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    Firbolg in the Playground
     
    danzibr's Avatar

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    Mar 2010
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    Default Flowist: giving melee nice things [3.5 base class]

    Important: Big changes. This project has become much larger than I first expected. I'll make a new thread when I feel ready. Below is an excerpt from what I'll be posting.

    General mechanics

    - This post contains information not unique to any of the 3 base classes. Rather than repeating it 3 times, it is collected here.

    - Mechanically speaking, flux is more like incarnum (or rather essentia, given how essentia is a being's personal store of incarnum) than anything else. Rather than pseudo-solidifying incarnum into soulmelds and making pseudo-magical items, flowists focus their flux to certain parts of their bodies, forming what are called fusions. The more flux they focus, the stronger the effects of the fusion, though every flowist has limits on both how much flux they can focus in a single fusion and how much flux they can focus in all their fusions collectively.

    Flux: Flux flows through all living things, which is why Dina called it as such. Flux is similar to incarnum, though while “[i]ncarnum is an amorphous magical substance made up of the soul energies of all sentient creatures—living, dead, and, it is theorized, those even not yet born” and “very literally, the essence of all creatures” and there is a “night-infinite supply in the multiverse” (MoI p. 4), flux is found only in living beings, and only inside of them, though through great mastery of one's flux it is possible to overcome that limitation.
    - Each flowist experiences controlling their flux differently. Dina felt her flux like a red hot liquid coursing through her veins. Others see it is a cool, comforting light blue ether-like substance spread throughout their entire bodies. Yet others don't feel anything at all, only utilizing its effects.
    - Flowists get a number of flux based on their flowist level and bonus flux based on either their Intelligence, Wisdom or Charisma modifier based on which Path of Mastery they follow in conjunction with their flowist level as described in the tables below.
    - The number of flux a flowist may focus into a single fusion is equal to the minimum of her flowist level and one more than twice her Intelligence, Wisdom or Charisma modifier depending on if she follows the Path of the Mind, Will or the Heart, respectively. This may be increased with the feat Increased Flux Limit.
    - Fly and Gentle Touch are the only two flux-related abilities which do not require the focus of flux, although flux may be focused into Gentle Touch to enhance its effects.
    - At first level all flowists know how to fabricate internal fusions. Contemplative flowists can also fabricate mental fusions. All flowists gain the ability to fabricate surface and external fusions as their levels progress, but external fusions are dangerous and flowists don't have enough command of their flux to even attempt them until higher levels. Flux is related to a person's life force and naturally resides within the body, and as such forcing it outside has possible consequences.
    - Every time a flowist attempts to fabricate an external fusion there is a chance of failure, When attempting to fabricate a fusion a flowist rolls 1d20 + her flowist level + twice her ability modifier against a DC of 21 + the amount of flux focused, where modifier is used to mean Intelligence, Wisdom or Charisma modifier depending on if she follows the Path of the Mind, Will or the Heart, respectively. Upon failure she takes 1d6 damage per flux focused into the failed fusion. This damage cannot be prevented. The flux focused into the fusion goes back to its natural state, though it can be used the next time the flowist fabricates fusions.
    - For example, a tenth level flowist with an Intelligence of 24 may safely focus up to 2 flux into external fusions but focusing 3 flux into an external fusion has a 5% chance of failure, upon which she takes 3d6 damage, focusing 4 flux into an external fusion has a 10% chance of failure, upon which she takes 4d6 damage, etc.

    Focusing flux and fabricating fusions: Flowists are unique in that they can focus their flux to be of use to them, forming fusions. Flowists may form as many fusions as they wish, limited only by their amount of flux. Unlike a psion's power points, flux is not consumed upon being focused into a fusion. A flowist's amount of flux changes with her dominant modifier and level, not needing eight hours of rest.
    - First, for a flowist to fabricate fusions and focus her flux (these two actions happen simultaneously: for a fusion to be formed it must have flux focused into it) she needs a certain amount of time based on her class and level. She may do this while fighting or otherwise distracted. She makes a Concentration check (DC 10+flowist level) at the end of the time required to focus her flux. If she succeeds she may fabricate as many fusions as she wishes (which she knows) and focus as many flux into these fusions as she wishes (or the Fly and Gentle Touch abilities), up to her maximum flux, each individual fusion not having more than her flowist level. If she fails her flux goes back to its natural state, flowing throughout her body, and the fusions are not fabricated.
    - After a flowist fabricates fusions and focuses her flux she may not do so again until a certain amount of time has passed, based on her class and level.
    - All internal and surface fusions are passive. Once fabricated they provide a static bonus until the flowist refocuses her flux. Certain external and mental fusions are active and take effect in one of three ways, detailed in the fusion description: immediately upon being fabricated, discharged when the flowist wishes (in which case it must be fabricated again for further use), or used as many times as desired (essentially granting the flowist an at-will ability).
    - After fabricating fusions and focusing flux a flowist may not do so again until the start of her next round.

    Table 1: Bonus flux based on ability score
    {table=head]Ability Score|1st|2nd|3rd|4th|5th|6th|7th|8th|9th|10th|11th|12th|13th|14th|15th|16th|17th|18th|19th|20th

    10-11|
    0
    |
    0
    |
    0
    |
    0
    |
    0
    |
    0
    |
    0
    |
    0
    |
    0
    |
    0
    |
    0
    |
    0
    |
    0
    |
    0
    |
    0
    |
    0
    |
    0
    |
    0
    |
    0
    |
    0

    12-13|
    0
    |
    1
    |
    1
    |
    2
    |
    2
    |
    3
    |
    3
    |
    4
    |
    4
    |
    5
    |
    5
    |
    6
    |
    6
    |
    7
    |
    7
    |
    8
    |
    8
    |
    9
    |
    9
    |
    10

    14-15|
    1
    |
    2
    |
    3
    |
    4
    |
    5
    |
    6
    |
    7
    |
    8
    |
    9
    |
    10
    |
    11
    |
    12
    |
    13
    |
    14
    |
    15
    |
    16
    |
    17
    |
    18
    |
    19
    |
    20

    16-17|
    1
    |
    3
    |
    4
    |
    6
    |
    7
    |
    9
    |
    10
    |
    12
    |
    13
    |
    15
    |
    16
    |
    18
    |
    19
    |
    21
    |
    22
    |
    24
    |
    25
    |
    27
    |
    28
    |
    30

    18-19|
    2
    |
    4
    |
    6
    |
    8
    |
    10
    |
    12
    |
    14
    |
    16
    |
    18
    |
    20
    |
    22
    |
    24
    |
    26
    |
    28
    |
    30
    |
    32
    |
    34
    |
    36
    |
    38
    |
    40

    20-21|
    2
    |
    5
    |
    7
    |
    10
    |
    12
    |
    15
    |
    17
    |
    20
    |
    22
    |
    25
    |
    27
    |
    30
    |
    32
    |
    35
    |
    37
    |
    40
    |
    42
    |
    45
    |
    47
    |
    50

    22-23|
    3
    |
    6
    |
    9
    |
    12
    |
    15
    |
    18
    |
    21
    |
    24
    |
    27
    |
    30
    |
    33
    |
    36
    |
    39
    |
    42
    |
    45
    |
    48
    |
    51
    |
    54
    |
    57
    |
    60

    24-25|
    3
    |
    7
    |
    10
    |
    14
    |
    17
    |
    21
    |
    24
    |
    28
    |
    31
    |
    35
    |
    38
    |
    42
    |
    45
    |
    49
    |
    52
    |
    56
    |
    59
    |
    63
    |
    66
    |
    70

    26-27|
    4
    |
    8
    |
    12
    |
    16
    |
    20
    |
    24
    |
    28
    |
    32
    |
    36
    |
    40
    |
    44
    |
    48
    |
    52
    |
    56
    |
    60
    |
    64
    |
    68
    |
    72
    |
    76
    |
    80
    [/table]

    Fly (Ex): Beginning at first level, all flowists learn how to fly. The speed at which a flowist moves is 5 per two levels of flowist, rounded up, with perfect maneuverability. Doing so requires her to assume a cross-legged stance with her hands on her knees to focus properly. While in this stance a flowist may not attack, cast spells, manifest powers or do any activity requiring the use of hands. This type of movement requires a standard action.
    - Similar to Gentle Touch, a flowist may focus flux to improve their ability to fly, increasing the rate at which they fly by 5 feet per 2 flux focused, rounded down. In addition, with 5 flux focused she may fly without assuming the cross-legged stance. With 9 flux focused she may do this type of movement as a move action. With 13 flux focused she may incorporate this type of movement into her normal movement. When taking any action requiring movement, such as a five-foot step or charge, she may fly, using the lesser of the two maximum movements. For example, a level 16 flowist with 13 flux focused into her Fly ability and a base land speed of 50 feet can charge 100 feet on land (twice her land speed) or 70 feet flying (how far she can move with her Fly ability).
    - Note Fly does not actually grant the flowist a flight speed and so is not improved by other feats or ability which increase movement speed.

    Gentle Touch (Ex): Every flowist learns how to concentrate their flux into the tips of their fingers. Martial flowists also know how to do this to their melee weapons.
    - Beginning at first level a flowist may use a standard action to make a melee touch attack against any foe within reach. This does not provoke an attack of opportunity. If she fails to touch her opponent, nothing happens. If she succeeds she deals 1d6 force damage (and so this can damage incorporeal creatures) per flowist two levels, rounded up. She can choose to have this ability deal an equal amount of nonlethal damage instead.
    - In addition, she knocks her opponent back 5 feet per 1d6 damage dealt subject to the following constraints: for every size category larger than the flowist, the opponent is knocked back 10 fewer feet, and for every size category smaller than the flowist, the opponent is knocked back an addition 10 feet. If the opponent strikes a wall before being knocked back its full distance it takes an additional 1d4 damage per remaining 5 feet; this damage is bludgeoning if the surface is relatively smooth and piercing or slashing (or any combination of the three) otherwise, subject to the dungeon master's discretion. If she chooses to deal nonlethal damage her opponent is not knocked back.
    - The opponent may make a Reflex save (DC 10+1/2 Flowist level+modifier) to reduce the distance knocked back, and consequently the damage received from being knocked back, by half, where modifier is used to mean Intelligence, Wisdom or Charisma modifier depending on if she follows the Path of the Mind, Will or the Heart, respectively (see Path of Mastery below). Exceeding the DC by 5 or more results in no knock back. Creatures with more than two legs or which are otherwise exceptionally stable (such as Dwarves) gain a +4 bonus on this save when standing on the ground.
    - Due to the nature of Gentle Touch, the flowist and her opponent must both be on the ground or both be flying. For example, a flowist may not fly over a grounded opponent and Gentle Touch them from above, knocking them into the ground. Furthermore, the flowist and her opponent cannot be in the same square, making Gentle Touch of little use for tiny or grappling flowists.
    - For example, Heib, a fifth level human flowist using Gentle Touch would deal 3d6 force damage to any opponent he successfully touches. A medium opponent would be knocked back 15 feet, a large opponent 5 feet, a huge opponent not at all. If Heib is flanking a large opponent with a spiked wall, the opponent would take an initial 3d6 force damage then 1d4 piercing damage because it was not pushed back 5 feet. If the opponent makes its Reflex save then it would not be knocked back at all and so not suffer the 1d4 piercing damage.

    - Furthermore, Gentle Touch may be improved by focusing flux into it with the following effects.
    • For every two flux focused above half the flowist's level, rounded up, Gentle Touch deals an additional 1d6 force damage.
    • For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6+1 cold damage. If half the flowist's level flux is focused the saving throw to resist being knocked back is a Fortitude save instead of a reflex save. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6+1 cold damage.
    • For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6 electricity damage. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6 electricity damage and the saving throw to resist being knocked back is increased by 1.
    • For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6+1 fire damage. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6 fire damage.
    • For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6-1 sonic damage. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6-1 sonic damage. The sonic damage ignores an object's hardness.
    • For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6 acid damage. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6 acid damage. The acid, unless somehow neutralized, lasts for another round, dealing another 1d3 points of damage per two flux focused in that round.


    Path of Mastery: At first level a flowist must choose her approach to learning how to control her flux. In reality, all flowists use a blend of the three, but one is always their primary method.
    -- Mind-Dina, the first flowist, mastered her flux through pure intellect, separating her imagination and feelings from her logic. The Path of the Mind is sometimes called the Path of Intellect or the First Path of Mastery, the latter because it was how the first flowist wielded her flux.
    - Flowists who follow the Path of the Mind use their Intelligence modifier to determine their bonus flux. They add the skills Knowledge (arcana), Knowledge (nature) and Knowledge (the planes) to their list of class skills.
    -- Will-Dina originally thought the only way to control one's flux was by one's intellect. She tried to teach some exceptionally unintelligent people how to master their flux, not expecting them to ever be able to advance very far. Much to her surprise, some of them did very well, doing much better than her brighter students. It turns out they were using their willpower, perception and intuition. The Path of Will is sometimes called the Second Path of Mastery.
    - Flowists who follow the Path of Will use their Wisdom modifier to determine their bonus flux. They add the skills Heal, Sense Motive and Survival to their list of class skills.
    -- Heart-The most recent and fewest flowists follow the Path of the Heart. They control their flux not using cold reason and logic nor willpower and intuition but something else. Not even followers of the Path of the Heart can clearly articulate how they wield their flux.
    - Flowists who follow the Path of Will use their Charisma modifier to determine their bonus flux. They add the skills Bluff, Diplomacy and Intimidate to their list of class skills.

    Flowist

    "It burns through my veins like liquid metal."
    -Dina, the first flowist

    Adventures: Flowists typically adventure for one of two reasons: to perfect themselves or to better those around them. There are outliers interested only in their own gain, from mercenaries selling their skills to those who become wicked tyrants, but a majority behave more like neutral or good monks or even paladins and wouldn't acknowledge the former as true flowists.
    - As flowists gain experience and accumulate wealth they naturally are able to handle more challenging encounters, though they main goal remains the same: self-perfection. Most flowists have other aims, such as doing good deeds for their communities, but the path of the flowist is one which demands self-reflective fusion.

    Characteristics: Flowists are characterized by their unique ability to control their flux. Their two trademark abilities are Fly and Gentle Touch, allowing them to slowly levitate themselves around and knock foes back with a single touch, respectively. As flowists gain experience they master more methods of using their flux and become more versatile.

    Alignment: Taught by Dina, directly or indirectly, most flowists are lawful good, though many neutral good and lawful neutral flowists may be found. Depending on how they approach mastering their flux some are drawn toward chaotic alignments, leading to any alignment being found among flowists.

    Religion: While most flowists are naturally drawn to lawful and good deities, there is nothing inherent in learning how to wield one's flux which demands the worship of any deity at all.

    Background: The first flowist was Dina. Dina grew up in a monastery, training from a young age to become a monk. Like any group of good monks, they strove to perfect their minds as well as their bodies, and Dina was no different; in fact, Dina's devotion impressed her elders. She surpassed all of her peers, developing abilities no other at the monastery possessed.
    - Before long Dina left her childhood home in hopes of perfecting herself. She had many adventurers, gaining fame and followers. She taught others how to control their flux, and they others, leading to the dissemination of flowists into the world.
    - Flowists aren't required to wear a certain outfit or worship a certain deity. While many take after Dina and are both lawful and good, the only truly unifying bond they have is their desire for self-perfection. Many people mistake some flowists for monks, though some flowists are nothing like monks. Flowists can be found all over the world.
    - Regarding the name flowist, Dina originally called herself a flower until she realized there was an alternate and much more common pronunciation of the word 'flower'. Likewise, she originally called flux flow until she realized flow is common vernacular.

    Races: Dina, the first known person to learn how to use flux, was a human living in a monastery of mostly other humans. As such, most flowists are human, though Dina traveled far and wide teaching those willing to learn and so flowists made be found in almost any race. The exception is that only living creatures have flux and can become flowists.

    Other Classes: Most flowists interact well with monks as they understand each other, but they don't complement each other's abilities very well. A flowist works best in a party which already has a strong spell caster and skill monkey.

    Role: Flowists are primarily melee offense. Their fusions provide them with some moderate utility and respectable defense, but their strongest feature is by far their ability to deal damage.

    Game rule information
    Flowists have the following game statistics
    Abilities: While flowists are primarily a martial class, they may specialize in various forms of combat, some demanding a high Strength, others high Dexterity. To supplement their relatively low hit die, Constitution helps any flowist. All flowists benefit from having at least one high mental stat, chosen at character creation, reflecting their method of harnessing their flux.

    Alignment: Any.

    Hit Die: d8.

    Starting Gold: 3d4x10 gp.

    Starting Age: As monk.

    Class Skills
    A flowist's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Spot (Wis), Swim (Str) and Tumble (Dex). In addition, a Flowist gains access to additional class skills based on her Path of Mastery:
    Path of the Mind: Knowledge (arcana) (Int), Knowledge (nature) (Int) and Knowledge (the planes) (Int).
    Path of Will: Heal (Wis), Sense Motive (Wis) and Survival (Wis).
    Path of the Heart: Bluff (Cha), Diplomacy (Cha) and Intimidate (Cha).

    Skill Points at 1st Level: (4+Int modifier)x4.

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

    Class Features
    All of the following are class features of the flowist.

    Weapon and Armor Proficiency: Flowists are not proficient with any weapons. Flowists are proficient with leather armor, but not with shields.

    Table 2: Original flowist class progression by level
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Flux|Fusions Known

    1st|
    +0
    |
    +2
    |
    +2
    |
    +2
    |Fly, Gentle Touch, Internal Fusions, Path of Mastery, Unarmed Strike, 10 minute focus|
    2
    |
    1

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +3
    |Surface Fusions|
    6
    |
    2

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +3
    | |
    10
    |
    3

    4th|
    +3
    |
    +4
    |
    +4
    |
    +4
    |1 minute focus|
    16
    |
    4

    5th|
    +3
    |
    +4
    |
    +4
    |
    +4
    | |
    23
    |
    5

    6th|
    +4
    |
    +5
    |
    +5
    |
    +5
    | |
    32
    |
    6

    7th|
    +5
    |
    +5
    |
    +5
    |
    +5
    |full-round action focus|
    42
    |
    7

    8th|
    +6/+1
    |
    +6
    |
    +6
    |
    +6
    | |
    53
    |
    8

    9th|
    +6/+1
    |
    +6
    |
    +6
    |
    +6
    | |
    65
    |
    9

    10th|
    +7/+2
    |
    +7
    |
    +7
    |
    +7
    |standard action focus|
    80
    |
    10

    11th|
    +8/+3
    |
    +7
    |
    +7
    |
    +7
    | |
    96
    |
    11

    12th|
    +9/+4
    |
    +8
    |
    +8
    |
    +8
    | |
    114
    |
    12

    13th|
    +9/+4
    |
    +8
    |
    +8
    |
    +8
    |move action focus|
    133
    |
    13

    14th|
    +10/+5
    |
    +9
    |
    +9
    |
    +9
    | |
    153
    |
    14

    15th|
    +11/+6/+1
    |
    +9
    |
    +9
    |
    +9
    | |
    176
    |
    15

    16th|
    +12/+7/+2
    |
    +10
    |
    +10
    |
    +10
    |swift action focus|
    199
    |
    16

    17th|
    +12/+7/+2
    |
    +10
    |
    +10
    |
    +10
    | |
    225
    |
    17

    18th|
    +13/+8+3
    |
    +11
    |
    +11
    |
    +11
    | |
    280
    |
    18

    19th|
    +14/+9/+4
    |
    +11
    |
    +11
    |
    +11
    |free action focus|
    280
    |
    19

    20th|
    +15/+10/+5
    |
    +12
    |
    +12
    |
    +12
    |Flow Freely|
    309
    |
    20
    [/table]

    Monk-like: Flowist counts as monk for the purposes of racial favored classes.

    Flux: As detailed above. Refer to the original flowist's table to determine how long it takes her to fabricate fusions and focus flux.

    Fly (Ex): As detailed above.

    Gentle Touch (Ex): As detailed above.

    Path of Mastery: As detailed above.

    Unarmed Strike: At first level, a flowist gains Improved Unarmed Strike as a bonus feat. A flowist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a flowist may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a flowist striking unarmed. A flowist may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
    - Usually a flowist’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
    - A flowist’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
    - A flowist also deals more damage with her unarmed strikes than a normal person would, identical to that of a monk of her level.

    Flow Freely: At twentieth level a flowist has complete mastery over her flux. Double her total flux (this includes base flux, bonus flux from a high stat modifier and bonus flux from other sources such as the feat Bonus Flux).
    - Also, rather than using Gentle Touch as a standard action, a flowist may incorporate it into her unarmed attacks. For example, when a level 20 flowist charges an opponent she receives the usual +2 bonus to attack for charging. If she hits her foe, she deals damage as normal and may also deal 10d6 force damage and knock her foe back 50 feet (in addition to any extra effects from focusing flux into Gentle Touch), subject to size.

    Fusions
    Spoiler
    Show

    When likening fusions to spells, all fusions have a casting time of however long it takes the flowist to focus. The range of all internal and surface fusions are personal (and hence have no area) while the range and area of external fusions vary. For duration, internal and surface fusions persist as long as they have flux focused in them while passive external fusions either last a number of rounds per flowist level, after which the check to see if the flowist successfully fabricates the fusion must be made again (in the case of Antimagic Field) or their duration is instantaneous (in the case of Teleport).
    - All fusions are extraordinary abilities.

    Internal
    Spoiler
    Show

    Alacrity
    Passive, internal
    This fusion sharpens a flowist's mind and body, allowing her great speed.
    - Fabricating this fusion has several effects. She gets a 5 foot insight bonus to her base speed per 1 flux focused up to a 20 foot bonus with 4 flux. Focusing 5 flux gives her the effects of the Blur spell in addition to the speed bonus. Focusing 6 flux gives an additional 5 foot bonus to speed. Focusing 7 flux gives her all the effects of the Haste spell except for the speed bonus. Focusing 8, 9 or 10 flux gives additional bonuses to speed at 5 feet per flux focused.
    - Focusing 11 flux gives her an extra swift action. Focusing 13 flux gives her an extra move action. Focusing 15 flux gives her an extra standard action. Focusing 17 flux gives her an extra full action. Unlike other fusions, a flowist may get an extra action this way only once per encounter, and once flux is focused to attain an extra action it remains focused for the rest of the encounter.
    - For example, a seventeenth level flowist may focus 10 flux to receive a 40 foot insight bonus to her speed and the effects of Blur and Haste. If she focuses 7 more flux into this fusion she receives a single extra full action but the 7 flux may not be focused into a different fusion until the encounter is over.

    Flowing Initiative
    Passive, internal
    While often calm and contemplative, flowists realize acting first can mean the difference between life and death, and fortunately by sharpening their senses and bodies they can act more quickly than normal.
    - A flowist may focus flux into this fusion to get a +1 insight bonus to her initiative per 2 flux focused.

    Flowing Recovery
    Passive, internal
    One's flux is directly tied to their life energy. A flowist may use her flow to stimulate her body into recovering at an incredibly rapid rate.
    - A flowist may focus x flux into this fusion to get fast healing x/4, rounded up.

    Increased Strength
    Passive, internal
    A basic use of flux which all flowists learn is to make themselves stronger. Unlike spells and other effects which simply give the user bigger muscles, fabricating this fusion makes the muscles more effective, helping them to realize their true potential.
    - A flowist may focus flux into this fusion to get a +1 insight bonus to Strength per 3 flux focused.

    Increased Dexterity
    Passive, internal
    Like the fusion Increased Strength, flowists know how to make themselves swifter.
    - A flowist may focus flux to get a +1 insight bonus to Dexterity per 3 flux focused.

    Increased Constitution
    Passive, internal
    Like the fusion Increased Strength, flowists know how to make themselves hardier.
    - A flowist may focus flux to get a +1 insight bonus to Constitution per 3 flux focused.

    Increased Intelligence
    Passive, internal
    Like the fusion Increased Strength, flowists know how to make their minds clearer and work more efficiently.
    - A flowist may focus flux to get a +1 insight bonus to Intelligence per 3 flux focused.

    Increased Wisdom
    Passive, internal
    Like the fusion Increased Strength, flowists know how to grant themselves greater willpower, intuition and perception.
    - A flowist may focus flux to get a +1 insight bonus to Wisdom per 3 flux focused.

    Increased Charisma
    Passive, internal
    Like the fusion Increased Strength, flowists know how to improve their personality, persuasiveness and physical attractiveness.
    - A flowist may focus flux to get a +1 insight bonus to Charisma per 3 flux focused.

    Mental Bastion
    Passive, internal
    Flowists are known for great mental strength, whether intelligent, wise or charismatic. From early on in their training they learn to protect their minds from certain adverse conditions.
    - Fabricating this fusion provides the flowist with immunities to certain mental status effects. By focusing 2 flux into this fusion she becomes immune to being dazzled. By focusing 4 flux she becomes immune to being shaken. 6 flowists gives her immunity to being fascinated, 8 to confused, 10 to dazed, 12 to frightened, 14 to feebleminded, 16 to panicked, 18 to any form as scrying (as per the spell Mind Blank). The effects are cumulative.

    Powerful Strike
    Passive, internal
    Another offense-oriented fusion, by focusing their flux into their fists, knees, elbows and whatever else they strike with, this helps flowists strike harder.
    - A flowist may focus flux into this fusion to get a +1 insight bonus to melee damage per 2 flux focused.

    Sure Strike
    Passive, internal
    Primarily a martial class, flowists can fabricate numerous fusions which help them in combat. This fusion sharpens their mind and body for the purposes of striking unerringly.
    - A flowist may focus flux into this fusion to get a +1 insight bonus to attack rolls per 2 flux focused.

    Tough Stomach
    Passive, internal
    The chief concern of most flowists is self-improvement, both mental and physical. One thing all flowists are capable of is using their flux to protect their bodies from physical ailments.
    - Fabricating this fusion provides the flowist with immunities to certain physical status effects. By focusing 2 flux into this fusion she becomes immune to being fatigued. By focusing 4 flux she becomes immune to being sickened. 6 flowists gives her immunity to diseases, 8 to exhausted, 10 to blinded/deafened, 12 to poisons, 14 to nauseated, 16 to paralyzed, 18 to stunned. The effects are cumulative.

    Surface
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    Absorb Blows
    Passive, surface
    Not naturally the physically toughest of people despite often being thick in melee, this important fusion allows a flowist to shrug off considerable damage.
    - A flowist may focus flux to get damage reduction x/-, where x is the number of focused flux. This does not allow her natural weapons to overcome damage reduction.

    Amplified Offense
    Passive, surface
    One of flowists most impressive abilities, fabricating this fusion allows their fists, knees or other body parts function just like magical weapons.
    - A flowist may focus flux into her fists, or whichever part of her body she wishes to make her unarmed strikes with, to get a +1 weapon bonus to her fists weapons per 2 flux focused. This bonus may be distributed among an enhancement bonus, up to +5, and special abilities such as Flaming or Speed, subject to DM approval.
    - As usual, a weapon must have an enhancement bonus of +1 before it can have special abilities. However, this does not mean a flowist must spend flux to do so; for example, a flowist wearing a +1 Amulet of Mighty Fists +1 could spend 2 flux to make her fists +1 flaming fists.
    - This fusion may also be used on other natural weapons, but for every natural weapon after the first it requires one more flux to be focused. For example, a Kobold using the web enhancement with six levels of flowist may focus five flux into this fusion making one her claws a +1 flaming claw and her bite a +1 keen bite or six flux into this fusion making all three of her natural attacks +1 flaming.

    Fire Resistance
    Passive, surface
    By focusing their flux to the surface of their bodies, flowists are able to make themselves able to tolerate great amounts of heat.
    - A flowist may focus flux to get fire resistance 2x, where x is the number of focused flux.

    Cold Resistance
    Passive, surface
    Similar to Fire Resistance, fabricating this fusion allows a flowist to better handle cold.
    - A flowist may focus flux to get cold resistance 2x, where x is the number of focused flux.

    Acid Resistance
    Passive, surface
    Similar to Fire Resistance, fabricating this fusion allows a flowist to better handle acid.
    - A flowist may focus flux to get acid resistance 2x, where x is the number of focused flux.

    Electricity Resistance
    Passive, surface
    Similar to Fire Resistance, fabricating this fusion allows a flowist to better handle electricity.
    - A flowist may focus flux to get electricity resistance 2x, where x is the number of focused flux.

    Sonic Resistance
    Passive, surface
    Similar to Fire Resistance, fabricating this fusion allows a flowist to better handle sonic.
    - A flowist may focus flux to get sonic resistance 2x, where x is the number of focused flux.

    Power Resistance
    Passive, surface
    Somewhat similar to Spell Resistance, fabricating this fusion grants the flowist some defense against powers.
    - A flowist may focus flux to get power resistance 2x, where x is the number of focused flux. This overlaps (does not stack with) other sources of power resistance.

    Spell Resistance
    Passive, surface
    Similar to how flux flowists through all living things, magic can be found everywhere. They're not the same, but flux interacts with magic to a certain degree. This fusion grants the flowist some defense against magic.
    - A flowist may focus flux to get spell resistance 2x, where x is the number of focused flux. This overlaps (does not stack with) other sources of spell resistance.

    Tough Skin
    Passive, surface
    Like the fusion Absorb Blows, flowists can make their bodies tougher, but rather than using their flux to shrug off some damage, they toughen their skin, making them less likely to receive any damage.
    - A flowist may focus flux to get a +1 insight bonus to her natural armor class per 2 flux focused.

    External
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    Antimagic Field
    Passive, external
    With this fusion a flowist creates a bubble around herself which most magic can't penetrate and inside of which doesn't function.
    - A flowist may focus x+12 flux to get an antimagic field of radius x/3 rounded down feet centered on her (a circle of radius 0 is the square(s) which the flowist occupies). This fusion lasts a number of rounds equal to her flowist level, after which she must either end the fusion or again attempt the check associated with external fusions.

    Flowing Armor
    Passive, external
    This fusion turns a flowist's flux into an armor-like, invisible substance surrounding her body.
    - A flowist may focus flux to get a +1 insight bonus to her deflection armor class per 2 flux focused. This fusion lasts a number of rounds equal to her flowist level, after which she must either end the fusion or again attempt the check associated with external fusions.

    Gentle Ray
    Active, external
    With Gentle Strike a flowist focuses flux into her fingertips. It is possible to fabricate a fusion similar to Gentle Strike but rather than ending at her fingertips the flowist extends her flux outside of her body.
    - This fusion works like Gentle Touch but with the following differences:
    • It is a ranged touch attack with a range of close (25 ft. + 5 ft./2 flowist levels) rather than a melee touch attack.
    • It deals 1d6 force damage per flux focused, up to a maximum of half her flowist level, rather than 1d6 force damage per two flowist levels.
    • In addition to focusing flux into this fusion to deal extra fire, cold, electricity, sonic or acid damage, a flowist may focus 2 flux to increase the range to medium (100 ft. + 10 ft./flowist level), though with a -2 penalty to attack. The flowist must be able to see her target.

    It takes a standard action to make the aforementioned ranged touch attack. A flowist may do this as often as she wishes so long as this fusion is fabricated. To determine which direction the opponent is knocked back, extend the line segment centered on the center of the flowist and the center of the foe.

    Gentle Blast
    Active, external
    By forcing her flux out in all directions, a flowist can damage and knock back all enemies within a certain range. This fusion works like Gentle Ray with the following differences:
    • It deals half as much damage (that is, 1d6 force damage per four flux focused, extra fire, cold, electricity, sonic or acid damage per four flux focused) and consequently has half the knock back.
    • The flowist makes a ranged touch attack against all foes within a range of close. This cannot be increased.
    • The flowist does not need to see her opponents.
    • It is consumed upon use and the flowist must refabricate it to use it again.


    Telekinesis
    Active, external
    Similar to how Gentle Touch may be used at a range, a flowist may use the force of her flux to move objects.
    - A flowist may focus x flux into this fusion to move an object weighing up to 5x pounds within close range (25 ft. + 5 ft./2 flowist levels). This movement is identical to the Sustained Force entry under the Telekinesis spell. It takes a standard action to do so and the fusion is consumed upon use; that is, if the flowist wishes to teleport again she must refabricate this fusion.

    Teleport
    Active, external
    The connection between a flowist and her flux is very deep. In fact, they are near inseparable, though with intense training and much experience a flowist learns how to project their flux outside of their body. Her body and flux naturally wish to be reunited.
    - A flowist may focus x+10 flux into this fusion to teleport 5x feet to a vacant square with which she has line of sight. It takes a standard action to do so and the fusion is consumed upon use; that is, if the flowist wishes to teleport again she must refabricate this fusion.

    Mental
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    Hereditary Knowledge
    Passive, mental
    ***???blurb about knowledge being in flux from parents
    - Upon learning this fusion choose two skills. A flowist may focus x flux into this fusion to be treated as having an extra x/2 ranks, rounded up, distributed among the two skills. These ranks may exceed the natural skill rank cap but may not be used to satisfy prerequisites.
    - This fusion may be learned multiple times. Every time it is learned after the first choose two more skills.

    Reanimate
    Active, external
    Corpses have no flux in them. When a person dies and their soul departs, their flux dissipates. However, flux itself is the stuff of life and by putting some of her flux into a corpse a flowist can animate a corpse, making something similar to a zombie.
    - ???
    1 flux per HD, can do more to buff them
    ***??? say mental can be internal or external, has to do with knowledge, like for the Reanimate it's programming them or something
    Also say all mental flows have to deal with mental stuff, like knowledge, but they're not necessarily contained in the body. Like Reanimate. In fact, you could call them like non-mental flows (3 subbranches) and mental flows (3 subbranches). So it's not like 4 branches.

    ???
    Passive, mental
    ***???
    - text

    Last edited by danzibr; 2012-12-10 at 07:46 AM.
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    A comment on tiers, by Prime32
    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
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    Default Re: Flowist [3.5 base class]

    Feats
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    Amplified Weaponry
    Prerequisite: Ability to fabricate Amplified Offense.

    Benefit: This feat allows flowists to apply the Amplified Offense meditation to her weapons. Like with Amplified Offense, every additional weapon strengthened costs an additional flow.

    Bonus Flow
    Prerequisite: Ability to fabricate a meditation.

    Benefit: Gain 1 additional flow per level.

    Special: This feat may be taken several times. Its effects stack.

    Gentle Weapon Touch
    Prerequisite: Flowist level one.

    Benefit: This feat allows a flowist to use her Gentle Touch ability through her weapon. Once per round when making a standard attack or full attack against an enemy, a flowist may designate one of her attacks with which to use this ability. If she hits, she deals damage as normal and deals 1d6 force damage per flowist level and knocks her foe back appropriately. If she misses it is wasted. At flowist level twenty the once-per-round limitation is removed by Flow Freely.

    Increased Flow Limit
    Prerequisite: Flowist level first.

    Benefit: Increase the amount of flow which can be focused into a single meditation by 1.

    Meditation Study
    Prerequisite: Must be a living being with either Intelligence, Wisdom or Charisma at least 10.

    Benefit: You learn a single internal meditation and gain 1 flow. You may spend 10 minutes to focus your flow into your meditation as you fabricate it. If you have additional flow you may focus more flow into your chosen meditation, treating your flowist level as half your HD.

    Special: This feat may be taken multiple times. Each time you learn a new internal meditation and gain an additional flow.

    Advanced Meditation Study
    Prerequisite: Must be a living being with either Intelligence, Wisdom or Charisma at least 10 and able to fabricate an internal meditation.

    Benefit: You learn a single surface meditation and gain 1 flow. You may spend 10 minutes to focus your flow into your meditation as you fabricate it. If you have additional flow you may focus more flow into your chosen meditation, treating your flowist level as half your HD.

    Special: This feat may be taken multiple times. Each time you learn a new surface meditation and gain an additional flow.

    Alternate Class Features
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    Martial Flowist
    Some flowists favor fighting with manufactured weapons rather than what their gods have given them, learning how to fight better at the cost of being less proficient at controlling their flow.
    Lose:
    • All benefits from Unarmed Strike class feature.
    • Base flow is equal to half of a normal flowist, rounded down.
    • All Fly abilities are delayed one level. For example, a martial flowist does not learn how to fly until level 2 and may only do so cross-legged and at a rate of 5 feet per round. He does not learn how to fly standing until sixth level and he does so at 25 feet per round.
    • Reductions in the amount of time it takes to focus flow is delayed by 1 level with the exception of 10 minute focus. For example, a standard flowist may focus her flow into various meditations in 1 minute at level 4, while a martial flowist does not learn how to do this until level 5.

    Gain:
    • Base attack bonus progression increased to that of a Fighter.
    • Proficiency with all simple and one martial weapon of choice.
    • Hit die increased to d10.
    • Amplified Weaponry bonus feat at first level.
    • Gentle Weapon Touch bonus feat at first level.


    Prestige Classes
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    to come
    Last edited by danzibr; 2012-11-22 at 03:41 PM.
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    A comment on tiers, by Prime32
    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
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    Default Re: Flowist [3.5 base class]

    Random Information
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    Motivation
    I had a dream the morning of 11/8/12. In this dream I could fly by sitting Indian style, so to speak, and by touching someone could send them flying. I could also picture bright blue stuff flowing through my veins (and arteries, I guess), and for some reason remember it granting defensive capabilities as well. All I had to do was focus and I change what the blue stuff in my veins could do.

    Other
    Also, the different meditations for stat/energy resistance is deliberate; that is, it's supposed to be clear that you can get many going at one time.

    For terminology, it's best to compare Flowists with MoI classes.
    MoI class → flowist
    invest → focus
    essentia → flow
    soulmeld → meditation
    form → fabricate
    bind to chakra → (no equivalent)
    So for example:
    An incarnate invests essentia into soulmelds and forms soulmelds then binds them to chakras.
    A flowist focuses flow into meditations and fabricates meditations.

    Power Level?
    Under 9000, I imagine. Compare with a level 20 warblade. They have enough flow to max everything, giving them a butt ton of immunities, +7 to every state, +10 to initiative, +10 to attack and damage, +10 fists, DR 20/-, resist a bunch of stuff 40, SR 60, +10 to natural AC, +10 to deflection, teleport anywhere within 55 feet as a free action, perma-AMF of radius 45 feet, blast all dudes in a 50 ft radius for 5d6+5d6 damage. Not world-breaking like level 9 spells, but pretty good.

    Maybe tier 2. Need to think more.

    To do
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    Polish stuff. I already have more ideas, just have to write them up nicely.

    Need a picture.

    Need to think of balance more.

    Change log
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    11/22/12: fewer flow, added Alacrity and ACF and a couple feats, nerfed Gentle Touch a bit (Reflex save, limitations)

    11/17/12: clarified text in a few meditations (all meditations are (Ex), Gentle Blast casting time).
    Added Amplified Weaponry and Gentle Weapon Touch feats.

    11/16/12: added

    Well, my first homebrew. Never thought I'd do it. Please let me know what you think.
    Last edited by danzibr; 2012-11-22 at 03:43 PM.
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    A comment on tiers, by Prime32
    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
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    Default Re: Flowist [3.5 base class]

    This looks great. I especially like how you handled the flight they get. Although, I would bump it up a few levels, the last one at 15 instead of 11, but thats not really a big deal.
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    Default Re: Flowist [3.5 base class]

    Ooh, my first response. Thank you very much!

    Yeah, I was considering making that higher... it essentially gives good perma fly if you put some flow into it. Dunno what all nice things are appropriate for melee.
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    A comment on tiers, by Prime32
    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
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    Default Re: Flowist [3.5 base class]

    I'm not very experienced with homebrew or with mechanics, but after rereading the limits that you put on how much flow can be invested into a single meditation, I think it is remarkable balanced considering the potential cheese you cut off ahead of time. (I knew I wasn't reading it right when I thought I read that the flowist could get over 300DR/- at level 20 as a free action)

    Something that you may want to point out is whether or not the mental stat increase from meditations affects flow limits.

    i.e. If I choose Path of the Mind and invest flow points into Increase Intelligence, will I get more flow points if that increases my modifier? If so would it also affect the limit of potential flow points invested in a meditation?

    If it does, then I can easily see maxing the flowist's particular mental stat meditation becoming basic optimization for the character. Not that there's anything wrong with that, with the whole using meditation to better perfect one's self fluff, but I can imagine it being potentially exploitable.

    Of course, I wouldn't really know how, but in any case, congratulations on completing your first piece of online homebrew. It is a job well done.
    Last edited by Afool; 2012-11-17 at 02:11 AM. Reason: Rewording
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    Default Re: Flowist [3.5 base class]

    I'm digging the concept, but to be honest the one part I'm not "flowing" with is the Gentle Touch feature. Oh, and not sure about perma-amf, but I don't really have anything other than gut feeling backing that up.

    1d6 damage per level with no cap, no cost, and no limits to how many times it may be used per day? Sounds like you're just trying to make warlocks jealous.

    But speaking of warlocks, lets take a look at their feature that is fairly similar, eldritch blast, for a second. Granted it's ranged, and kinda morphable with their various shape invocations, but does the fact that Gentle Touch is a melee attack (and still touch) make it worth double the damage?

    And finally, the knockback. I mean, the knockback sounds okay until you add in the fact you gave this class flight as a basic class feature. At 8th level with incorporated flight they can tumble/fly directly over an opponents head and gentle touch them (knockback towards the floor directly beneath them) for 2d6/level (disintegrate level)damage immediately with no save. Just a melee touch attack. Unlimited times per day.

    But yeah, this definitely looks neat. I don't mean to come off as overly critical, the rest looks pretty good.

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    Default Re: Flowist [3.5 base class]

    Thanks again for the responses. Exactly what I'm looking for.
    Quote Originally Posted by Afool View Post
    I'm not very experienced with homebrew or with mechanics, but after rereading the limits that you put on how much flow can be invested into a single meditation, I think it is remarkable balanced considering the potential cheese you cut off ahead of time. (I knew I wasn't reading it right when I thought I read that the flowist could get over 300DR/- at level 20 as a free action)

    Something that you may want to point out is whether or not the mental stat increase from meditations affects flow limits.

    i.e. If I choose Path of the Mind and invest flow points into Increase Intelligence, will I get more flow points if that increases my modifier? If so would it also affect the limit of potential flow points invested in a meditation?

    If it does, then I can easily see maxing the flowist's particular mental stat meditation becoming basic optimization for the character. Not that there's anything wrong with that, with the whole using meditation to better perfect one's self fluff, but I can imagine it being potentially exploitable.
    In the Flow text it says "The number of flow a flowist may focus into a single meditation is equal to the minimum of her flowist level and one more than twice her Intelligence, Wisdom or Charisma modifier depending on if she follows the Path of the Mind, Will or the Heart, respectively. This may be increased with the feat Increased Flow Limit." So having poor mental stats limits how much flow they can focus.
    Quote Originally Posted by Afool View Post
    Of course, I wouldn't really know how, but in any case, congratulations on completing your first piece of online homebrew. It is a job well done.
    Thanks!
    Quote Originally Posted by Mial View Post
    I'm digging the concept, but to be honest the one part I'm not "flowing" with is the Gentle Touch feature. Oh, and not sure about perma-amf, but I don't really have anything other than gut feeling backing that up.

    1d6 damage per level with no cap, no cost, and no limits to how many times it may be used per day? Sounds like you're just trying to make warlocks jealous.

    But speaking of warlocks, lets take a look at their feature that is fairly similar, eldritch blast, for a second. Granted it's ranged, and kinda morphable with their various shape invocations, but does the fact that Gentle Touch is a melee attack (and still touch) make it worth double the damage?

    And finally, the knockback. I mean, the knockback sounds okay until you add in the fact you gave this class flight as a basic class feature. At 8th level with incorporated flight they can tumble/fly directly over an opponents head and gentle touch them (knockback towards the floor directly beneath them) for 2d6/level (disintegrate level)damage immediately with no save. Just a melee touch attack. Unlimited times per day.

    But yeah, this definitely looks neat. I don't mean to come off as overly critical, the rest looks pretty good.
    Oh, I appreciate the constructive criticism. To first address the AMF thing, certain casters get it at level 11. Flowists can get it at level 13, but being able to use it reliably is unlikely at that point due to it being an external flow. By the time they can use it consistently I don't think it'll be overpowered.

    As for the Gentle Touch thing... you have good points. As you said, the strength of Eldritch Blast is not in its damage but in its versatility, and Gentle Touch does nothing but damage and knockback. Also, Warlock is considered tier 4 (and from what I've read people consider EB damage low), whereas with this class I was shooting for tier 2 or 3, with the idea of melee-can-have-nice-things. The knockback may be a bit much... like toning it down to flowist level/2 round down.
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    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
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    Default Re: Flowist: melee can have nice things [3.5 base class]

    Just throwing out ideas-- what about making gentle touch a 1d6/2 levels ability that knocks the target prone with a saving throw to avoid the prone (or not if you're looking for higher tier power), but then also letting him "overcharge" it 1/day per 3 levels (minimum 1) for the 1d6/level + knockback? it still includes the flying directly over their head for the almost instant double damage, and at high levels it's usuable enough times per day to get stuff done. If it's not enough, you could make it 1/day per 2 levels.

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    Default Re: Flowist: melee can have nice things [3.5 base class]

    That sounds more balanced, how about the save be the standard 10+flowist level+mental stat modifier with some text pointing out that the mental modifier is based on the path chosen at 1st level.
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    Default Re: Flowist: melee can have nice things [3.5 base class]

    Isn't it usually 1/2 class level for saves? Like 10+1/2 Flowist level + mental attribute?

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    Default Re: Flowist: melee can have nice things [3.5 base class]

    I like the ideas. Maybe I'll make a nerfed version of lower tier. Thanks.
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    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
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    Default Re: Flowist: melee can have nice things [3.5 base class]

    I like this idea, but I agree with the strength of gentle touch being (if used properly) powerful... I don't know if it's overly powerful or not, cause you would (at least the way my dm likes to run things) have to make a fairly good tumble roll for that, which makes it difficult at low levels even getting Tumble as a class skill, I'll see if I can find a DM who'll let me run this at this lvl and tell you how it goes... may be a LONG while though, or maybe never...

    Also I play Warlock, and what is this >_< (jk) I didn't even think about that whole, tumble over someone and gentle touch them into the ground thing. Overall I LOVE this class, it feels good to me and I love the idea of (at level 20) fly charging a giant as a gnome, elbowing it in the groin, and sending it flying 80 feet (I think) up in the air, revenge for skyrim bitches.
    Last edited by Force2Reckon; 2012-11-19 at 02:32 PM.

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    Default Re: Flowist: melee can have nice things [3.5 base class]

    What about tumble checks? You just have to succeed on a melee touch attack.

    Yeah, the more I think about it the more I agree it needs... a bit of nerfing. Not much, but some. Don't want to nerf it too badly. The idea is kind of to give melee nice things. I suppose I should compare it with some maneuvers.
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    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
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    Default Re: Flowist: giving melee nice things [3.5 base class]

    Biggish update. You can see the change log. The ACF is the neatest thing, I think. Also, does Alacrity seem not broken?
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    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
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    Default Re: Flowist: giving melee nice things [3.5 base class]

    While this bears similarities that I enjoy to what I wanted out of my flowdancer project (which when last posted I wanted it to be somewhere in-between a cha/dex psion and a maneuver user, like a psi-war swordsage but triggering off cha.
    I really like that a class has been posted to do that, because frankly I don't want to make that class anymore, it was kind of a dream to do too many things at once while still bound to such a specific theme.

    I give this a solid thumbs up, I'd like to see more ACF's added to it personally, but other than that I really like it.

    I've gone on to try and just smoosh all my favorite character types together, including several homebrews, and have them played simultaneously or merged seamlessly without taking other classes or PrC's to accomplish it. Play the character like you want, what you want, day by day. Pipedream, I'll get there some day.

    Anyway, I've bookmarked this class and will be revisiting it and making comments on the next post to try and improve it, add specific suggestions, or additional options for homebrew.
    Last edited by Hanuman; 2012-11-24 at 02:44 AM.

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    Default Re: Flowist: giving melee nice things [3.5 base class]

    Looking forward to it, Hanuman.

    If this is a factor at all, the PrC's I have in mind are things which progress flowist and arcane caster/divine caster/psion stuff, a PrC for non-flowists who want some flow stuff and a PrC which flowists enter and advance some of their abilities at the price of letting others lag.
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    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
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    Default Re: Flowist: giving melee nice things [3.5 base class]

    Right then, to see what I mean here are two REALLY badly done classes, essentially failed brainstorm drafts that look like baseclasses:

    Flowdancer Model IV
    http://www.giantitp.com/forums/showthread.php?t=213748

    Flowdancer Model V
    http://www.giantitp.com/forums/showthread.php?t=216008

    These will never be completed and most of the actual content is on txt or physical paper, but feel free to pull any content or ideas you want from it.

    --------

    What needs to be fixed with the flowist:

    -All the class features are a single wall of text, it's frankly confusing and hard to navigate and even more difficult to sit down and read through to learn how to navigate it in the first place.

    -Gentle Touch
    Ok, now I have to mention that I'm IRL an internal martial artist and I really really like yang style tai chi chuan. This ability changes how flow is flavored, flow then becomes raw energy in which you can focus in your hand and repulsor-blast someone into the pavement with extreme prejudice.
    This deals force damage, so not only are you dealing the maximum damage a wizard can at par-level with the advantage of being immune to anti-magic and ethereal and resistance, you deal additional bludgeoning damage that will at maximum deal double this damage, reflex half on the bludgeoning, and if that fails then you get a sizable knockback. Icing on the cake is that it's sustained damage and can be used infinitely.

    How to fix this? Alright, first off force damage really isn't that bad, and is a decent solution to the antimagic problem, same with Ex fly. Though you will have to be really careful or your class is going to seem gimmicky and broken really really easily. http://onepiece.wikia.com/wiki/Satori

    Well, when building a class you look for the easiest reference point, and in this case that's the Warlock's Eldritch Blast, this does 1d6/2lvl and is resisted by Spell Resistance, the knockback effect could be OK as an invocation if it deals less damage, and I think it makes sense if a grounded character knocks back a flying, but not vice versa.

    Alternatively consider using the weather table on Wind rules, which will have some varied effects depending on creature size.

    Here's a re-write with these balance changes, I've scrubbed the format, removed the flavor text, the example, how it's effected by other abilities and the DM's discretion note reducing the size by about 50%

    Gentle Touch (Ex):
    -Starting at first level you may make take a standard action to make a melee touch attack (that does not provoke an attack of opportunity) against a flying opponent, or a grounded opponent if you are also grounded.
    -On a successful attack you may deal 1d6 force damage plus another 1d6 force damage for every additional two levels you have.
    -This attack also knocks back your opponent 5' per flowist level you have and reduced by half if the opponent succeeds a DC10+1/2 Flowist Level Reflex save. If the opponent is unable to move backwards due to a solid object they take 1d4 bludgeoning damage per 5' they are unable to move.
    -The knock-back distance is reduced by 10' for every size larger your opponent is.
    -Gentle Touch is subject to spell resistance, and you may take feats like spell penetration to amplify it's effect.


    I'll do it one at a time, let me know what you think of this first.
    Last edited by Hanuman; 2012-11-25 at 12:11 AM.

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    Default Re: Flowist: giving melee nice things [3.5 base class]

    Quote Originally Posted by Hanuman View Post
    Well, when building a class you look for the easiest reference point, and in this case that's the Warlock's Eldritch Blast
    This I have to disagree with. Warlock is tier 4 and people state the ability itself is not impressive. Although it is the class's signature ability, it only shines when you combine it/amplify it with other abilities.
    Quote Originally Posted by Hanuman View Post
    Here's a re-write with these balance changes, I've scrubbed the format, removed the flavor text, the example, how it's effected by other abilities and the DM's discretion note reducing the size by about 50%

    Gentle Touch (Ex):
    -Starting at first level you may make take a standard action to make a melee touch attack (that does not provoke an attack of opportunity) against a flying opponent, or a grounded opponent if you are also grounded.
    -On a successful attack you may deal 1d6 force damage plus another 1d6 force damage for every additional two levels you have.
    -This attack also knocks back your opponent 5' per flowist level you have and reduced by half if the opponent succeeds a DC10+1/2 Flowist Level Reflex save. If the opponent is unable to move backwards due to a solid object they take 1d4 bludgeoning damage per 5' they are unable to move.
    -The knock-back distance is reduced by 10' for every size larger your opponent is.
    -Gentle Touch is subject to spell resistance, and you may take feats like spell penetration to amplify it's effect.


    I'll do it one at a time, let me know what you think of this first.
    Well, sarblade is the golden standard of melee in my mind. If we compare the damage Gentle Touch does with some sarblade Maneuvers at certain levels... hmm, you can get Strike of Perfect Clarity at level 17. With the current Gentle Touch a flowist would do an average of (assuming non-saved knockback damage on a similarly sized creature) 119 damage. Yeah, I agree that's too strong, and it only gets stronger at levels 18, 19 and 20. If we drop it down to 1d6 per levels round up and 1d4 knockback that's 54 damage. Way too nerfed.

    We also have to keep in mind as-is the differences, that the flowist can do it round after round while the warblade needs to refresh.

    I'd be careful with the solid object thing. Then you run into problems with them striking other opponents.

    Regarding format, I put 3 spaces in at every paragraph break but the forum didn't take it.

    I think it would be more balanced if it couldn't be critted, did 1d4 damage on the knockback of whatever type the DM decides, usable once every other round and a number of times equal to flowist level + dominant modifier.

    Anyway, thanks for the input so far!
    Last edited by danzibr; 2012-11-25 at 08:00 AM.
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    Quote Originally Posted by KillianHawkeye View Post
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    Default Re: Flowist: giving melee nice things [3.5 base class]

    Well, that's a maneuver at level 17 in 3.5, maneuvers are intended to be frontloaded in the encounter (expending top level maneuvers, then moving down the list as they run out, which is pretty much how casters operate too-- the difference is martial adepts get a refresh every encounter), but at level 17 it really doesn't matter because pretty much everything is and can be absurdly broken or cumbersome as soon as it hits that level range.
    DnD's 3.5 prime range is level 4-14, pathfinder is about 1 or 2 to 15 or 16.
    You CAN play over this, but resolving 15 attacks per round per character or "what torrasque?" the party says as they play cards beside the sphere of annihilation are not really things that involve damage anymore, it's about what swamp you can fly over and what clever ruse you can foil and how many feather swords you can wield at the same time.
    At level 15 if you aren't on the final plotarch or plot multi-bridge then either you started at level 10-14 or you've already finished so many plotarchs the DM has never made plans to finish the campaign.

    Quote Originally Posted by http://brilliantgameologists.com/boards/index.php?topic=1002.0
    Tier 4: Capable of doing one thing quite well, but often useless when encounters require other areas of expertise, or capable of doing many things to a reasonable degree of competance without truly shining. Rarely has any abilities that can outright handle an encounter unless that encounter plays directly to the class's main strength. DMs may sometimes need to work to make sure Tier 4s can contribue to an encounter, as their abilities may sometimes leave them useless. Won't outshine anyone except Tier 6s except in specific circumstances that play to their strengths. Cannot compete effectively with Tier 1s that are played well.

    Examples: Rogue, Barbarian, Warlock, Warmage, Scout, Ranger, Hexblade, Adept, Spellthief, Marshal, Fighter (Dungeoncrasher Variant)
    The warlock is a tier 4 not because eldritch blast is weak or unflavourful or not useful, it's because the class essentially makes you a mook who shoots one really good magic missile per turn, detects magic, and has enough tankiness to survive being mauled by swarms if she is forced to do something other than hide behind a log and pew pew with her hand in the shape of a gun... and she does NOTHING else. Even if the warlock's blast dealt 1d6/level she would still only be a tier 3 and her general class design would not improve. Giving her an ally buff, some battlefield control, some summons, the ability to control monsters or improving her skillpoints/level will move her to tier 2, and pretty much nothing else will.

    The average flowist will be crept up on in the middle of the night in a paid-off inn, grabbed in bed with a knife to her throat and proceed to blast the baddie through a wall and jump then fly out the window escaping 10 other highly trained assassins and kidnappers armed to the teeth, in a single round. Even if the force damage was 1d6 every 4 levels it would still be great in anyone's kit.

    If you lower the damage then you can allow it to have more imaginative effects in combat broadening the usage and playability of the class. Why not fling enemies into other enemies? Hear enemies behind a door? Why not break down the door with your repulsor-blast while taking cover beside it, while you leave clear line of sight for your casters and snipers to shoot through it? Perhaps with a zone of silence and an illusion of a closed door there too for extra points?

    Magical amulet of really awesome badassery making the miniboss too cheese? Grab the amulet and smack his face, something will have to give, and if you are a warforged it will almost certainly be either his neck or the amulet chain.

    Ice to meet you mr. padlock, snow problem! Use both hands to direct a blast inward and crush the tumbler in on itself, or just blast the lock sideways.

    Walls thinly honeycombed with murderholes in em? Crossbows gettin you down? Start picking up rocks and force blasting them into the walls. If you can blast 200lbs of meat 40' then you can probably smash through a thin wall, a tower shield or a door down with a 20lb rock at 20' range.

    There's a lot of applications for this, and if they seem overpowered then I'd revisit why you want to deal more damage in a touch attack than conventional weapons abilities deal without ignoring armor.

    The following assessment is what it actually comes down to: The flowist's gentle stike makes dungeoncrasher fighters look pathetic as it allows you to be a frontline interceptor who never has to extend or commit to a fight as you get a free perfect bullrush every hit and it does comparable burst to wizards, with the sustainability of a warlock.

    There's a lot lacking in melee in general, but please consider that some players or some dungeon situations require, context, or force a PvP... and when you have a dominated flowist who can essentially break half the bones of a fullplate crusader with DR10/- 5res/all and great saves as he flies off a bridge by brushing past him on the way through with absolutely no save then while the flowist will almost always do peachy keen the other players at the table will be disappointed. "Crunch!" the crusader goes after he hits the canyon floor, taking falling damage he cannot reduce or resist. D:

    I like that you are considering using flowpoints as a sustain limitation for melee, because that would be appropriate.

    I'm a little confused on why the ray version is named Gentle Ray, I'm not sure if it's just me, but whenever I read Gentle Touch I think it's a parody on yang style tai chi chaun application, but a ray that deals pure kinetic energy to break someone's flesh only really makes sense if you fluff it that your character appears relaxed and the effect is obfuscated. Here's the most cheeky and disrespectful video I've found so far. https://www.youtube.com/watch?v=XSnUDkCQ0WU
    Last edited by Hanuman; 2012-11-25 at 12:21 PM.

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    Default Re: Flowist: giving melee nice things [3.5 base class]

    First let me say... excellent, excellent points. Truly appreciate it. I'll address them.
    Quote Originally Posted by Hanuman View Post
    If you lower the damage then you can allow it to have more imaginative effects in combat broadening the usage and playability of the class.
    Indeed, indeed. I was (obviously) hesitant to nerf it, but this is a brilliant idea. I was concerned about gimping their offense, but... yeah, I like this. Plus if all you did was Gentle Touch over and over, unable to change it, that'd be hella boring. Maybe I'll change it to... you get the base damage and can focus flow into it like a meditation, then you can add/change the type of damage, deal damage to objects, etc. etc.
    Quote Originally Posted by Hanuman View Post
    I like that you are considering using flowpoints as a sustain limitation for melee, because that would be appropriate.
    Thank you, thank you. Yeah. I want them to have lots of options... right now the balance seems good, but I haven't done any playtesting.
    Quote Originally Posted by Hanuman View Post
    I'm a little confused on why the ray version is named Gentle Ray, I'm not sure if it's just me, but whenever I read Gentle Touch I think it's a parody on yang style tai chi chaun application, but a ray that deals pure kinetic energy to break someone's flesh only really makes sense if you fluff it that your character appears relaxed and the effect is obfuscated. Here's the most cheeky and disrespectful video I've found so far. https://www.youtube.com/watch?v=XSnUDkCQ0WU
    I'm glad you bring up the naming. Actually, I'm terribly at naming things, very terrible. I don't like the name flowist very much, to be honest. Or fabricate, or meditation, or most of the abilities. I'd like to rename Fly and Antimagic Field too, given there are spells with those names. Specifically for Gentle Touch, I picture it as the flowist mentally extending his or her hand.

    But yeah. It's just a ranged touch attack with the Gentle Touch effect. Totally open to suggestions.

    And that was a wild video. I'd like to be pushed like that, even if it's a bit overracted.

    So right, current goal: revamp Gentle Touch, make PrC's (I think a MoI/flowist would be nice... totemist/flowist), rename stuff, continue to add meditations. On the topic of meditations, I had a second dream about being a flowist, and in the second I could use it like telekinesis. I think that calls for another meditations.

    And how about a meditation which grants invisibility? Too good? How about the Haste/Blur one? Alacrity.
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    Default Re: Flowist: giving melee nice things [3.5 base class]

    I mean, you could make the flowist a melee warlock if you wanted, it's just going to play either gimmicky or awkwardly and the balance between those two are going to be determined by how effective you are at your "one thing".
    Limited usages seem constricting and make the class less fun, but if you punch someone clear across the room and it's something you save up for, you savor it differently. You can stand up and do your thing at the right time and have it save the day. Hell, last session I needed to hold two barrels of gunpoweder and slam it against a collosal undead sea serpent's neck (AT LEVEL 6) for us to have a chance of killing it, our archer shot flaming arrows at the barrels and blew off both my shoulders, dropping me fairly to -9HP. I lived and the serpent was decapitated, but after-stories are totally what DnD is about.

    Blur is easily done, for balancing invisibility I'd reference Draken's Evolutionist homebrew on this forum, Haste is power not utility so it's much trickier to balance and because it improves saves, ac and attack roles, essentially doubles your speed and allows an extra attack it's going to run into complications when used by a front-liner because a caster is generally using it to help and not improve their own power under so many bonus multipliers (effects that stack upon one's role).

    I do like the power to create movement, empowerment or speed to you or your allies but I think haste is really high level and should be very limited in it's duration and flat dangerous to use.

    Well, essentially you have a "Push", if it were me I'd just jump ontop of the Gramarist's lore and scoop up the physics of Kellus' Gramarie "puissance" and have it a thing that can be cultivated within living things within their mastery of self mixed with the weave. This allows you to dodge the fact that your flowist is essentially "I have force energy in my blood." and go with something that allows you to build on existing fantastic projects.
    If the flowist can be worked in to be able to be homebrew-friendly with the ozodrin, the evolutionist, the dimensional conduit and the gramarist? Oh boy, that'd just be awesome.

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    Default Re: Flowist: giving melee nice things [3.5 base class]

    Thanks for the response again.

    I just want to post saying my project hasn't died. School's keeping me busy.

    To respond to what you said... I'll certainly keep the flavor far from a warlock, and try to keep them mechanically far. They'll be similar in that they have a damaging ability which can be buffed, but hey.

    I also looked at the four classes you mentioned. They're quite impressive homebrew. I won't be taking any of their fluff at all, though. Is that what you mean by making it homebrew-friendly with the others?
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    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
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    Default Re: Flowist: giving melee nice things [3.5 base class]

    Strengths:
    • I like the modular class skill sets and path choices. Whenever you give players room to choose how the class grows, that's a win.
    • I like the defensive focus of most of the meditations. Too many homebrewers build classes that can only attack and can't protect themselves adequately. Kudos.
    • I like the mixture of attack modes. Variety is good.


    Opportunities for improvement:
    • It is very unfortunate that the name for the central mechanic of your class, "flow", is also a slang term for menstrual bleeding. This was in my mind the entire time I was reading the class, and some of your phrasing is quite... hilarious/disturbing/distracting when considered in that light. You might want to consider a different name, like "essence" or "vitae". It only takes one player wisecracking about the name during your game to ruin the mood for everyone.
    • The class lacks any sort of ranged weapon, but can't effectively fly and attack in the same turn until 7th level. Gentle Ray and Gentle Blast will be used very heavily, but even they have extremely limited range.
    • I would eliminate the doubling of points at 20th level. The ability to enhance melee attacks is interesting and significant enough as a capstone.
    Last edited by jiriku; 2012-11-28 at 10:57 PM.
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    Default Re: Flowist: giving melee nice things [3.5 base class]

    Quote Originally Posted by jiriku View Post
    • It is very unfortunate that the name for the central mechanic of your class, "flow", is also a slang term for menstrual bleeding. This was in my mind the entire time I was reading the class, and some of your phrasing is quite... hilarious/disturbing/distracting when considered in that light. You might want to consider a different name, like "essence" or "vitae". It only takes one player wisecracking about the name during your game to ruin the mood for everyone.
    Aaaand it's ruined for me.


    Give me a day or two and I'll try to put together an actual review.
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    Default Re: Flowist: giving melee nice things [3.5 base class]

    https://en.wikipedia.org/wiki/Flow_%28psychology%29

    This is a good read if you want to narrow your definition.

    Though, I think the creator wanted "flow" to be a chi variant instead of a unification of self and context.
    Last edited by Hanuman; 2012-11-29 at 02:45 AM.

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    Default Re: Flowist: giving melee nice things [3.5 base class]

    Quote Originally Posted by jiriku View Post
    [...]
    Indeed, I thought the same thing while making it. Especially since the fluff has the first flowist a woman. I'm open to name changes. I do like essence but... it doesn't give the same feel. Like, I picture essence as just kind of hanging around but flow as moving through the body. Also vitae totally makes me think of my current job hunt.
    Quote Originally Posted by Wyntonian View Post
    Aaaand it's ruined for me.

    Give me a day or two and I'll try to put together an actual review.
    :( and looking forward to it, respectively.
    Quote Originally Posted by Hanuman View Post
    https://en.wikipedia.org/wiki/Flow_%28psychology%29

    This is a good read if you want to narrow your definition.

    Though, I think the creator wanted "flow" to be a chi variant instead of a unification of self and context.
    I started to read that... found it funny. I'll read more of it. I do indeed picture it like chi. Didn't want to use the word though, too overdone, especially with all the samurai/ninja business.

    EDIT: Found it. Flux. Yay synonym.com, then dictionary.com.
    Last edited by danzibr; 2012-11-29 at 08:22 AM.
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    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
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    Default Re: Flowist: giving melee nice things [3.5 base class]

    Point was that if you consider that Flow is actually Chi then this opens a WHOLE lot of easy fluff, allowing the flowist to be a paragon of physical health, unity and projection of one's life essence of life force in all forms. In that way flow might work better as having the option of Positive Energy to heal yourself or others, or even being aura.

    "His chi was like fire." -Journey to the East

    Hunter X Hunter explains chi aura as Nen and has a really good system and the basics of using it to project it to radiate around you by intensifying it's production, to seal it from escaping creating a sheath of it, to suppress it to avoid detection, or to focus it into yourself or objects.

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    Default Re: Flowist: giving melee nice things [3.5 base class]

    Quote Originally Posted by Hanuman View Post
    Point was that if you consider that Flow is actually Chi then this opens a WHOLE lot of easy fluff, allowing the flowist to be a paragon of physical health, unity and projection of one's life essence of life force in all forms. In that way flow might work better as having the option of Positive Energy to heal yourself or others, or even being aura.

    "His chi was like fire." -Journey to the East

    Hunter X Hunter explains chi aura as Nen and has a really good system and the basics of using it to project it to radiate around you by intensifying it's production, to seal it from escaping creating a sheath of it, to suppress it to avoid detection, or to focus it into yourself or objects.
    Guess I'll have to watch me some Hunter X Hunter.

    The healing stuff... I'm hesitant. Thanks for the suggestions.
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    A comment on tiers, by Prime32
    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
    ゙(゚、 。 7
     l、゙ ~ヽ
     じしf_, )ノ

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    Default Re: Flowist: giving melee nice things [3.5 base class]

    Is there a limit to the amount of meditations you can have up at any one point?

    Because if not, it's super easy to do any one thing, and it's like being MeleeWizard; if you know what you're up against, you can kill it.
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