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    Default [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Hey Playground, I've made this fellow for the "Book of What's In It For Me?" Project (believe me, I've advocated a better name; take it up with NeoSeraphi). So PEACH and let me know what you think!

    Many thanks to Amechra and NeoSeraphi for their help and contributions.

    The Arbiter


    An Arbiter, standing ready to defend the balance.

    “What is the universe but one Great Scale, ever seeking equilibrium against the currents of good and evil, law and chaos? Where one side begins to prevail, the universe itself grows to suffer. The truth above all, and the path to harmony, is balance. An equality of forces, ever opposed. That is balance, and the salvation of life.”
    --Introduction, The Book of True Balance


    Adventures: The road is but one way for Arbiters to seek Balance. As embodiments of moral neutrality, arbiters neither favor nor spurn the path of adventure, seeing it as one of many means toward their ends and desires for universal balance. As such, it is no surprise to see them among adventuring parties, though neither is it a common sight.

    Characteristics: In general, Arbiters are unique in that they fight not for any single cause other than Balance between good and evil. They can be found among vile torturers and devoted saints, common thieves and powerful lords. Arbiters are everywhere, for what they seek cannot be found in any one place. They wander the planes acting to bring the multiverse into a state of perfect symmetry and harmony, with good and evil in perfect opposition to one another, each one providing the counterpoint to the other and serving to weave the filaments of the universe together.

    Alignment: Arbiters are, without exception, neutral on the moral axis (Good-Evil). They are followers and believers in the Great Balance, and side with neither good nor evil. Some arbiters seek Balance using solely lawful means, while others are not above personal interference and the pushing aside of "legal" behavior if it means the overall balance of good and evil is maintained. Their role is that of the scale, acting as an equalizer between opposing forces in an effort to attain universal equilibrium.

    Races: Arbiters tend to come from races that value detachment and dedication, as diametrically opposed as that may sound. Arbiters both hold themselves distant from the world, and hold to the Balance. As such, many long lived races, like Elves, often choose the path of the Arbiter, as do seekers of inner peace. Finally, Elans also tend to feel an affinity for the role of an Arbiter. Humans and other such races have Arbiters among them, though they are decidedly more uncommon.

    Other Classes: As with all aspects of their outlook, Arbiters regard other classes in terms of how they reflect upon universal balance. They do not feel contempt for the murderous barbarian, disgust for the cruel necromancer, or even admiration for the dedicated paladin. Instead, an arbiter sees them and smiles at the knowledge that here he sees but one representation of the universal current, but one aspect of the Great Balance. That said, Arbiters are categorically opposed to anyone who seeks to upset that balance one way or the other, and will do anything within their powers to maintain that Balance.

    Role: Arbiters are unique in that they have the potential to act as spellcasters while also managing to survive in combat. While this is true, their strength comes mainly from their spellcasting and their unique abilities. As such, should an Arbiter wish to engage in combat, it is best he makes use of spells and abilities to aid him in doing so.


    GAME RULE INFORMATION
    Arbiters have the following game statistics.

    Abilities: Wisdom is the most important ability for Arbiters, as most of their abilities, including their spellcasting, are keyed off of Wisdom. Those wishing to participate in melee more often will find Strength useful, while those wishing to aid their allies with support abilities will favor Charisma. As with any character, Constitution is also an important statistic.

    Alignment: Any Neutral on the moral axis (LN, TN, CN)

    Hit Die: d8


    {table=head]
    TABLE: The Arbiter

    {table=head]Level|Base Attack|Fort|Ref|Will|Special
    1st|+0|+1|+1|+1|Aura of Balance, Friendly Arbitration
    2nd|+1|+1|+1|+1|Shared Knowledge
    3rd|+2|+2|+2|+2|Sight of the Balance
    4th|+3|+2|+2|+2|Shifting the Scales
    5th|+3|+3|+3|+3|Shared Resolve, Advanced Learning
    6th|+4|+3|+3|+3|Level the Field
    7th|+5|+3|+3|+3|Improved Aura of Balance
    8th|+6/+1|+4|+4|+4|Bonus Feat
    9th|+6/+1|+4|+4|+4|
    10th|+7/+2|+5|+5|+5|Shoulder the Burden, Advanced Learning
    11th|+8/+3|+5|+5|+5|
    12th|+9/+4|+6|+6|+6|Parity of Strength
    13th|+9/+4|+6|+6|+6|Negation
    14th|+10/+5|+6|+6|+6|Greater Aura of Balance
    15th|+11/+6/+1|+7|+7|+7|Advanced Learning
    16th|+12/+7/+2|+7|+7|+7|Bonus Feat
    17th|+12/+7/+2|+8|+8|+8|Turning the Tables
    18th|+13/+8/+3|+8|+8|+8|
    19th|+14/+9/+4|+9|+9|+9|
    20th|+15/+10/+5|+9|+9|+9|Exarch of True Balance
    [/table]
    [/table]

    Spells Per Day:
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    [/table]


    CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
    An Arbiter’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Heal (Wis), Jump (Str), Kn. Arcana (Int), Kn. Geography (Int), Kn. History (Int.), Kn. Religion (Int), Kn. The Planes (Int), Listen (Wis), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)

    Designer’s Note:
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    You will undoubtedly notice that the Arbiter is exactly average in all ways (with the sole exception of skill points, which could not be made average without being an odd number). This is based both upon fluff and upon abilities, as you will see. Since they have spellcasting, though limited, I went with the lower amount of skill points. Uniquely I believe, they have all average saves as well as ¾ BAB. This may change depending on PEACHing, but I’ve chosen it as the sensible starting point for a class whose entire premise is based around “balance the scales.”


    CLASS FEATURES

    Weapon and Armor Proficiency: The Arbiter is proficient with all simple and martial weapons, as well as light armor and shields (except tower shields).

    Spellcasting: An Arbiter casts divine spells, which are drawn from the Arbiter spell list (found at the bottom of this post). He knows all the spells from the Arbiter spell list of levels that he can cast and may cast the spells he knows without preparing them ahead of time.

    To prepare or cast a spell, an arbiter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arbiter’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

    Like other spellcasters, an arbiter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Arbiter. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Arbiter indicates that the arbiter gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

    As noted above, an arbiter need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

    Designer’s Note:
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    You will immediately notice that the Arbiter has both arcane and divine spells on his list, yet casts all of his spells as divine. This is intentional, as the Arbiter is True Neutral and respects all outlooks, methodologies, and even casting methods equally. Furthermore, it greatly enhances his potential as a buffer/debuffer and general support caster. His fluff is distinctly divine in nature, and so all spells are cast as though divine.


    Aura of Balance (Ex): As an exemplar of neutrality, an Arbiter at all times radiates an aura of neutrality. As a result, the arbiter's aura grants a +1 bonus to the AC and attacks rolls of allies within 5 feet per arbiter level. This bonus is increased by +1 every four arbiter levels after 4th (8th, 12th, 16th, 20th).

    All aura effects on the arbiter’s allies persist for one round after they leave the area of effect

    Code of Conduct: As a part of his dedication to true neutrality, the arbiter has entered into a form of contract. If his alignment ever shifts such that it is no longer has at least one neutral alignment component, he may no longer progress as an Arbiter until his alignment has an element of neutrality once again.

    A Note on Bonuses: Many of the arbiter's abilities rely on spreading out various bonuses from himself or from enemies. He may only transfer untyped, morale, circumstance, competence, perfection, enhancement, sacred, profane, deflection, natural armor, size, and dodge bonuses and penalties.

    Friendly Arbitration (Ex): At 1st level, an Arbiter is just beginning to understand the power granted him by the Great Balance, and has learned that he may influence the connection of others to that balance. As a move action, the arbiter may reallocate any of the above listed bonuses currently affecting his AC, attack/damage rolls, or his ability scores (to the same ability score) among his allies for a number of rounds equal to his ½ his Wisdom modifier.

    At 3rd level, he may allocate the bonus among his allies and add an additional +2 to the bonus pool. This increases by an additional +2 for every 4 levels after 3rd (7th, 11th, 15th, 19th).

    At 7th level, he may now reallocate numerical bonuses affecting any of his allies, as well as himself. He may now also reallocate miss chances, speed bonuses, and bonuses to initiative. This ability now merely requires a swift action.

    At 11th level, he may now reallocate energy resistance and damage reduction.

    Designer's Note:
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    Okay. How this ability works is as follows. Say Mike the Arbiter is adventuring with Dave the Barbarian and Tim the Wizard. They're all eleventh level (meaning Mike gets a +6 bonus to his Friendly Arbitration ability!), and at the moment, Tim has Resistance to Fire 20, Displacement granting a 20% miss chance, and a magical armor bonus of +3.

    Mike, using his Friendly Arbitration ability, could reallocate all of Tim's bonuses above, any way he likes. An example:

    Mike: Fire Resistance 10, 10% miss chance, magical Armor Bonus of +2
    Tim: Fire Resistance 7, 8% miss chance (+3 from Mike's bonus pool)
    Dave: Fire Resistance 3, 5% miss chane, magical Armor Bonus of +4 (+3 from Mike's bonus pool)


    All of the Arbiter's abilities work in this fashion.


    Shared Knowledge (Ex): At 2nd level, an arbiter may take a penalty to any one of his skill bonuses (up to his ranks in that skill) in order to grant an equal amount as a bonus to the same skill of one of his allies. This effect lasts for up to a number of rounds equal to the Arbiter’s Charisma modifier. The arbiter may select any number of rounds during that time frame, but once he has done so, the time frame is locked and may not be changed even if the arbiter so wishes. During this time, the Arbiter may not restore his lowered skill bonus to its normal value by any means. At 6th level, he may allocate the bonus granted among multiple allies, though the total bonus allocated among them must be exactly equal to the penalty taken by the arbiter, and can still only affect the same skill.

    Sight of the Balance (Ex): At 3rd level, the arbiter is granted enhanced vision as a result of his connection to the Balance. As such, a number of times per day equal to his Wisdom modifier, as a free action, he may enhances his vision such that he may detect if any being is currently benefiting from numerical bonuses of a magical nature. By spending a full round action, he may learn the exact benefits the creature is receiving, as well as their source. This ability lasts a number of minutes equal to 5x the arbiter's Wisdom modifier.

    Shifting the Scales (Su): At 4th level, an Arbiter has begun to understand the power of Balance is limited not just to one’s allies, but also one’s enemies. As a standard action, the arbiter may select an enemy who currently benefits from any of the bonuses listed under "A Note on Bonuses" to AC, attack/damage rolls, or ability scores. Using the power granted him, the Arbiter may then attempt to reallocate a portion of that bonus equal to his Wisdom modifier (to a maximum of half the bonus, rounded down) to himself. The enemy is entitled to a Will save with a DC equal to (10+Wisdom modifier+1/2 Arbiter levels). A successful save results in only ¼ if the amount he would have taken being available for reallocation.

    At 8th level, the arbiter may also reallocate miss chances, speed bonuses, and bonuses to initiative and may now target an additional enemy with this ability, though the total bonus taken may not be greater than 1.5x his Wisdom modifier. This ability is now a move action.

    At 12th level, he may now reallocate energy resistance, damage reduction and may also transfer a single positive status effect from the enemy to himself or an ally. He may reallocate an additional positive status effect for every 3 levels after 11th (14th, 17th, 20th). A successful save now results in only ½ the amount he would have taken being available for reallocation, rather than just 1/4.

    At 16th level, the arbiter may target four enemies with this ability, and the total bonus taken may not be greater than 2.5x his Wisdom modifier.

    Shared Resolve (Ex): At 5th level, an arbiter may take a penalty to any one of his saves in order to grant an equal amount as a bonus to that save belonging to one of his allies. This effect lasts for up to a number of rounds equal to the Arbiter’s Charisma modifier. The arbiter may select any number of rounds during that time frame, but once he has done so, the time frame is locked and may not be changed even if the arbiter so wishes. During this time, the Arbiter may not restore his lowered save to its normal value by any means. At 8th level, he may allocate the bonus granted among multiple allies, though the total bonus allocated among them must be exactly equal to the penalty taken by the arbiter, and can still only affect the same save.

    Advanced Learning (Ex): At 5th, 10th, and 15th levels, an arbiter may choose to add a new spell to his spell list as a result of personal study. He may select to add any sorcerer/wizard spell from the [Abjuration], [Transmutation], or [Divination] schools or any spell from the [Protection], [Balance], [Competition] and [Inquisiton] domains.

    Level the Field (Su): (Credit to Amechra for this ability) At 6th level, an arbiter gains the ability to emit an aura of enforced balance; within this aura, the actions of their allies and enemies gain a little bit of a bias towards the middle of probability.

    All allies within the aura treat the value on the following table as if it were the minimum they can possibly roll on a d20; if they roll lower than that value, they are treated as if they rolled that number instead. Equally, all enemies treat the listed value as if it were the HIGHEST value they can possibly roll; if they roll higher, than they are treated as if they instead rolled that amount.

    {table=head]Arbiter Level|Aura Radius|Ally Value|Enemy Value
    6-7|10'|2|19
    8-9|15'|3|18
    10-12|20'|4|17
    13-14|25'|5|16
    15-17|30'|6|15
    18-19|35'|7|14
    20|40'|8|13[/table]

    Improved Aura of Balance (Ex): Having grown in power, and found within themselves an unbreakable link to the Great Balance, a 7th level arbiter’s aura increases in strength and is now able to affect enemies. Enemies within 5 feet/Arbiter level of the arbiter take a -1 penalty to their AC and attack rolls for every 4 arbiter levels, rounded down. Furthermore, the bonus to allies now affects damage rolls in addition to AC and attack rolls.

    Bonus Feat (Ex): At 8th level, and again at 16th, an Arbiter may gain a bonus feat whose prerequisites he satisfies. He may not choose a Metamagic feat or any feats with the [Exalted] or [Vile] descriptors.

    Shoulder the Burden (Su): As time has passed, the arbiter has improved his ability to affect other being’s connection to the Great Balance. At 10th level, the Arbiter may spend a standard action to shift one effect (whether positive or negative) from any one combatant to another (though he may not shift the dead or unconsciousness statuses). When using this ability to shift a positive effect from an opponent to ally or to shift a negative effect from an ally to an enemy, that enemy is entitled to a Will save equal to (10+Wisdom modifier+1/2 Arbiter levels). At 12th level this becomes a move action.

    At 11th level, the Arbiter may shift a number of status effects equal to 1/3rd his Wisdom modifier. This can be in any combination of positive effects and negative effects among allies or enemies, though the enemies still are entitled to saving throws for each positive effect being taken from them and each negative effect being given them.

    The effects that the arbiter may shift are as follows: blinded, confused, cowering, dazed, dazzled, deafened, entagled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered and stunned. No other conditions may be selected or shifted using this ability.


    Parity (Su): At 12th level, the arbiter has gained a greater understanding of the ways in which he may personally affect the balance, as opposed to acting through others. He may select one of the following abilities. This choice is permanent and may not be changed.


    Parity of Strength: After successfully damaging a foe with a melee weapon, the Arbiter may, as a swift action, choose to equalize any enhancement bonuses effect the enemy’s weapons or armor (he must select one, but not both). If the enemy fails a will save with a DC equal to the (10+Wisdom modifier+1/2 arbiter levels), then the enhancement bonus is split equally between the arbiter and the foe. At 15th level, he may apply this effect to both the enemy’s weapons and armor (though he may elect to simply apply the effect one or the other if he so chooses).

    Parity of Purpose: After successfully transferring an effect from an opponent using his Shoulder the Burden ability, an Arbiter may attempt to sway that enemy to aid the Arbiter in defense of the balance. Using a swift action, the Arbiter may force the enemy to make a will save with a DC equal to (10+Charisma modifier+1/2 arbiter levels). If the save fails, the creature is dominated as the spell, for a number of rounds equal to ½ the Arbiter’s wisdom modifier.

    Parity of Power: After successfully inflicting an enemy with one of his spells, an Arbiter may choose to level the field between the enemy and himself. To that end, he may make a single use of one of the opponent’s natural abilities (this does not include class features) that counts against that creature’s total for the encounter/day/week/etc. Because the ability is an inherent part of the creature, it is far more difficult than normal to succeed in balancing it. Thus, while the creature has to succeed on a will saving throw with a DC equal to (10+Wis+1/2 arbiter level), the Arbiter himself must also succeed on a save with a DC equal to (10+Creature’s Con+1/2 HD). Only if the arbiter succeeds and the creature fails does this ability have its intended effect. A failure does nothing.

    Negation (Ex): Through his studies, the arbiter has learned how to channel the force of the balance directly, rather than indirectly through an aura or through the allocation of bonuses or penalties. At 13th level, the arbiter gains a pool of Negation points equal to 1/5th his class level, rounded down. By using these points, which refresh themselves at the beginning of each day, the arbiter may negate any one action taken by a single foe which would affect the arbiter or his allies. In essence, the arbiter is providing an equal and opposite force to counteract whatever ability the opponent uses that might destabilize the balance in his or her own favor. This requires an action on the part of the Arbiter equal to the required action taken by the other creature (i.e. if the Arbiter negated a spell requiring a standard action to cast, it would require a standard action on his part to negate it). On a negated action, the targeted creature simply does nothing, though maneuvers, spells, spell-like abilities, etc. are still spent as normal. Each negation costs one point from the arbiter's negation pool. After using this ability, the Arbiter is treated as fatigued for one hour.

    Greater Aura of Balance (Ex): Once again, the arbiter has strengthened his connection to the Great Balance and his ability to channel its power. At 14th level, his aura now grants the same penalty to enemy damage rolls that it would to their AC and attack rolls. Further, allies within 5’/four arbiter levels (rounded down) gain a 5’ increase to their movement speed. Likewise, enemies within the same range take a 5’ penalty to their movement speed.

    Turning the Tables (Su): At 17th level, the Arbiter has gained an inherent understanding of the balance between the universe’s many different forms of beings, some of unimaginable power, others far weaker. As such, he may, once per day, choose to attempt to reverse and equalize this imbalance. By spending a full round in meditation, he may select any one creature within his line of sight and attempt to exchange his type and subtype with those of the creature for a number of minutes equal to ½ his wisdom modifier. The creature is entitled to a Will save with a DC equal to (10+Wis+1/2 arbiter levels). If the save succeeds, nothing happens and the creature becomes aware of the arbiter’s attempt and learns of the arbiter’s location. If the save fails, the subject loses consciousness for one second. Upon returning to consciousness, the type and subtype of the creature are now the arbiter’s and vice-versa. During this ability, the effect may not be negated by anything short of a wish or miracle. All of the creatures abilities remain the same, even if they would normally be dependent of their type/subtype. However, they now only have the resistances/immunities that the Arbiter would have possessed and vice-versa.

    Exarch of True Balance (Ex): By 20th level, the Arbiter has become a living conduit to the Great Balance. His body and soul have become channels by which the Great Balance makes itself manifest in the world. To that end, the Arbiter has been granted powers beyond those of mortal men. His Negation pool is now equal to half his class level, rather than one-quarter, and the bonus/penalty to movement speed granted by his Greater Aura of Nobility now becomes 10’. Furthermore, enemies who make a successful save against his Shifting the Scales ability now have ¾ rather than ½ of the bonus taken. He continuously operates as if under freedom of movement, as the agent of the balance must be unfettered at all times, that he might serve to equalize the scales, lest the universe suffer. The true boon granted by his newfound power, however, is two-fold.

    First, the Arbiter is forevermore treated as a Native Outsider with the [Neutral] subtype and gains all the benefits of such status. Along with this, he gains a fly speed with perfect maneuverability equal to his land speed. Finally, once per day, he may cause time to stop altogether for the duration of one full round. During this round, the Arbiter may freely reallocate any and all numerical bonuses on the field to a number of points equal to 3x his Wisdom modifier. He may also shift any three status effects from any one participant in the battle to another, with no save, though he may not shift the dead or unconsciousness statuses. He may reposition any and all participants as he sees fit, as long as the total amount of distance, in feet, the participants are shifted (whether friend or foe) does not exceed 10x his Wisdom modifier. He may not use this ability to move participants vertically. Finally, the Arbiter may select any number of enemies and drain hit points from them such that the total amount of hit points fully heals one of the Arbiter’s allies. The total amount drained may not exceed the ally’s maximum hit points for any reason, and can be divided across any number of foes.

    Arbiter Spell List
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    0th level: Mage Hand, Mending, Flare, Light, Detect Poison, Detect Magic, Resistance, Guidance, Virtue, Amanuensis**, Caltrops**, Stick**

    1st level: Protection from X, Shield, Identify, True Strike, Charm Person, Enlarge Person, Expeditious Retreat, Magic Weapon, Reduce Person, Lesser Deflect*, Dispel Ward**, Resist Planar Alignment**, Benign Transposition* Targeting Ray*, Incite*, Inhibit*, Ebon Eyes*, Nerveskitter*, Portal Beacon*, Ray of Clumsiness*, Shield Bearer*, Spell Flower*, Bane, Bless, Doom, Entropic Shield, Conviction**, Vision of Glory**, Blessed Aim**, Ironguts**, Resurgence**, Lesser Vigor**

    2nd level: Protection from Arrows, Resist Energy, Detect Thoughts, See Invisibility, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Owl’s Wisdom, Eagle’s Splendor, Fox’s Cunning, Levitate, Deflect*, Dispelling Touch*, Master’s Touch*, Animalistic Power*, Share Talents*, Daggerspell Stance**, Dissonant Chant**, Distracting Ray**, Earth Lock**, Baleful Transposition**, Chain of Eyes**, Ray of Stupidity**, Belker Claws**, Earthbind**, Earthen Grasp**, Swift Fly**, Lively Step**, Scale Weakening**, Wings of Air**, Lesser Restoration, Shield Other, Remove Paralysis, Insight of Good Fortune*, Curse of Ill Fortune**, Divine Protection**, Living Undeath**, Quick March**, Stabilize**, Wave of Grief**

    3rd level: Dispel Magic, Magic Circle Against X, Protection from Energy, Arcane Sight, Tongues, Clairaudience/Clairvoyance, Wind Wall, Blink, Fly, Gaseous Form, Haste, Greater Magic Weapon, Keen Edge, Slow, Energy Aegis*, Energy Vulnerability*, Alter Fortune*, Crown of Might*, Crown of Protection*, Curse of Arrow Attraction*, Halt*, Avoid Planar Effects**, Reverse Arrows**, Amorphous Form**, Deeper Darkvision**, Diamondsteel**, False Gravity**, Girallon’s Blessing**, Shadow Phase**, Mass Snake’s Swiftness**, Spell Vulnerability**, Tremorsense**, Spidersilk**, Blindness/Deafness, Remove Curse, Remove Disease, Remove Blindness/Deafness, Hesitate*, Mass Aid**, Cloak of Bravery**, Mass Conviction**, Downdraft**, Hamatula Barbs**, Mass Resurgence**, Spark of Life**, Tremor**, Vigor**, Mass Lesser Vigor**

    4th level: Dimensional Anchor, Lesser Globe of Invulnerability, Remove Curse, Stoneskin, Detect Scrying, Locate Creature, Scrying, Lesser Geas, Mass Enlarge Person, Mass Reduce Person, Stoneshape, Stifle Spell*, Baleful Blink*, Call of Stone*, Mystic Surge*, Dispelling Screen**, Forceward**, Ray Deflection**, Greater Resistance**, Mass Resist Energy**, Wall of X**, Assay Spell Resistance**, Know Vulnerabilities**, Battle Hymn**, Backlash**, Mass Darkvision**, Voice of the Dragon**, Greater Wings of Air**, Death Ward, Restoration, Spell Immunity, Castigate**, Delay Death**, Panacea**, Recitation**

    5th level: Break Enchantment, Dismissal, Contact Other Plane, Prying Eyes, Rary’s Telepathic Bond, Animal Growth, Fabricate, Overland Flight, Passwall, Telekinesis, Transmute Rock to Mud, Transmute Mud to Rock, Permanency, Field of Resistance*, Dance of Blades*, Swift Etherealness*, Indomitability**, Planar Tolerance**, Refusal**, Wall of Dispel Magic**, Zone of Respite**, Mass Fire Shield**, Greater Blink**, Greater Enlarge Person**, Mass Fly**, Greater Reduce Person**, Mass Surefooted Stride**, Vulnerability**, Xorn Movement**, Atonement, Mark of Justice, Renewed Vigor*, Mass Curse of Ill Fortune**, Divine Agility**, Life’s Grace**, Incorporeal Nova**, Doomtide**, Mass Sanctuary**, Great Vigor**, Zone of Revelation**, Vulnerability**

    6th level: Antimagic Field, Greater Dispel Magic, Globe of Invulnerability, Repulsion, Guards and Wards, Analyze Dweomer, Legend Lore, True Seeing, Geas/Quest, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Owl’s Wisdom, Mass Eagle’s Splendor, Mass Fox’s Cunning, Disintegrate, Flesh to Stone, Move Earth, Control Water, Tenser’s Transformation, Chasing Perfection*, Aura of Evasion**, Ruby Ray of Reversal**, Seal Portal**, Superior Resistance**, Probe Thoughts**, Freezing Fog**, Cloak of the Sea**, Make Manifest**, Stone Body**, Subvert Planar Essence**, Heroes Feast, Energy Immunity**, Rejection**, Vigorous Circle**


    Key:
    *Player’s Handbook II
    **Spell Compendium



    Change Log:
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    1.0: Original version.
    1.1: Clarified Negation, heal/harm removed from spell list, clarified restrictions on Friendly Arbitration and Shifting the Scales, added restriction to Shared Knowledge.
    1.2: Made alignment "any neutral", reduced the skill list, granted full martial weapons proficiency, added Eclectic Learning, altered the saves of Shoulder the Burden and Shifting the Scales, listed the Orisons/Cantrips, moved Shoulder the Burden to 8th level (and it's improvement to 12th).
    1.3: Fixed fluff and typos, moved Shared Knowledge to 2nd level and Shifting the Scales to 4th, added Eclectic Learning, clarified Shoulder the Burden and moved it to 9th level. Added Parity and Turn the Tables.
    1.4: Added Level the Field and changed Eclectic Learning to Advanced Learning. Also added clarification about bonuses. Added Sight of the Balance.
    Last edited by TravelLog; 2012-05-11 at 04:10 PM.
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Why is he casting as an arcane caster? Why not divine? It seems to fit the fluff better.
    LGBTA+itP

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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Quote Originally Posted by Eldest View Post
    Why is he casting as an arcane caster? Why not divine? It seems to fit the fluff better.
    To a large degree, I agree with you. However, a large number of his spells are arcane in nature. More importantly, a lot of his arcane spells are granted a level earlier as divine spells, which I didn't want to prevent his power from being too inflated. Also, it would simply grant the Archivist even more spells from which to draw on.

    Still, if convincing enough arguments can be provided, I would be more than pleased to return it to divine casting (which is what it was originally).
    Last edited by TravelLog; 2011-11-03 at 05:09 PM.
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Quote Originally Posted by TravelLog View Post
    To a large degree, I agree with you. However, a large number of his spells are arcane in nature. More importantly, a lot of his arcane spells are granted a level earlier as divine spells, which I didn't want to prevent his power from being too inflated. Also, it would simply grant the Archivist even more spells from which to draw on.

    Still, if convincing enough arguments can be provided, I would be more than pleased to return it to divine casting (which is what it was originally).
    One, you made the spell list and the class. Just say he although it's usually a level 3 divine spell, for this guy it's level 4. Two, the Archivist is already tier one. You are afraid of people finding your homebrew, getting it cleared by the DM, and then saying "I don't want to play an Arbiter, I just want the arcane spells as divine". I think anybody who goes through that much effort to get the spells and their DM is cool with it is OP, yes, but he obviously wanted to be OP and the DM is ok with that power level.
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Quote Originally Posted by Eldest View Post
    One, you made the spell list and the class. Just say he although it's usually a level 3 divine spell, for this guy it's level 4. Two, the Archivist is already tier one. You are afraid of people finding your homebrew, getting it cleared by the DM, and then saying "I don't want to play an Arbiter, I just want the arcane spells as divine". I think anybody who goes through that much effort to get the spells and their DM is cool with it is OP, yes, but he obviously wanted to be OP and the DM is ok with that power level.
    Well, fair enough. Divine spells it is. You'll notice itwas easy to convince me, largely because I've been searching for a reason to make the spells divine. Thank you for being the tiny nudge in that direction.

    Any other thoughts on the class as a whole or about its abilities?
    Last edited by TravelLog; 2011-11-03 at 05:26 PM.
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    It has no spells/day for level 20. Or the chart has an extra line.

    Improved Aura of Neutrality (Ex): Having grown in power, and found within themselves an unbreakable link to the Great Balance, a 6th level arbiter’s aura increases in strength and is now able to affect enemies. Enemies within 5 feet/Arbiter level of the arbiter take a -1 penalty to their AC and attack rolls, rounded down. Furthermore, the bonus to allies now affects damage rolls in addition to AC and attack rolls.
    Rounded down?

    Negation (Ex): Through his studies, the arbiter has learned how to channel the force of the balance directly, rather than indirectly through an aura or through the allocation of bonuses or penalties. At 10th level, the arbiter gains a pool of Negation points equal to ¼ his class level, rounded down. By using these points, which refresh themselves at the beginning of each day, the arbiter may negate any one action taken by a single foe which would affect the arbiter or his allies. In essence, the arbiter is providing an equal and opposite force to counteract whatever ability the opponent uses that might destabilize the balance in his or her own favor.
    How many negation points to negate an action? Does it change for each type of action?

    Exarch of True Balance (Ex): By 20th level, the Arbiter has become a living conduit to the Great Balance. His body and soul have become channels by which the Great Balance makes itself manifest in the world. To that end, the Arbiter has been granted powers beyond those of mortal men. His Negation pool is now equal to half his class level, rather than one-quarter, and the bonus/penalty to movement speed granted by his Greater Aura of Nobility now becomes 15’. He continuously operates as if under freedom of movement, as the agent of the balance must be unfettered at all times, that he might serve to equalize the scales, lest the universe suffer. The true boon granted by his newfound power, however, is two-fold.

    First, the Arbiter is forevermore treated as a Native Outsider with the [Neutral] subtype and gains all the benefits of such status. Along with this, he gains a fly speed with perfect maneuverability equal to his land speed. Finally, once per day, he may cause time to stop altogether, as the spell time stop for a single round. During this round, the Arbiter may freely reallocate any and all numerical bonuses on the field to a number of points equal to 3x his Wisdom modifier. He may also shift any three status effects from any one participant in the battle to another, with no save. He may reposition any and all participants as he sees fit, as long as the total amount of distance the participants (whether friend or foe) does not exceed 10x his Wisdom modifier. He may not use this ability to move participants vertically. Finally, the Arbiter may select any number of enemies and drain hit points from them such that the total amount of hit points fully heals one of the Arbiter’s allies. The total amount drained may not exceed the ally’s maximum hit points for any reason, and can be divided across any number of foes.
    (focusing mainly on the time stop shenanigans)
    While colorful, can't you technically transfer the "dead" status effect from one of your allies to somebody else, and then heal the now alive but at -10hp ally to full by draining the other enemies? What's stopping the Arbiter from repositioning somebody over a cliff, or over a portable hole that will get closed on the next action? The last one sounds pretty cool, actually (if unfeasible).
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    Thumbs up Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    This guy has two class features- he moves bonuses and penalties, and he casts some spells. Simple, elegant, and at least T2. Full critique coming, but I love this.

    In fact, it has made me want to make my first TN character.
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Quote Originally Posted by SamBurke View Post
    This guy has two class features- he moves bonuses and penalties, and he casts some spells. Simple, elegant, and at least T2. Full critique coming, but I love this.

    In fact, it has made me want to make my first TN character.
    That's one of the highest compliments I've received for my work. I look forward to your critique, and I'm glad you like the class.


    Quote Originally Posted by Eldest View Post
    It has no spells/day for level 20. Or the chart has an extra line.
    The chart has an extra line. I separated and spoilered it.

    Rounded down?
    Don't know where that came from. Fixed.

    How many negation points to negate an action? Does it change for each type of action?
    One negation point per action.

    (focusing mainly on the time stop shenanigans)
    While colorful, can't you technically transfer the "dead" status effect from one of your allies to somebody else, and then heal the now alive but at -10hp ally to full by draining the other enemies? What's stopping the Arbiter from repositioning somebody over a cliff, or over a portable hole that will get closed on the next action? The last one sounds pretty cool, actually (if unfeasible).
    Clarified so that you cannot transfer the "dead" status or "Unconscious". Also, the arbiter can indeed position someone over a cliff. At 20th level, he has earned the right to be able to do so, especially given that he will have chosen to take the class all the way through rather than PrC out.
    Last edited by TravelLog; 2011-11-03 at 06:35 PM.
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Aura of Neutrality strikes me as, if anything, the exact OPPOSITE to neutrality; if it were neutral, it would EQUALIZE bonuses (so the Tarrasque and a random commoner would be on more equal footing), rather than unbalancing things in a rather partisan manner.
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Quote Originally Posted by Amechra View Post
    Aura of Neutrality strikes me as, if anything, the exact OPPOSITE to neutrality; if it were neutral, it would EQUALIZE bonuses (so the Tarrasque and a random commoner would be on more equal footing), rather than unbalancing things in a rather partisan manner.
    When I was first making the class, that is exactly the way I had it. BUt then I realized that it would in fact be more unbalanced overall since it would allow the party to take on opponents outside of their normal ability. The way it is now is rationalized as the opponents are attacking the embodiment of the balance (the Arbiter) and are thus negatively affecting the balance. To counter this, allies are empowered and enemies are weakened so that the Arbiter can prevail and continue to affect the balance.

    That said, if you have any suggestions about how to implement the equalization aspect, I'd love to hear it.

    Other than that, do you have any other thoughts about the class?
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    I'm confused. This character has no seeming connection with either the positive or negative energy plane, is unable to cast cure or inflict spells, yet you gave him both heal and harm out of nowhere at level 6. That just strikes me as a little iffy fluff-wise.

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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Quote Originally Posted by NeoSeraphi View Post
    I'm confused. This character has no seeming connection with either the positive or negative energy plane, is unable to cast cure or inflict spells, yet you gave him both heal and harm out of nowhere at level 6. That just strikes me as a little iffy fluff-wise.
    Hold over from the brainstorming stage. Consider them removed. Other thoughts?
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Well, I promised to look this over completely. So, I have. Note: sarcasm levels are high. Please wear radiation suits. All hazardous material is marked in Dark Red, and may indicate a failure of truth, an indication of a considered problem, or a lack of social interaction. Proceed with caution. Lethal Farce is authorized.

    Also, included in this are a few little things I noticed; places that I was an optimizer breaking this class.
    ---
    In keeping with RPG tradition, I'll use the Treatmonk (c) system:


    Bad. Whether it's a necessary counter-balance, or just something to fill the levels, this isn't the best part.
    Situational. This is something that's OK, in some places.
    Good. A strong choice, useful.
    GREAT! A great part of the class, something to look for.

    Let's dig in!

    Chassis

    Alignment: True Neutral. Fluffy drawback to the class. This shouldn't come up very much at all, TN is the notorious "I couldn't decide", so you can act Good/Evil anyway.

    Hit Dice: d8. It's not a d10, but, you can walk into melee for short spurts (did I say short? I should have said infinitesimal.). Average.

    Skills: 4+Int. Starting to see a pattern? Decent enough skill bonus, but nothing fancy. The likelihood you'll actually have a reasonable Int bonus is low. You're not going to ever be a skill monkey ([COLOR="dark red"]Strike that, you will... Pretty soon, too...[/COLOR])...

    Skill List. Everything is on here that you could possibly need, except possibly Bluff and K: Local. Oh, and SPOT. Which was oddly enough, left off of a Wisdom-based class. [Note to TravelLog, I'd put Spot on the list. Just saying.]

    Best things to pick up are going to be: Diplomacy (for all the awesome stuff you can do out of combat, it's just amazingly useful, no matter what), K: Arcana/K:Planes/K:Religion (This should cover the majority of important enemies fought, and are the three most common, not including Nature), Sense Motive (Useful as well, and keys off of Wis), and UMD (Sure, you won't be great with Cha, but it's an amazing skill, and one anyone who has should use).

    Next, Class Features.

    Spellcasting
    Well, you've got a spell list, and some spell casting! YAY! However, you don't actually get spells until level 3 (Actually, at level 2, you'd get the ones from having a high Wis score, but still), so don't count on these. The progression is kinda anemic, as it should be. Your spell casting is NOT your main shtick, but it has enough of the good stuff (True Strike, Enlarge Person, Charm Person, so on and so forth) to make it worth investing time in. I'd look through this spell list, and cross-check with the Spell Compendium (which is not on hand, right now...)

    This class (arcane) gets a ton of different types, too: Heal/Harm (Literally. Lesser Vigor, too, Restoration, Remove Blindness, etc, etc. Not much, but it's enough to be a second-string cleric.), buffs out the wazoo (Fly, Blink, Haste, Stoneskin, Nerveskitter, Bear's Strength, Greater Magic Weapon, just to mention a few of the best), some LIMITED battle-field shaping (Control Water, AMF, Passwall. Not really much), Even blasting! (kinda. Don't get your hopes up, it's just Disintegrate). There's some stuff that you may want. BUT NOT MUCH.

    Your main problem is really the number of spells you can cast. It's not much. However, there's an AWESOME clause in the spell casting section: you know all your spells, but cast spontaneously. So, even if you don't get a whole bunch of spells, you have enough choices and versatility to do good stuff with it. All in all, only the tiny number of spells keeps this from being AWESOMER than AWESOME. Still pretty stinking good, though.

    Aura of Neutrality and shifting bonuses.
    Your other class feature. It is basically the area in which FRIGGIN EPIC happens. Yeah. Like that. No, I'm serious. Also, you often don't even need to pay attention to this limitation: it's anywhere were an ally is. Yup.

    Also, you gain a ton of abilities to move scores around, unhindered by distance.

    Breakdown:

    1.At first level (assuming standard Wis of 18), you can give adjacent people a +1 bonus to AC/Attack. This, I suppose, includes you. You may also shift it any bonuses to AC, Attack/Damage, and ABILITY SCORES to other people. You have a 12 in Charisma? Give your party bard a +1. Nice, not OP. It is limited by 1/2 Wis.

    [TravelLog: Friendly Arbitration is written a little confusingly, especially the part that reads:
    Quote Originally Posted by TravelLog
    The total must equal the original bonus, no matter how it is distributed.
    I'm not sure quite what this means. ]

    2. At level 2, you can take away a single enemy's bonus to AC, and give it to yourself. This means that (assuming the enemy failed his save), you are now the local station for the AC Train. When you take out an enemy's AC bonus, you ship it to the nearest useless needy melee character. Very, very, good. You are now the ultimate debuffer/buffer combo.

    It is at this point that I say this: there is no possible way that any one enemy will make this save later than level 3 with anything past god-induced luck. Why? I'm glad you asked. The save is 10+ Wis + Level. This means at level 3, when most people are casting level 2 spells and getting a DC of 15, you're taking away people's basic stats, and it's at a DC of 17 (Wis +4, + 3 level). Anything past this scales WAY faster than anyone can keep up with, and your ability is now pretty much at will. Which makes sense, though. Kind of.

    But, as our now deceased favorite TV Salesman Billy Mayes would tell us... "WAIT! There's more!"


    Level 3: You now are a skill monkey. And you don't have to invest in skills. Say you need to give knowledge to your caster as he is trying to figure out what an item is? No worries. You can take a -10 to Spellcraft, and then the wizard has everything he needs. Is your rogue needing to get his hide saved after a very bad bluff roll? Meh, give him a +30. So long as you don't need to bluff, (you better hope you don't, too! Cause you'd be majorly flubbed). Also, your Necromancer buddy has a great new pet for raising: the rogue (who committed suicide by now).



    You also get a +2 as to what bonuses of yours you can give to your friends.

    Level 4: You can now switch save bonuses around. Not stellar, but I guess it could be useful sometimes. Also, you gain the ability to switch around bonuses from your "Shifting the Scales" ability to your allies. Erm. More directly? There's no reason why you wouldn't have already been shifting it to them piece by piece before, so not big. However, a big thing is that even on a successful will save that your enemies can't possibly make without massive amounts of DM Fiat, you get 1/2 the bonus anyway!

    From here on out, it ONLY. GETS. BETTER. Level 8 gives you MISS CHANCE, Initiative, and also speed. Nice. Also, a second enemy. MOAR advantages! Level 12 gives you DR/Resistance. Perfect! My enemy now is left with their Su/Ex/SLAs. Not much in the way of defense.

    At this point, the class is complete to me. BUT! "There's more!"

    From here on out (starting at level 6, actually...), you can shift your negative conditions and bonuses BACK to your enemy, and give yourself theirs. You boost your allies' speed. Oh. AND NEGATE ANY ACTION that anyone can take. This means that as long as you have negation points, everyone in your party is safe. Problem is that you have next to none of these.

    At level 20, you get Time Stop. This is nice, and provides the perfect time to rebalance the field. By the time 1d4+1 rounds are up, your enemies will have NO bonuses to ANYTHING. No defenses. Oh, and did I mention that you're an outsider with a perfect fly speed?

    You are now the proverbial taker of candy from babies. Enjoy.

    ---

    There's a more or less rambling explanation of my thoughts on the class. I think it needs some work... I just now realized how powerful that thing is.
    Last edited by SamBurke; 2011-11-04 at 01:49 AM.
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    Quote Originally Posted by TravelLog View Post
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    *snip* ...Hands down the funniest class critique ever... *snip*
    I cannot tell you the number of times I laughed while reading this.

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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Quote Originally Posted by SamBurke View Post
    Hands down the funniest class critique I have ever read.
    I cannot tell you the number of times I laughed while reading this. HOWEVER, as funny as it was, I had a hard time telling where you were being serious and where you were being funny. Moreover, I'm still trying to figure out what your main suggestions are (besides adding Spot and making a distance limitation on the shifting of bonuses etc.)

    Also, the time stop lasts for only one round, not that it makes a huge difference.

    In summary: what changes to do you recommend and what do you feel is in fact underpowered/overpowered?

    Note: When I say "numerical bonuses" I'm talking about enhancements and such, not natural bonuses. Say for example that the Arbiter has a cloak of Charisma +6. He could reallocate that to his allies, but not the +10 total bonus from having the cloak and a natural Charisma of 18. The same goes for if he has Eagle's Splendor, etc.

    This needs to be clarified. The wording is tricky though. Suggestions?

    As for skills, you obviously can only take as much of a penalty as the number of ranks you have in the skill...
    Last edited by TravelLog; 2011-11-04 at 12:47 AM.
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Quote Originally Posted by TravelLog View Post
    I cannot tell you the number of times I laughed while reading this. HOWEVER, as funny as it was, I had a hard time telling where you were being serious and where you were being funny. Moreover, I'm still trying to figure out what your main suggestions are (besides adding Spot and making a distance limitation on the shifting of bonuses etc.)

    Also, the time stop lasts for only one round, not that it makes a huge difference.

    In summary: what changes to do you recommend and what do you feel is in fact underpowered/overpowered?

    Note: When I say "numerical bonuses" I'm talking about enhancements and such, not natural bonuses. Say for example that the Arbiter has a cloak of Charisma +6. He could reallocate that to his allies, but not the +10 total bonus from having the cloak and a natural Charisma of 18. The same goes for if he has Eagle's Splendor, etc.

    This needs to be clarified. The wording is tricky though. Suggestions?

    As for skills, you obviously can only take as much of a penalty as the number of ranks you have in the skill...
    Ok. May I sig that?

    I will put all the sarcasm in a color like purple. Will that help?

    I'm not talking so much about the range as the amount that you can take away from people (though range helps), which should have a limit.

    I didn't see that restriction, posting about it might elp.
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    Quote Originally Posted by TravelLog View Post
    Quote Originally Posted by SamBurke View Post
    *snip* ...Hands down the funniest class critique ever... *snip*
    I cannot tell you the number of times I laughed while reading this.

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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Quote Originally Posted by SamBurke View Post
    Ok. May I sig that?

    I will put all the sarcasm in a color like purple. Will that help?

    I'm not talking so much about the range as the amount that you can take away from people (though range helps), which should have a limit.

    I didn't see that restriction, posting about it might elp.
    Be my guest. I'll work on a range. Also there is a limit on the number of points he can take. It's Wisdom modifier at 2nd, 1.5x Wisdom modifier at 8th, and 2.5x Wisdom modifier at 16th.

    And please do clarify the sarcasm. I love sarcasm myself, but in this circumstance, it's more harmful than helpful. :small tongue:

    I've clarified Shifting the Scales and Friendly Arbitration with the restriction as well.
    Last edited by TravelLog; 2011-11-04 at 01:17 AM.
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Quote Originally Posted by TravelLog View Post
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    Here's a less thumbnaily version of that picture, although it's still kind of small. And this is just quibbling over formatting, but you really don't need to spoiler the image if it's non-screenbreaking.

    BAB
    I'd just give them full BAB, for a good gishy chassis.



    CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
    *list*
    That's a pretty huge list of skills for 4+Int. I'd either bump it up to 6+Int or drop a few skills.

    Weapon and Armor Proficiency:
    Just give them full martial weapon proficiency. It's not exactly a game-breaker.

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    [/table]
    This really needed a level sidebar, so I added one.

    He knows all the spells from the Arbiter spell list of levels that he can cast and may cast the spells he knows without preparing them ahead of time.
    My first thought was "nooooooot good" (full spontaneous list casting is pretty great, especially when you have a really diverse spell list like the Arbiter), but looking at the progression, I think this is OK.

    I would add in Eclectic Learning, though, so you can expand your spell list a bit.

    Aura of Neutrality (Ex): As an exemplar of neutrality, an Arbiter at all times radiates an aura of neutrality. As a result, allies within 5 feet/Arbiter level of the arbiter gain a bonus to their AC and attack rolls equal to +1 per two Arbiter levels. As a part of his dedication to true neutrality, the arbiter has entered into a form of contract. If his alignment ever shifts such that it is no longer True Neutral, he loses all class features, and may not regain them until his alignment is True Neutral once again.
    Hmmm. This could use some more class features, and auras are severely underutilized in D&D (or rather, both classes that use them kind of suck). How about adding some more aura stuff, to take advantage of all of the effects that let you switch bonuses around?

    At any rate, I'd add a cap to it (or level it up as the class goes, so you can get a more uneven spread to fill in dead levels). Constant untyped massive bonuses are a bit much.

    Also, Code of Conduct stuff should really go in it's own section. I would also not make them lose class features, merely not allow them to progress any farther in the class. Less screwing over of players that way.

    Friendly Arbitration (Ex):
    Nice buffing ability, although I'm a little leery of someone getting a bunch of 1st level Arbiters for some insane buffing. but that's stinky cheese, soooooo that's less of a concern.

    Maybe bump it up a few levels, to spread out the class abilities?

    Also, question: I'm assuming that "bonus" means "buffs" the Arbiter is under, but that does need some clarifying (if it means pluses in general, this needs some reworking and additional clarification added in). Probably needs language clarifying that you have to spread out all of your bonus, not just part of it (I'm assuming that was the intent, but it's kind of unclear, hence the language).

    Shifting the Scales (Su):
    Noooot sure about this, although the standard action required to use it probably makes it okay.

    The enemy is entitled to a Will save with a DC equal to (10+Arbiter’s Wisdom modifier+Arbiter levels).
    This needs changing, though. Standard would be 10+(1/2 class level)+Wis modifier, otherwise you get some pretty unbalanced saves.

    In general, I think this and Friendly Arbitration need some more clarification as to exactly how they work and what you can do with them.

    Shared Knowledge:
    Neat. Though I'm not sure how well this works in practice, as to get an effective use out of it, you need two party members specialized in the same skill.

    Maaaaaaybe take a global -2 skill penalty to grant a +1 to any skill check an ally makes? Then up it at a later level up it to a straight -1 to +1 conversion.

    Shared Resolve:
    Neat.

    Improved Aura of Neutrality (Ex): Having grown in power, and found within themselves an unbreakable link to the Great Balance, a 6th level arbiter’s aura increases in strength and is now able to affect enemies. Enemies within 5 feet/Arbiter level of the arbiter take a -1 penalty to their AC and attack rolls, rounded down. Furthermore, the bonus to allies now affects damage rolls in addition to AC and attack rolls.
    -1 is kind of piddly, as it doesn't scale. I'd add in scaling, something like -1 for every 5 levels, or the aforementioned scaling by class to fill in the cursed dead levels.

    This is especially potent, as you already get an automatic buff to allies, so you need to consider how the two interact.

    Shoulder the Burden (Su):
    Needs an exact definition of what an "effect" is, unless you want Iron Heart Surge v. 2.0.

    Except actually more ridiculous, because you could transfer the effect of "being dead" to an enemy, reviving a friend completely free as well.

    (10+1.5x Wisdom modifier+Arbiter levels).
    Saves are kinda wonky again. This is a very, very good ability, so it doesn't need 1.5*Wis mod. I'd go with the tried and true 10+1/2 level+mod.

    At 9th level this becomes a move action, and at 12th level a swift action.
    I'd lose the swift action. This is really, really good. Not quite too good, but if you use it, you should be losing a relatively significant part of your actions.

    At 10th level, the Arbiter may shift a number of status effects equal to 1/3rd his Wisdom modifier. This can be in any combination of positive effects and negative effects among allies or enemies, though the enemies still are entitled to saving throws for each positive effect being taken from them and each negative effect being given them.
    I also would probably shift this up a couple of levels. Both to get it to a level where you can actually use 1/3 mod (you need a 22 Wis to get an use out of that), but also because this is seeming a little too bottom-loaded so far.

    Bonus Feat (Ex):
    Hm. Not quite sure yet, but why not [Balance] feats? Those seem like they're going to be a thing in the compendium, and certainly fit.

    Negation (Ex):
    Waaaaaaaaay too good. The action economy is sacred and should be treated like a live hand grenade (Bookworm from 20 minutes in the future: as I was reading over this review, I realized that I had inadvertently typed a sentence saying "chuck the action economy out the window fast", but I'm leaving it in, so nyeh) .

    Once a day is probably fine. Definitely needs a save, though.

    Greater Aura of Neutrality (Ex):
    Hm. Works, but see standard aura stuff above, etc.

    Though a speed booster that only works for you while you're within a limited distance from an ally is kind of odd and not that useful.

    A blanket "all aura effects on your allies persist for one turn after they leave the area" would probably be good.

    Exarch of True Balance (Ex):
    Thank you for adding other stuff beyond "you turn into an Outsider". The most common and the most boring capstone in D&D (someone's going to jump in here with "Rogue 20", so shut your face future someone).

    First, the Arbiter is forevermore treated as a Native Outsider with the [Neutral] subtype and gains all the benefits of such status.
    [Neutral] isn't a subtype. Although we could certainly make one for the compendium.

    Finally, once per day, he may cause time to stop altogether, as the spell time stop, for a single round.
    I wouldn't even include this, just make it a full-round action for simplification.

    During this round, the Arbiter may freely reallocate any and all numerical bonuses on the field to a number of points equal to 3x his Wisdom modifier. He may also shift any three status effects from any one participant in the battle to another, with no save, though he may not shift the dead or unconsciousness statuses. He may reposition any and all participants as he sees fit, as long as the total amount of distance, in feet, the participants are shifted (whether friend or foe) does not exceed 10x his Wisdom modifier. He may not use this ability to move participants vertically. Finally, the Arbiter may select any number of enemies and drain hit points from them such that the total amount of hit points fully heals one of the Arbiter’s allies. The total amount drained may not exceed the ally’s maximum hit points for any reason, and can be divided across any number of foes.
    All of these effects need a Will save from the enemies involved. Powerful no-save stuff is a no-no.

    Uh. Might need some clarification along the lines of the other abilities I mentioned.

    That's about it, really. Cool capstone. Let's you completely alter the field once a day.

    0th level: Cantrips
    Uh. What does this mean? I know they're cantrips, but we still need an appropriate list, so it's not "every cantrip ever". You also probably want to add in some orisons, anyway.

    ---

    Two things for general stuff:

    1) You need to be very, very careful when presenting this class. The True Neutral jackass Druid of balance is an old archetype, and it is also almost invariably disliked, because it's the sort of thing that either ends up being stupid or ends up being the excuse for an ******* player to be an *******. It also needs attention and care paid to it's philosophy, so they don't come across as lunatic schizophrenics that no sane person would actually join.

    This philosophy also needs to be playable. While it looks fun, the default fluff should never encourage you to backstab your Good friends because they're being too Good (i.e., no intraparty conflicts, which True Balance Neutral tends to cause). Thus, what exactly this class believes in needs kind of a reworking, unless you want to present an unplayable NPC class.

    This kind of segues into the next thing:

    2) I would remove the True Neutral alignment requirement, and replace it with "Must have a Neutral component in their alignment" (i.e., NG, NE, LN, CN, or TN). This serves two goals:

    The first is playability. While having a class that must adhere to a set alignment can be fun (I love playing Paladins), it is also a gigantic pain in the ass in so many ways. You must adhere to a strict philosophy, and while I love playing Paladins, I am also constantly second-guessing myself to think if I did the LG thing, or at least what my DM perceives as being LG. If you stray outside of the precepts of your philosophy, boom, your powers are gone. This is just not fun, at all.

    The second is the exact philosophy of the class. It is an incredibly tall order to live up to, more suited to mindless constructs than sentient beings. While there shouldn't be a "default" Arbiter order, almost any order that teaches such a philosophy is going to be somewhat forgiving by nature. As such, there are almost certainly Arbites who can't completely live up to the ideals of their organization, and such Arbites might have alignments somewhat off-line from TN.

    This, of course, ultimately ties back into playability. Making it less of a "must be TN" class allows a wider band of character concepts, and allows for growth and development along the band instead of being locked in place.

    2) TL;DR version: Makes the class more playable, adds more character options, both of those are good things.

    Also: If there was any class that needed the section that usually follows class entries about how a class actually operates within the world, this is it.

    So, anyway, in summation: Some of the abilities need some touching up, but I quite like what you have so far. I would rework a bit of the basic concept and philosophy of the class to make it more usable by players. I would loosen the alignment restriction to allow a broader band of concepts and avoid the constant "gotcha" any Paladin player keeps looking out for.

    Otherwise, so far, so good.
    Last edited by Mr.Bookworm; 2011-11-04 at 01:39 AM.
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Quote Originally Posted by TravelLog View Post
    Be my guest. I'll work on a range. Also there is a limit on the number of points he can take. It's Wisdom modifier at 2nd, 1.5x Wisdom modifier at 8th, and 2.5x Wisdom modifier at 16th.

    And please do clarify the sarcasm. I love sarcasm myself, but in this circumstance, it's more harmful than helpful. :small tongue:

    I've clarified Shifting the Scales and Friendly Arbitration with the restriction as well.
    Sarcasm clarified... didn't realize how much of it there was. Note: just because something is said sarcastically doesn't mean it's not applicable.

    Quote Originally Posted by TravelLog View Post
    I cannot tell you the number of times I laughed while reading this.
    This quote specifically is going into my sig, btw.
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Quote Originally Posted by Mr.Bookworm View Post

    I'd just give them full BAB, for a good gishy chassis.
    I'm hesitant about this, but I'll consider it.


    That's a pretty huge list of skills for 4+Int. I'd either bump it up to 6+Int or drop a few skills.
    Nixed a number of skills.


    Just give them full martial weapon proficiency. It's not exactly a game-breaker.
    Done.


    This really needed a level sidebar, so I added one.
    My thanks.
    My first thought was "nooooooot good" (full spontaneous list casting is pretty great, especially when you have a really diverse spell list like the Arbiter), but looking at the progression, I think this is OK.

    I would add in Eclectic Learning, though, so you can expand your spell list a bit.
    Will do once I make your other changes and figure out what levels have things and which don't.

    Hmmm. This could use some more class features, and auras are severely underutilized in D&D (or rather, both classes that use them kind of suck). How about adding some more aura stuff, to take advantage of all of the effects that let you switch bonuses around?

    At any rate, I'd add a cap to it (or level it up as the class goes, so you can get a more uneven spread to fill in dead levels). Constant untyped massive bonuses are a bit much.

    Also, Code of Conduct stuff should really go in it's own section. I would also not make them lose class features, merely not allow them to progress any farther in the class. Less screwing over of players that way.
    Gave Code of Conduct it's own section, and I agree about more class features. There is a cap though, at 2nd it's Wis mod, at 8th its 1.5x wis mod and at 16th it's 2.5x Wis mod.

    Nice buffing ability, although I'm a little leery of someone getting a bunch of 1st level Arbiters for some insane buffing. but that's stinky cheese, soooooo that's less of a concern.

    Maybe bump it up a few levels, to spread out the class abilities?

    Also, question: I'm assuming that "bonus" means "buffs" the Arbiter is under, but that does need some clarifying (if it means pluses in general, this needs some reworking and additional clarification added in). Probably needs language clarifying that you have to spread out all of your bonus, not just part of it (I'm assuming that was the intent, but it's kind of unclear, hence the language).
    See below. As for cheese, that's not the primary concern, at least until the class if more finished.


    This needs changing, though. Standard would be 10+(1/2 class level)+Wis modifier, otherwise you get some pretty unbalanced saves.

    In general, I think this and Friendly Arbitration need some more clarification as to exactly how they work and what you can do with them.
    Fixed the save in both places. And I agree. Trying to figure out how to clarify it.


    Neat. Though I'm not sure how well this works in practice, as to get an effective use out of it, you need two party members specialized in the same skill.

    Maaaaaaybe take a global -2 skill penalty to grant a +1 to any skill check an ally makes? Then up it at a later level up it to a straight -1 to +1 conversion.
    Hmm... I'll think about this.

    -1 is kind of piddly, as it doesn't scale. I'd add in scaling, something like -1 for every 5 levels, or the aforementioned scaling by class to fill in the cursed dead levels.

    This is especially potent, as you already get an automatic buff to allies, so you need to consider how the two interact.
    It was meant to be +1 every 5 levels, and I clarified it. True as to your second point...

    Needs an exact definition of what an "effect" is, unless you want Iron Heart Surge v. 2.0.

    Except actually more ridiculous, because you could transfer the effect of "being dead" to an enemy, reviving a friend completely free as well.

    I also would probably shift this up a couple of levels. Both to get it to a level where you can actually use 1/3 mod (you need a 22 Wis to get an use out of that), but also because this is seeming a little too bottom-loaded so far.
    Agreed. Suggestions?

    Hm. Not quite sure yet, but why not [Balance] feats? Those seem like they're going to be a thing in the compendium, and certainly fit.
    I want to see what feats end up as [Balance] feats before I do that.


    Waaaaaaaaay too good. The action economy is sacred and should be treated like a live hand grenade (Bookworm from 20 minutes in the future: as I was reading over this review, I realized that I had inadvertently typed a sentence saying "chuck the action economy out the window fast", but I'm leaving it in, so nyeh) .

    Once a day is probably fine. Definitely needs a save, though.
    Hmm. Well how about 3 times a day? And what save do you think would be appropriate?


    Hm. Works, but see standard aura stuff above, etc.

    Though a speed booster that only works for you while you're within a limited distance from an ally is kind of odd and not that useful.

    A blanket "all aura effects on your allies persist for one turn after they leave the area" would probably be good.
    Sigh, I'll have to figure out more aura stuff.

    [Neutral] isn't a subtype. Although we could certainly make one for the compendium.
    We should indeed do so.

    I wouldn't even include this, just make it a full-round action for simplification.
    Done.

    Uh. What does this mean? I know they're cantrips, but we still need an appropriate list, so it's not "every cantrip ever". You also probably want to add in some orisons, anyway.
    Listed the cantrips and orisons received.


    Whew.

    Thank you very much for the extremely thorough and thought provoking critique. I still have a lot to do, but I'd love any continued suggestions you may have. Were there any particular aura abilities you had in mind? And most importantly, how would you suggest clarifying Shoulder the Burden, Shifting the Scales, and Friendly Arbitration?
    Last edited by TravelLog; 2011-11-04 at 02:10 AM.
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Quote Originally Posted by SamBurke View Post
    Sarcasm clarified... didn't realize how much of it there was. Note: just because something is said sarcastically doesn't mean it's not applicable.
    Understood. This is still a big work in progress, so I'll be definitely taking your and Mr. Bookworm's suggestions/comments into account.

    On another note entirely, it's an honor to have been sigged by someone.
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    My comments/Critique

    As others have already made points about the spellcasting, skills, and proficiencies I have nothing else to add.

    Other than you have a minor typo under the designer's note under spellcasting.
    His fluff is distinctly dine in nature, and so all spells are cast as though divine.
    Aura of Neutrality
    Like thats its Ex. However, as written it grants a +1 bonus at level 2. Reword? "Grants a +1 bonus to all allies within X to X, with an additional +1 every two Arbiter class levels you posses"

    Or something like that.

    The rest of the abilities look fine, and I don't have much more to add. The spell list is interesting, being filled with buffs but I can see why you added them. I feel like there should be a melee related ability seeing as the Arbiter is proficient with all martial weapons... Perhaps a way to remove enhancement bonuses on an enemies weapon and add it to his weapon instead. Average the enhancement bonuses, and round down. It would basically grant an arbiter a magic weapon (Always carry a MW weapon and you can just suck your enemies weapon enhancement away. It would also be a nice balance type ability)

    I dunno, maybe thats a horrible idea.

    Still, a melee ability would be nice. Perhaps make a tree? Offer a melee ability, a ranged one, or some boost to spells?

    More options is always better.

    Hope this helps/made sense.

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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    I've made a number of clarifications, fixed some typos, and added Eclectic Learning, Parity, and Turn the Tables.

    I'm still trying to figure out more aura abilities, so hopefully those will also be forthcoming.
    Last edited by TravelLog; 2011-11-05 at 05:34 PM.
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    AHA! This is faaaaarrrrr more balanced, TravelLog.

    I like the stuff you've put in, though I think you may need to define a specific term and stick to it, because I noticed in some of the abilities are unclearly worded, and thus ripe game for power gamers.

    Specific Question: what is a "positive status effect", precisely?
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Quote Originally Posted by SamBurke View Post
    AHA! This is faaaaarrrrr more balanced, TravelLog.

    I like the stuff you've put in, though I think you may need to define a specific term and stick to it, because I noticed in some of the abilities are unclearly worded, and thus ripe game for power gamers.

    Specific Question: what is a "positive status effect", precisely?
    Basically any non-numerical beneficial buff. Haste, enlarged, being under the effects of shield other, endure elements, invisibility, blur, displacement, freedom of movement, protection from energy, having water walk or air walk on, tongues, true seeing, etc. (and that was just a few from the cleric list). The list is enormous.

    Also, over 400 views and only a couple comments not by me? I would really like to hear people's thoughts.
    Last edited by TravelLog; 2011-11-06 at 09:25 PM.
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Here's an ability I've been meaning to use in a base class; you can steal it for this one, if you'd like.

    Corrections of Fate (Su): At Xth level, a Y gains an aura of equalized fate; within this aura, the actions of their allies and enemies gain a little bit of a bias towards the middle of probability.

    All allies within the aura treat the value on the following table as if it were the minimum they can possibly roll on a d20; if they roll lower than that value, they are treated as if they rolled that number instead. Equally, all enemies treat the listed value as if it were the HIGHEST value they can possibly roll; if they roll higher, than they are treated as if they instead rolled that amount.

    {table=head]Y Level|Aura Radius|Ally Value|Enemy Value
    1|10'|2|19
    2-4|15'|3|18
    5-7|20'|4|17
    8-9|25'|5|16
    10-12|30'|6|15
    13-14|35'|7|14
    15-17|40'|8|13
    18-19|45'|9|12
    20|50'|10|11[/table]

    There. That is how I would set everything up to "even the scores" Your allies tend to have lower stats than the monsters, so by penalizing the monsters rolls, things even out.

    Plus, you lose the ability to auto-fail, and your opponents lose the ability to auto-succeed. It's like a weakened version of Platinum Angel.
    Last edited by Amechra; 2011-11-06 at 09:48 PM.
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    I can see shield other potentially leading to problems. What happens if you take that spell from an enemy? You take half damage and one of the other enemies takes the other half.
    That actually sounds incredibly in the spirit of the Arbiter, now that I think of it.
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    I think the reason you're getting so little PEACH, TravelLog, is because this is such a novel concept. There's pretty much nothing like it in 3.5, so no one has any precedents to base any judgment off of, much like a court case where you can't justify suggesting any changes or saying whether something is unconstitutional if it's never been brought up in court before.

    That said, I really like the parity of power ability. However, I'm not sure that you should let eclectic learning give you anything. I mean, it doesn't make much sense for an arbiter to start tossing around fireballs, or suddenly raise deading everything.

    Advanced Learning always keeps a shared theme with the class. I personally don't agree with the Eclectic Learning ability of the warmage at all and I ban it from my tables because it doesn't make any sense.

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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    So that's the reason half my 'brews don't get any feedback unless I start acting in an embarrassing manner in public; seriously, though, feedback-wise, you are getting a lot more than I usually get...

    I would say that the relocating class features should just state that it can only transfer untyped, morale, circumstance, competence, perfection, enhancement, sacred, profane, deflection, natural armor, size, and dodge bonuses and penalties; there, simple and to the point.

    Also, I would take a look at the Spellthief class, and ransack it for ideas on how to keep your stuff balanced (ha, I made funny).
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    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Quote Originally Posted by Amechra View Post
    Here's an ability I've been meaning to use in a base class; you can steal it for this one, if you'd like.

    Corrections of Fate (Su): At Xth level, a Y gains an aura of equalized fate; within this aura, the actions of their allies and enemies gain a little bit of a bias towards the middle of probability.

    All allies within the aura treat the value on the following table as if it were the minimum they can possibly roll on a d20; if they roll lower than that value, they are treated as if they rolled that number instead. Equally, all enemies treat the listed value as if it were the HIGHEST value they can possibly roll; if they roll higher, than they are treated as if they instead rolled that amount.

    {table=head]Y Level|Aura Radius|Ally Value|Enemy Value
    1|10'|2|19
    2-4|15'|3|18
    5-7|20'|4|17
    8-9|25'|5|16
    10-12|30'|6|15
    13-14|35'|7|14
    15-17|40'|8|13
    18-19|45'|9|12
    20|50'|10|11[/table]

    There. That is how I would set everything up to "even the scores" Your allies tend to have lower stats than the monsters, so by penalizing the monsters rolls, things even out.

    Plus, you lose the ability to auto-fail, and your opponents lose the ability to auto-succeed. It's like a weakened version of Platinum Angel.
    This is amazing. I was trying to figure out something like this but I kept running into the question of how to have it equally affect allies and enemies. I'm definitely putting this in (along with proper credit of course).

    Quote Originally Posted by NeoSeraphi View Post
    I think the reason you're getting so little PEACH, TravelLog, is because this is such a novel concept. There's pretty much nothing like it in 3.5, so no one has any precedents to base any judgment off of, much like a court case where you can't justify suggesting any changes or saying whether something is unconstitutional if it's never been brought up in court before.

    That said, I really like the parity of power ability. However, I'm not sure that you should let eclectic learning give you anything. I mean, it doesn't make much sense for an arbiter to start tossing around fireballs, or suddenly raise deading everything.

    Advanced Learning always keeps a shared theme with the class. I personally don't agree with the Eclectic Learning ability of the warmage at all and I ban it from my tables because it doesn't make any sense.
    Your words are full of wisdom. But seriously, that actually makes a great deal of sense now that I think about it. Often times I will see homebrew unlike anything I've encountered before and not know what to say. This is why I suppose.

    Also, I agree with your comments about Eclectic Learning. I'll change it to advanced learning. Maybe have it be any [Abjuration], [Transmutation], or [Divination] spell for arcane spells and any spell from the [Protection], [Balance], [Competition] and [Inquisiton] domains?

    Quote Originally Posted by Amechra View Post
    So that's the reason half my 'brews don't get any feedback unless I start acting in an embarrassing manner in public; seriously, though, feedback-wise, you are getting a lot more than I usually get...

    I would say that the relocating class features should just state that it can only transfer untyped, morale, circumstance, competence, perfection, enhancement, sacred, profane, deflection, natural armor, size, and dodge bonuses and penalties; there, simple and to the point.

    Also, I would take a look at the Spellthief class, and ransack it for ideas on how to keep your stuff balanced (ha, I made funny).
    That's good clarification. Thanks again Amechra.
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  30. - Top - End - #30
    Colossus in the Playground
    Join Date
    May 2011
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    My skills exceed yours!
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    Male

    Default Re: [3.5, Base] The Arbiter: Embodiment of Neutrality (PEACH)

    Quote Originally Posted by TravelLog View Post
    Your words are full of wisdom. But seriously, that actually makes a great deal of sense now that I think about it. Often times I will see homebrew unlike anything I've encountered before and not know what to say. This is why I suppose.
    Haha. You're talking to a guy who puts out at least one to two new pieces of homebrew per week. My words aren't full of wisdom, they're full of experience. Still, the class itself is nice, but without any words of wisdom to offer, most people don't want to waste your time by just posting "Oh, I love the concept but I don't have anything to add" so they just don't post period. (This is completely subverted when you post something that is hilarious/awesome on a different level, such as my Bro class)

    Also, I agree with your comments about Eclectic Learning. I'll change it to advanced learning. Maybe have it be any [Abjuration], [Transmutation], or [Divination] spell for arcane spells and any spell from the [Protection], [Balance], [Competition] and [Inquisiton] domains?
    Seems fair. You're still giving him access to the inflict line, but I guess it's not too much of a stretch for a divine caster to study and gain some influence over negative energy.

    By the way, I finally posted a class in my BoWIIFM, so take a look when you have a chance! [/shameless self-plug]

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