never been said to be less than enough.

    Requirements
    To become a Heartwielder, you must fulfil the following criteria:
    Base Attack Bonus: +10
    Feats: Weapon Focus (Device)
    Special: Evoker Level 6

    Spoiler
    Show
    This is a level 11 entrance PrC, mainly for reasons of power.


    Class Skill List: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge [Local] (Int), Perform (Cha), Sense Motive (Wis), Swim (Str), Tumble (Dex), Use Magical Device (Cha)

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

    Spoiler
    Show
    Champion skills. They fit, and I saw no need to change any of them.


    Heartwielder
    Hit Dice: d10
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Illuminations
    1st
    +1
    +2
    +2
    +0
    Enhanced Weaving, Cartridges, Empowered Costume, Heartforged Device (Awake)
    2nd
    +2
    +3
    +3
    +0
    +1 level of existing class
    3rd
    +3
    +3
    +3
    +1
    Light’s Edge
    +1 level of existing class
    4th
    +4
    +4
    +4
    +1
    Heartforged Device (Aware)
    +1 level of existing class
    5th
    +5
    +4
    +4
    +1
    Steel is My Body
    6th
    +6
    +5
    +5
    +2
    +1 level of existing class
    7th
    +7
    +5
    +5
    +2
    Heartforged Device (Bonded)
    +1 level of existing class
    8th
    +8
    +6
    +6
    +2
    Fire is My Blood
    +1 level of existing class
    9th
    +9
    +6
    +6
    +3
    10th
    +10
    +7
    +7
    +3
    Heartforged Device (Eternal)
    +1 level of existing class

    Spoiler
    Show
    It's a nice chassis, equivalent to Champion in most things except that it has good Fortitude progression instead of Will. Made more sense this way really, as you're opening yourself up to another intelligence basically 24/7.


    Illuminations: A Heartwielder loses little of her power as an evoker, but she does lose some, pouring so much of her power into her Device has downsides. A Heartwielder 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 Heartwielder. Once made, this choice cannot be changed.

    Spoiler
    Show
    7/10ths Progression as Listener. Doesn't affect you where it's really important, but it's a fair cut considering.


    Enhanced Weaving: A Heartwielder remembers fully the power and majesty of their costume elements, and lose none of their access to it as they progress in level. Their levels in Heartwielder either stack with their levels in previous Evoking classes, or count as levels in Empath for the purposes of Costume Progression (whichever is more advantageous).

    Spoiler
    Show
    This isn't really that big a thing considering you can't enter this with Stargazer at level 10. But it's there, just in case.


    Cartridges (Su): Heartwielders gain a Cartridge at 1st level, and then again at levels 4, 7 and 10.

    Spoiler
    Show
    Fast track cartridge progression. Considering that this class needs them to really shine, yes, you get some.


    Empowered Costume: Heartwielders fight with an utter disregard of their own ability to lose, wielding the power of their Device and Costume in glorious combination and with a level of strength that few can hope to match.

    At 1st level, a Heartwielder gains a special costume effect that is always active and gained in addition to all others. This costume effect, however, does not have a base effect. Its Essence and Cartridge Boost effects are described below:

    Essence Boost: For every mote invested in this effect, up to an investment ceiling of twice your class level, you gain two motes that can be used only to invest into other costume and device effects.
    Cartridge Boost: When you expend a Cartridge to boost the effects of Empowered Costume, choose two costume or device effects that you have active and trigger the Cartridge Boost effect for both.

    Spoiler
    Show
    This one's powerful, no question. But for this type of combatant it's also necessary, and doesn't break the system in my opinion. Bend it, maybe a little. But not break it.


    Heartforged Device: At the core of the Heartwielder’s power, regardless of what might be said to the contrary, lies their Device. The bond forged between a Heartwielder and her chosen weapon awakens the Device to awareness and, with time, strengthens their connection until it is truly unbreakable.

    At first level, the Heartwielder may choose to reshape her current Device as it awakens to sentience, becoming an Intelligent Item with the purpose of Serve and Protect Wielder. Reshaping her device allows her to change her Device Type to any that either they, or an Empath, could select. This can only be done once, when she takes her first level in this class, and once completed the decision can never be changed. She may also at this point freely change her Enhanced Armaments to suit her new Device. In any situation where her Device would – through whatever means – gain dominance over her, it will immediately relinquish that control. A Heartwielder’s Device gains in power at the rate listed below.

    Level Mental Ability Scores Communication Capabilites Senses
    1st
    Two at 14, one at 10
    Speech (1)
    One lesser power
    60 foot vision and hearing
    2nd
    Two at 14, one at 10
    Speech (1)
    Two lesser powers
    60 foot vision and hearing
    3rd
    Two at 15, one at 10
    Speech (1,2)
    Three lesser powers
    120 foot vision and hearing
    4th
    Two at 15, one at 10
    Speech (1,2)
    Three lesser powers
    120 foot vision and hearing
    5th
    Two at 16, one at 10
    Speech (1,2)
    Three lesser powers and one greater power (5)
    60 foot darkvision and hearing
    6th
    Two at 16, one at 10
    Speech, Telepathy (2,3)
    Three lesser powers and one greater power (5)
    60 foot darkvision and hearing
    7th
    Two at 16, one at 10
    Speech, Telepathy (2,3)
    Three lesser powers and two greater power(5)
    120 foot darkvision and hearing
    8th
    Two at 17, one at 10
    Speech, Telepathy (3,4)
    Three lesser powers and two greater powers (5)
    120 foot darkvision and hearing
    9th
    Two at 17, one at 10
    Speech, Telepathy (3,4)
    Three lesser powers and two greater powers (5)
    120 foot darkvision, blindsense and hearing
    10th
    Two at 18, one at 10
    Speech, Telepathy (3,4)
    Four lesser powers and three greater powers (5)
    120 foot darkvision, blindsense and hearing

    1. Like a character, an Intelligent Item speaks common plus one language per point of Intelligence Bonus. It can communicate telepathically with the wielder.

    2. The item can also read any languages it can speak.

    3. The item can use either communication mode at will, with language use as any speaking item. It can communicate telepathically with the wielder.

    4. The item can read all languages as well as use read magic.

    5. The Intelligent Item may gain a dedicated power in the place of a greater power. It may only gain one dedicated power.


    If her Device is damaged or destroyed, a Heartwielder may restore it to full functionality and existence through a powerful ritual that calls upon the bond between them. This ritual takes one hour if her Device has been damaged, and six if her Device has been destroyed.

    For the purposes of spellcasting, the Device's Caster Level is equal its wielder's Evoker Level.

    At 4th level, the Heartwielder and her Device have attained connection such that they may never lose each other. She may summon her Device to her, as long as it is on the same plane of existence, as a swift action. If it is not on the same plane of existence as her, she may locate its current planar location as a full round action. She may also, 1/day, restore her Device to full existence and functionality through a one minute long ritual of remembrance. Acting as a pure extension of her body, and the light that burns within her, her Device grants her an effective Evoker Level equal to her character level for the purposes of crafting and evoking Assault Shape Blasts alone. It also grants (class level) motes for the purposes of paying the costs of these blasts. These motes refresh as normal.

    At level 7, a Heartwielder has reached a rapport so deep with her device, that the two intelligences may share senses and – in emergencies – even control of their forms. A Heartwielder may treat the senses of her Device as her own. In addition, a Heartwielder may, as an immediate action in response to being subjected to any form of effect that grants mental control over her, surrender control of her body to her Device. She may designate one simple action for the Device to take with her body, such as “kill the mage”, “protect (person)” or simply “flee”. The Device will make every attempt to fulfil the command given to it by its master, but is unable to access any spells or non-Assault Shape Illuminations that she may have and will always flee combat if she is reduced to less than 10% of her hit points.

    At level ten, the bond between Device and Heartwielder grows to transcend the very nature of their separation. They count as one creature whenever it would be to their advantage. As such, the Heartwielder may never be disarmed, nor may she have her weapon sundered. If she is ever, by whatever means, separated from her Device, she may call it back to her as a free action. If her Device is ever destroyed or damaged, she may return it to full existence and functionality in a ritual taking one minute. Her once per day ability to restore it becomes a once per encounter ability that requires a standard action. Her Device, regardless of its actual type, may be treated as a one handed, light, finessable weapon whenever it would be to her advantage. In addition, once per week, if the Heartwielder is slain but her Device survives, it returns her to life in her next round as if her Device had cast True Resurrection.

    A Heartwielder who reaches these heights may also choose to reshape their Device once more. This process follows the same rules as before, except that the Heartwielder may choose to change her Device Type to any other.

    Spoiler
    Show
    And...this is the big one. I'm not going to go through each effect here. It would take ages and probably wouldn't serve to help much. Most of this, however, is stuff that you would want for to be a passable pure melee combatant.


    Light’s Edge (Ex): The weapon of a Heartwielder transcends the usual limits of its material trappings, becoming a potent focus for the Light that burns within its master. Wrapped in Light itself, it becomes a conduit of its master’s power, tearing through defences and burning with glorious power as it brings down those who stand against it.

    At level three, a Heartwielder always carries a modified Enhanced Device effect, ignoring Device restrictions and in addition to all others. She automatically has (class level) motes invested into it, without lowering her mote pool and bypassing normal investment limits. For the purposes of a Heartwielder, the Cartridge Boost effect of Enhanced is treated as being permanently active, allowing her to shift the enhancements of their device as a free action.

    She gains a new Cartridge Boost effect for Enhanced, granting a number of additional ‘floating’ enhancements equal to those granted by her Enhanced effect or her class level, whichever is lower. This effect lasts for (Evoking Stat Modifier) rounds.

    Spoiler
    Show
    Enhanced Enhanced. It's pretty powerful, but it's not really game-breaking, even with the temporary doubling of boni. Also comes online late enough that dipping is not hugely viable.


    Steel is my Body (Ex): The Light of a Heartwielder’s connection to her Device goes both ways. It could not, in fact, do anything but. And whilst she holds her weapon, she shares with it its resilience.

    At level five, so long as a Heartwielder is holding her device and makes a successful Will or Fortitude save that would normally reduce the save’s effect, she suffers no effect from the spell at all. Only those spells with a saving throw entry of “partial” or “half” are affected by this ability, and only for purposes of Will and/or Fortitude saves with these descriptors.

    Spoiler
    Show
    Mettle. A level after Champion, and needs you to have your Device in your hand, but come later levels that's not going to be an issue at all.


    Fire is my Blood (Ex): At some point along the way, Heartwielders literally transcend the limits of their mortal shell, rising from human (or whatever race they may be), to something…more. Their body pulses with Light itself, fury echoing from their motions, and their blood burns away much that would try to harm them.

    At eighth level, a Heartwielder’s body and blood grow so suffused with the Light that her blood simply burns away many things that most have great cause to fear as they attempt to gain a foothold on her. She gains immunity to poison, disease, paralysis, stunning, death effects and necromancy effects.

    Spoiler
    Show
    This is basically construct traits + death ward. As you're not going be able to get this until level 18 minimum, the level of immunities it grants is reasonable when taken in perspective with the HfD (Eternal).


    ------

    Pathfinder Sidebar

    In Pathfinder, the Heartwielder functions as normal, with the following differences.

    Class Skill List: Acrobatics, Fly

    Heartforged Device: Instead of a lesser power, your device can select an intelligent item power costing 10,000 gp or less. Instead of a greater power, you might select a power costing more than 10,000 gp. For Dedicated Powers, the spells are no longer at will. 4th and 5th level spells may be cast 3/day, whilst 6th and 7th level spells may be cast 1/day. This is due to the fact that the item is always fulfilling its dedicated purpose when wielded by its master.

    Spoiler
    Show
    Pathfinder sidebar. Needed to clarify the Intelligent Item stuff for this class, but other than that isn't really much of a thing. Except for ensuring no Dedicated Power shenanigans. An at will 7th level spell is just....insane.
    Last edited by Snowfire; 2014-04-02 at 01:15 PM.
    Quote Originally Posted by QuintonBeck View Post
    Many thanks to Snowfire for collating all these. He's a madman, but he's a helpful madman.
    Spoiler: Things
    Show
    Quote Originally Posted by Mynxae View Post
    Damn you Snowfire. I cried.
    Quote Originally Posted by Falcon777 View Post
    T_T I swear, you just made me cry.
    Quote Originally Posted by Qwertystop View Post
    Well, here's another for your sig, Snowfire.

    <struck dumb>

  30. - Top - End - #240
    Bugbear in the Playground
    Join Date
    Nov 2009

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

    ... construct traits, eh?

    ... you're making me want to write acfs and/or archetypes and/or templates with a one-off miracle or wish effect to turn a magical girl into a zonbi without a soul, if you catch my drift.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •