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Old 05-27-2010, 09:31 AM   Top  -  End  -  #1
Sereg
Barbarian in the Playground
 
Griffon
 
Join Date: Oct 2008
Location: 
South Africa
Gender: Male
Default Glowherd (base class, 3.5)

Hi there. I recently participated in Lord Gareth's "The Light Beckons" Base Class challenge. Unfortunately, my entry went unpeached. It did, however, earn some votes. This leads me to believe that some people are nevertheless interested in this class. Therefore, I've started this thread to work on the class, recieve peaches and expand upon it. As it was unpeached, there could be many problems that I am unaware of. I did say in the chat thread that I'm eager for ideas for new radiances and beams and have considered restricting some of them to higher level glowherds for balance purposes. Please let me know what you think. I'd like to end up with something fun and reasonably balanced at the end.

GLOWHERD

"These "glorified reading lights" as you call them, are the things that will ensure our victory!" - Swordfeather Kyrek, illumian glowherd

Glowherds are people whom have a supernatural influence on light. They have practised this influence until they are able to coax light into spheres called glows which they shepherd and cause to give off supernatural effects called radiances and beams. They appear to do this through force of will and mental persuasion.

Abilities: The difficulty class to resist the effect of a glowherd’s radiances and beams are based off Charisma, making that an important ability. With low hit points, constitution is also useful. As most of a glowherd’s attacks are ranged, dexterity could also be useful.

Role: Glowherds are mainly good for support, yet they have some debuffing and minor blasting abilities as well. They are also capable of serving as the party face.

Background: Like sorcerers, glowherds are usually untrained and simply discovered their abilities by accident. Those that were intrigued by their early experiments then proceeded to practice and attempt to control the light that they were influencing. Once s/he could draw out the light, it became instinct to form it into a ball and control it. Some individuals hear about other glowherds and attempt the abilities themselves before discovering that they have the talent.

Organization: As most glowherds are self-trained, there are no academies or similar organizations for them to join. However, glowherds are easily recognized for what they are, especially by other glowherds whom may be interested in joining them to trade advice and cooperate in mutually beneficial undertakings which results in small guilds being formed.

Alignment: Glowherds can be any alignment. Good glowherds are more common due to the associations that many culture’s have with light, their supportive role and the difficulty that glowherd’s have with using their powers for illegal, underhanded activities. Good glowherds wish to use their powers to help and support others. Evil glowherds see light as another thing to be controlled for their own benefit. Lawful glowherds see themselves as bringers of control to the phenomenon of light and often as tacticians like marshals. Chaotic glowherds are fond of trickery and manipulation and see lght as something else to practice these skills on.

Races: Blind races such as grimlocks cannot become glowherds s they cannot sense the light in order to manipulate it. Races that are light sensitive and/or which rely on ambush such as kobolds are rarely glowherds as the light is disadvantageous for them. Races that live below the surface are also unlikely to become glowherds as they are too familiar with darkness. As sun-lovers, humans are one of the races to host many glowherds. Elves are also at home in the open, admiring the sky which gives them many glowherds. Half-elves become glowherds for similar reasons to their parents. Some fey see light as a part of nature, to become one with, by becoming glowherds. Centaurs become glowherds for similar reasons to fey and elves. Lawful good aasimer sometimes see becoming a glowherd as a way of seeming closer to archons due to the similarity in appearance between glows and lantern archons.

Religion: Some glowherds see religion as irrelevant and only concentrate on their own natural talent. Others see their abilities as gifts from the gods that they should be thankful for. Religious glowherds tend to worship gods of light or celestial bodies such as Pelor. Some will instead worship gods of magic due to the supernatural nature of their powers. Many glowherds are attracted to Boccob whom they see as guardian of magic and mainly interested in his own powers, which they identify with.

Other Classes: Glowherds recognize the importance of having someone in armour with a big weapon to protect him/her and someone to heal his/hr wounds. They acknowledge that their powers are not good for being sneaky as well, so even if they find such classes distasteful, they realise that they cannot replace such individuals. Arcane casters are important for doing flashy things even if the glowherd feels that they can be condescending. In fact, as a supporting class, glowherds know the importance of teamwork and are good at it. The biggest rivalry with glowherds comes from bards as they fulfil similar roles while one uses sound and the other light. Rogues and similar classes can also be put off by the fact that light makes sneakiness more difficult.

Adaptation: As currently written, glowherds are rare as the use strange supernatural powers that few people know how to use. Maybe the process was recently discovered. Maybe it was taught and passed down through the generations in a particular tribe. Maybe it is a more literal gift from the gods. One may wish to make the class more-wisdom and less-charisma based in that case. Maybe the glows are spirits, undead or elementals in which case maybe the glowherd should be able to speak to them or give them familiar-like powers. Maybe this is related to psionics and uses power points. Alternatively it could use invocations or spell-like abilities.

Hit Die: d4

Starting Gold: 3d4 x 10 (75gp)

Starting Age: as bard.

Class Features

Class Skills: The glowherd's class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perform (Cha), Profession (Wis), Search (Int), Spellcraft (Int), and Spot (wis).

Skill Points at First Level: (4 + int modifier) X 4
Skill Points at Each Additional Level: 4 + int modifier

LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial GlowsRadiances Known Beams Known
1st
+0
+0
+0
+2
Dedication to Sight (Low-light Vision), Illumination Bonus +1 radiance Range 10 ft., Quench/Ignite111
2nd
+1
+0
+0
+3
Deflect112
3rd
+2
+1
+1
+3
Dedication to Sight (Darkvision) 122
4th
+3
+1
+1
+4
Illuminate223
5th
+3
+1
+1
+4
Dedication to Sight (Glare Resistance), Radiance Range 15 ft.224
6th
+4
+2
+2
+5
Favourable Lighting234
7th
+5
+2
+2
+5
Dedication to Sight (Blindness Resistance) 235
8th
+6/+1
+2
+2
+6
Illumination Bonus +2336
9th
+6/+1
+3
+3
+6
Dedication to Sight (Farsight) 346
10th
+7/+2
+3
+3
+7
Radiance Range 20 ft.347
11th
+8/+3
+3
+3
+7
Dedication to Sight (Keen Eyes) 348
12th
+9/+4
+4
+4
+8
Dazzle458
13th
+9/+4
+4
+4
+8
Dedication to Sight (Recognize Figment) 459
14th
+10/+5
+4
+4
+9
Remote Beam4510
15th
+11/+6/+1
+5
+5
+9
Dedication to Sight (Pierce Concealement) Radiance Range 25 ft.4510
16th
+12/+7/+2
+5
+5
+10
Illumination Bonus +35511
17th
+12/+7/+2
+5
+5
+10
Dedication to Sight (See invisibilty) 5512
18th
+13/+8/+3
+6
+6
+11
Reflect5612
19th
+14/+9/+4
+6
+6
+11
Dedication to Sight (True seeing) 5613
20th
+15/+10/+5
+6
+6
+12
Additional Primary, Illumination Bonus +4, Radiance Range 30 ft.6 6 14


Weapon and Armor Proficiencies: Glowherds are profficient with all simple weapons, as well as shortbows. They are not profficient with any form of armour or shields.

Glows: Glows are the defining feature of the glowherd. Every morning, the glowherd must spend an hour before a light source (the sun qualifies) and use his/her supernatural powers to draw in the light and coax it into balls of light called glows. The glowherd has full control over his/her glows which follow him/her around. The glows are able to move up to a distance away from the glowherd equal to 5 ft. more than their radiance range as long as they do not break line of effect. The number of glows that a glowherd shapes increases as s/he gains levels as indicated in the table. Each glow provides illumination and penalties to hide checks as if it were a torch. One glow is considered the glowherds primary glow and has an illumination bonus equal to one higher than that of the other glows. The glowherd can alternate which glow is his/her primary glow as a standard action which does not threaten an attack of opportunity. Glows and the effects that they produce are treated as spells of a level equal to their illumination bonus and with a caster level equal to the glowherd’s glowherd level. Dispelled glows are quenched.

Radiances: Each glow produces an effect on the allies or enemies of the glowherd within its radiance range. This effect is known as a radiance. The glowherd can switch the radiance of any of his/her glows to any other radiance that s/he knows as a standard action which does not threaten an attack of opportunity. Everytime that a glowherd learns a new radiance, s/he may replace one of his/her old radiances known in the same manner as a sorcrerer changing spells. The effects produced by radiances do not stack with each other.

Beams: If the glowherd’s primary glow occupies the same space as the glowherd him/herself, then the glowherd may fire any beam that s/he knows from the glow as a ranged touch attack. Doing so quenches the primary glow. Everytime that a glowherd learns a new beam, s/he may replace one of his/her old beams known in the same manner as a sorcrerer changing spells.

Quench/Ignite (su): The glowherd may quench one or more of his/her glows as a free action. Doing so removes all the benefits that the glow provides. While quenched, a glow provides no illumination and is invisible. To those who can see invisible objects, a quenched glow looks like a tiny atmospheric disturbance. The glowherd may ignite a quenched glow, returning all its benefits as a standard action which does not threaten an attack of opportunity.

Dedication to Sight: A glowherd is dependent on light and his ability to see it. If s/he is blinded, all his/her glows are immediately quenched and cannot ignite until the glowherd can see again. However, the glowherd has been rewarded for his/her training with his/her eyes. As a full-round action which provokes an attack of opportunity, the glowherd may cast cure blindness (self only) as a spell-like ability. Also, his/her eyesight improves as s/he gains levels. Unless overwise stated, these are extraordinary abilities.

At first level, the glowherd gains low light vision.

At third level, the glowherd gains darkvision.

At fifth level, the glowherd gains glare resistance, meaning that s/he has a bonus on saving throws versus being dazed or dazzled by a light source equal to his/her illumination bonus.

At seventh level, the glowherd gains blindness resistance, meaning that s/he has a bonus on saving throws versus being blinded equal to his/her illumination bonus.

At ninth level, the glowherd gains farsight. This doubles the distance that the glowherd can see as well as the range increment on all ranged attacks that the glowherd makes.

At eleventh level, the glowherd gains keen eyes meaning that s/he has a bonus on spot and search checks equal to his/her illumination bonus.

At thirteenth level, the glowherd gains recognize figment, meaning that s/he has a bonus on saving throws to disbelieve figments equal to his/her illumination bonus.

At fifteenth level, the glowherd gains pierce concealment. This removes the benefits of concealment for all attacks that the glowherd makes against any individual.

At seventeenth level, the glowherd gains see invisibility as the spell. This is a supernatural ability.

At nineteenth level, the glowherd gains true seeing as a spell-like ability (self only) as the spell.

Deflect (su): From 2nd level, the glowherd gains a deflection bonus to armour class equal to the number of unquenched glows in his/her space.

Illuminate (su): From 4th level, when a glow is in the same space as an enemy. All the glowherd's allies (including the glowherd him/herself) gain a circumstance bonus equal to the glowherd’s illumination bonus on attack rolls against that enemy.

Favourable Lighting (su): When s/he reaches 6th level, a glowherd can arrange his/her glows to make an individual look attractive, impressive or scary. S/he can give any individual a circumstance bonus on charisma based skill checks equal to the number of glows occupying the individual’s space.

Dazzle (su): A glowherd that is at least 12th level can cause a glow that is in the space of an enemy to flare in the enemy’s eyes as a standard action that does not provoke an attack of oppertunity. The enemy will have to make a fortitude save DC (10+glowherd level+charisma modifier) or be dazzled.

Remote Beam (su): At 14th level, the glowherd’s primary glow does not need to be in his/her space to fire a beam from it.

Reflect (su): At 18th level the glowherd can cause a beam that hits an enemy to fire at an additional enemy with a -2 penalty on the second attack roll.

Additional Primary (su): At 20th level, the glowherd may treat 2 of his/her glows as his/her primary glow at once, gaining all associated benefits.

Radiances:
Spoiler


Beams:
Spoiler

Last edited by Sereg : 06-26-2010 at 10:22 AM.
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Old 05-27-2010, 09:33 AM   Top  -  End  -  #2
Sereg
Barbarian in the Playground
 
Griffon
 
Join Date: Oct 2008
Location: 
South Africa
Gender: Male
Default Re: Glowherd (base class, 3.5)

Epic Glowherd Progression
Glowherd LevelSpecial
21st 
22nd 
23rd
Bonus feat
24th 
25th 
26th
Bonus feat
27th 
28th
Illumination Bonus +5
29th
Bonus feat
30th 

Illumination bonus: The glowherd’s illumination bonus increases by 1 every 8 levels after 20th level. S/he does not gain access to more glows, radiances or beams without feats though.

Bonus feats: The epic glowherd gains a bonus feat (selected from the list of epic glowherd feats) every three levels after 20th.

Epic Glowherd Bonus Feat List:
Additional Primary, Beam Focus, Distant Glow, Distant Shot, Empower Beam, Empower Radiance, Epic Illumination, Extra Beam, Extra Glow, Extra Radiance, Familiar Glow, Fast Glow, Illuminated Penetration, Maximise Beam, Multibeam, Quicken Beam, Quick Ignite, Rapid Radiance, Ricochet Beam, Splitbeam, Transdimensional Illumination, Widen Radiance.

Additional Primary [Epic]
You have multiple glows which you have invested enough power in to act as your primary glow.
Prerequisites: Illumination Bonus +4, at least one glow which is not a primary glow
Benefits: The number of glows treated as your primary glow increases by 1.
Normal: You may only have one primary glow, or two if you have the additional primary class feature.
Special: You may take this feat multiple times.

Beam Focus
You have practised firing your beams with additional accuracy and power.
Prerequisites: The ability to fire beams.
Benefits: You gain a +1 bonus to attack rolls made with beams and a =1 to the DC to resist their effects.
Special: This feat may be treated as Weapon Focus for the purposes of meeting prerequisites.

Distant Glow
You are capable of sending your glows further distances than normal.
Prerequisites: At least one glow.
Benefits: Your glows may travel an additional 10 ft. from your position.
Normal: Glows may only travel up to 5 ft. further than their radiance range.
Special: You may take this feat multiple times. Its effects stack.

Empower Beam
Your beams are more powerful.
Prerequisites: Illumination Bonus +2, ability to fire beams
Benefits: The variable effects of your beams are increased by 50%.

Empower Radiance
Your radiances are more powerful.
Prerequisites: Illumination Bonus +2, ability to generate radiances
Benefits: The effects of your radiances are increased by 50%.

Epic Illumination [Epic]
You have learned to manipulate light to create customized, epic effects.
Prerequisites: Illumination bonus +4
Benefits: Epic Illumination allows for the development and use of Epic Beams and Epic Radiances. They are created using a similar method to Epic Spells, but have a few differences, which among other things, makes them less flexible.

To design a custom Epic Beam or Epic Radiance, follow the instructions for creating Epic Spells with the following differences:

Epic Beams:

The area must be ray and duration must be treated as though it is five rounds unless the seed already specifies an instantaneous or permanent duration in which case such a duration may be left as is. Epic beams may use the Afflict, Armour, Banish, Destroy, Dispel, Energy, Slay and Transform seeds.

Epic Radiances:

Duration must be concentration. Range must be treated as 20ft. radius centred on yourself. Epic radiances may use the Afflict, Armour, Fortify and Ward seeds.

Both:

You cannot use backlash damage or additional participants as mitigating factors. They cannot be recorded on stone tablets. The casting time must be one standard action and there can be no somatic or verbal component.

Once you have designed the Epic beam or radiance, divide the resulting spellcraft DC that it would posses if it were an Epic spell by 10 to gain the “required bonus”. Your illumination bonus must exceed the resulting number in order to develop this Epic beam or radiance. If the glowherd wishes to develop this Epic beam or radiance, they must spend a week plus a number of days equal to the required bonus “researching” the Epic beam or radiance. This research involves meditating before a light source to try and “convince” the light to behave in the manner that the glowherd desires. At the end of this time period, the glowherd must make a charisma check with a bonus equal to his/her illumination bonus and a DC of 15 plus the required bonus. If the glowherd fails, they may continue meditating and make an additional attempt every day with a +1 cumulative circumstance bonus. If they succeed, they have learnt to use the Epic beam or radiance.

Using Epic Beams and Radiances:

To use an Epic beam or radiance, the glowherd must be neither fatigued nor exhausted and none of their glows may be quenched. Using an Epic beam is a full-round action which quenches all the glowherd’s glows and leaves him/her fatigued. Using an Epic radiance quenches all but one glow and requires concentration to maintain. When concentration is disrupted, the final glow is quenched and the glowherd is fatigued.

Note: I would like to thank Realms of Chaos, whose rules on cataclysms as part of his Xenotheurgy project were a large inspiration for these rules.

Extra Beam
Flavour text. You know more beams than most of your experience.
Prerequisites: Ability to fire beams.
Benefits: You gain an additional beam known.
Special: You may take this feat multiple times.

Extra Glow
Flavour text. You have more glows than most of your experience.
Prerequisites:At least one glow.
Benefits: You gain an additional glow.
Special: You may take this feat multiple times.

Extra Radiance
Flavour text. You know more radiances than most of your experience.
Prerequisites: Ability to generate radiances.
Benefits: You gain an additional radiance known.
Special: You may take this feat multiple times.

Familiar Glow
Flavour text. Your glows may follow your familiar as they would yourself.
Prerequisites: A familiar with which you may share spells, at least one glow.
Benefits: Your may treat your familiar as yourself for the purpose of where your glows may travel and when they may fire beams.

Fast Glow
Flavour text. Your glows dart out at high speed.
Prerequisites: At least one glow.
Benefits: The movement rate of your glows increases by 10 ft.
Normal: Your glows move at your own movement rate.
Special: You may take this feat multiple times. Its effects stack.

Illuminated Penetration
Your beams and radiances are more likely to pass through enemy spell resistance.
Prerequisites: At least one glow
Benefits: You gain a bonus equal to your illumination bonus on checks to penetrate spell resistance.

Maximise Beam
You have enhanced your beams to their maximum potential.
Prerequisites: Illumination Bonus +3, ability to fire beams
Benefits: Your beams have all of their variable effects maximised.

Multibeam [Epic]
You can fire beams from multiple glows at once.
Prerequisites: At least two primary glows, ability to fire beams.
Benefits: You may apply a –2 penalty to your attack rolls to fire a beam from an additional primary glow at the same time as your first. You may increase this penalty by an additional –2 for each additional beam but may not increase the penalty to higher than your base attack bonus.
Normal: You may only fire one beam from one primary glow at a time.

Quicken Beam
You can fire beams at high speed.
Prerequisites: Illumination Bonus +3, ability to fire beams
Benefits: You may fire a beam as a swift action.
Normal: It requires a standard action to fire a beam.

Quick Ignite
You can ignite your glows at high speed.
Prerequisites: Illumination Bonus +3, at least one glow
Benefits: You may ignite a glow as a swift action.
Normal: It requires a standard action to ignite a glow.

Rapid Radiance
You can change your radiances at high speed..
Prerequisites: Illumination Bonus +3, ability to emanate radiances
Benefits: You may change a glow’s radiance as a swift action.
Normal: It requires a standard action to change a radiance.


Ricochet Beam [Epic]
Your beams can bounce from enemy to enemy, affecting them all.
Prerequisites: Reflect, Illumination bonus +4, ability to fire beams
Benefits: Every time that your beam hits an enemy, you may apply a cumulative –2 penalty to the attack roll to try hit another. You may not increase the penalty to larger than your attack roll.
Normal: A beam may only hit one enemy, or two with the reflect class feature.

Splitbeam
Your glows can fire two identical beams at different enemies.
Prerequisites: Illumination Bonus +3, ability to fire beams
Benefits: Wnhen firing a beam, you may apply a –2 penalty to the attack roll to fire another identical beam at a different enemy.
Normal: A glow may only fire one beam at a time.

Transdimensional Illumination
You have learned to channel the effects of your glows through the ether.
Prerequisites: Illumination Bonus +2
Benefits: Your radiances and beams affect ethereal opponents.
Normal: Your radiances and glows only affect those on the same plane.

Widen Radiance
Your radiances are larger than those with similar experiance.
Prerequisites: Illumination Bonus +3, ability to generate radiances
Benefits: Your radiance range increases by 10 ft.
Special: You may take this feat multiple times. Its effects stack.

Last edited by Sereg : 06-26-2010 at 10:24 AM.
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Old 05-27-2010, 09:34 AM   Top  -  End  -  #3
Sereg
Barbarian in the Playground
 
Griffon
 
Join Date: Oct 2008
Location: 
South Africa
Gender: Male
Default Re: Glowherd (base class, 3.5)

Reserved for anything else that's needed.
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Old 05-27-2010, 09:35 AM   Top  -  End  -  #4
Sereg
Barbarian in the Playground
 
Griffon
 
Join Date: Oct 2008
Location: 
South Africa
Gender: Male
Default Re: Glowherd (base class, 3.5)

Reserved for just in case.

You may now post.
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Old 05-27-2010, 11:23 AM   Top  -  End  -  #5
IcarusWings
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Join Date: Mar 2009
Location: 
Too close to the sun
Gender: Male
Default Re: Glowherd (base class, 3.5)

As someone who voted for this class, I like it. Very interesting

I'm sorry I didn't do any PEACHing but I still don't think I really know anything.

So, purely from a newbies perspective, the class is very original. The only problem I saw with it is that many of the Radiances and Beams seem almost common-or-garden as it were. e.g. A lot of them just apply yet another status condition without linking them to the class in flavour. They don't really represent new tactical options just ways that the Glowherd can do already established stuff.
This is in no way to detract from how good I think this class is

(btw, could bold the names of the radiances and beams in the list as it is kinda hard to read at the moment).

Merlin
__________________
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Old 05-28-2010, 12:45 AM   Top  -  End  -  #6
Sereg
Barbarian in the Playground
 
Griffon
 
Join Date: Oct 2008
Location: 
South Africa
Gender: Male
Default Re: Glowherd (base class, 3.5)

Quote:
Originally Posted by merlin View Post
As someone who voted for this class, I like it. Very interesting
Thank you.

Quote:
I'm sorry I didn't do any PEACHing but I still don't think I really know anything.
I understand. I usually feel similarly, but I could do with pretty much any help.

[/quote]The only problem I saw with it is that many of the Radiances and Beams seem almost common-or-garden as it were. e.g. A lot of them just apply yet another status condition without linking them to the class in flavour. They don't really represent new tactical options just ways that the Glowherd can do already established stuff.[quote]

Ah, yes. I see your point. At the time, I was mainly worried about mechanics rather than fluff. I'll try to add fluff for them soon. As for genericness, well yes, they were pretty much based on existing spells and didn't do anything particularly unusual by themselves. This was because I was worried about balance, especially when it comes to synergy. I also wanted to get the class itself right before worrying about new and interesting radiances and beams. However, I'm eager for suggestions for new ones now that the competition has ended.

Quote:
This is in no way to detract from how good I think this class is
Again. Thank you.

Quote:
(btw, could bold the names of the radiances and beams in the list as it is kinda hard to read at the moment).

Merlin
Sure. I'll get to that.
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Old 05-28-2010, 01:37 AM   Top  -  End  -  #7
Jack of Spades
Orc in the Playground
 
DwarfBarbarianGuy
 
Join Date: Mar 2010
Location: 
Denver, CO
Gender: Male
Default Re: Glowherd (base class, 3.5)

Favorable lighting could make for some fun moments in role-playing. Also, from a flavor perspective this class is pretty crazy-awesome: Armored Radiance. 'Nuff said. Final note: Stupid Beam has to be one of the funnier ability names I've seen in a while

Anyhow, time to nitpick:
Opportunity attacks are provoked, not provided.
At the beginning of an ability description you should mention the level at which it is gained.
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Old 05-28-2010, 10:29 AM   Top  -  End  -  #8
Sereg
Barbarian in the Playground
 
Griffon
 
Join Date: Oct 2008
Location: 
South Africa
Gender: Male
Default Re: Glowherd (base class, 3.5)

Quote:
Originally Posted by Jack of Spades View Post
Favorable lighting could make for some fun moments in role-playing. Also, from a flavor perspective this class is pretty crazy-awesome: Armored Radiance. 'Nuff said. Final note: Stupid Beam has to be one of the funnier ability names I've seen in a while
I hope that that is approval.

Quote:
Anyhow, time to nitpick:
Opportunity attacks are provoked, not provided.
Um...I don't see where I made that error. I tried find but the only times thatI used the word "provided" wasn't in refference to attacks of oppertunity.

Quote:
At the beginning of an ability description you should mention the level at which it is gained.
Fixed.

I'll fluff up the beams and radiances as well, but it will take me a bit longer and shouldn't effect PEACHing much.
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Old 05-28-2010, 12:43 PM   Top  -  End  -  #9
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Default Re: Glowherd (base class, 3.5)

Yes, that whole first paragraph was approval. This is a pretty awesome concept for a class

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As a full-round action which provides an attack of opportunity, the glowherd may cast cure blindness (self only) as a spell-like ability. Also, his/her eyesight improves as s/he gains levels.
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Old 05-28-2010, 03:34 PM   Top  -  End  -  #10
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Default Re: Glowherd (base class, 3.5)

As I tried to read through this class I couldn't find the radius of the glows actually defined in terms of feet or square anywhere. I had to look a second time to see the key phrase "as a torch"... also is the radius considered the "good light" (almost certainly the wrong term...) or the "dim illumination" radius?
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Old 05-29-2010, 06:38 AM   Top  -  End  -  #11
Sereg
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Default Re: Glowherd (base class, 3.5)

@Jack of Spades: Thanks for the compliment and for pointing out the error. I don't know how I missed that.

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As I tried to read through this class I couldn't find the radius of the glows actually defined in terms of feet or square anywhere. I had to look a second time to see the key phrase "as a torch"... also is the radius considered the "good light" (almost certainly the wrong term...) or the "dim illumination" radius?
Actually, the "as a torch" part only refers to the mundane benefits of the light. The radiance range (which gives the area effected by the raiance produced by the glows) is listed in the table as it increases. However, I can list it somewhere else as well for clarification if you think that that would be better. Perhaps under the text for radiances?
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Old 05-29-2010, 06:20 PM   Top  -  End  -  #12
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Default Re: Glowherd (base class, 3.5)

Since jumping isn't limited by height any-way in 3.5, that makes Brawny Radiance strictly superior to Bounding Radiance except in the very rare cases that you need to super-charge something that uses its Dex for Jump.
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Old 05-31-2010, 10:11 AM   Top  -  End  -  #13
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Default Re: Glowherd (base class, 3.5)

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Since jumping isn't limited by height any-way in 3.5, that makes Brawny Radiance strictly superior to Bounding Radiance except in the very rare cases that you need to super-charge something that uses its Dex for Jump.
Oh. Sorry. I thought that it was like back in 3.0. Anyway, as Brawny Radiance gives a bonus to strength score rather than strength modifier, it will still give only half the benefit of Bounding Radiance for the purpose of making jump checks. Of course, if you had at least two glows, you could use both simultaneously. However, if you think that Bounding Radiance is too weak, I could have it give double it's current bonus or something.
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Old 06-14-2010, 09:30 AM   Top  -  End  -  #14
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Default Re: Glowherd (base class, 3.5)

Allright, bumping to let you know that I've written a line or two of fluff for the radiances, which took longer than expected. However, I promised and have done so and will put up beam fluff soon.
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Old 06-16-2010, 09:31 AM   Top  -  End  -  #15
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Default Re: Glowherd (base class, 3.5)

And now I've done the same with the beams.
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Old 06-22-2010, 09:52 AM   Top  -  End  -  #16
Sereg
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Default Re: Glowherd (base class, 3.5)

Alright. Bumping to let everyone know that the epic progression and feats are mostly done. Really unsure about some prerequisites and other balance issues though. (Epic Illumination will be along once I've finished it, but it'll be complicated)
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Old 06-26-2010, 06:22 AM   Top  -  End  -  #17
Sereg
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Default Re: Glowherd (base class, 3.5)

As promised, Epic Illumination is up. It should hopefully at least be less ridiculous than Epic spellcasting. I could still use some feedback and/or suggestions though.
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Old 06-26-2010, 08:21 AM   Top  -  End  -  #18
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Default Re: Glowherd (base class, 3.5)

Maximise Radiance
You have enhanced your radiances to their maximum potential.
Prerequisites: Illumination Bonus +3, ability to emanate radiances
Benefits: Your radiances have all of their variable effects maximised.

What radiances would this apply to?
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Old 06-26-2010, 10:21 AM   Top  -  End  -  #19
Sereg
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Default Re: Glowherd (base class, 3.5)

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Originally Posted by nolispe View Post
Maximise Radiance
You have enhanced your radiances to their maximum potential.
Prerequisites: Illumination Bonus +3, ability to emanate radiances
Benefits: Your radiances have all of their variable effects maximised.

What radiances would this apply to?
Silly me! You're right, that wouldn't do anything at all! I just got caught up in designing feats that I forget that radiances aren't variable (though my earliest version had some of them variable). I'll get rid of this and modify Empower Radiance appropriately.

Any thoughts otherwise?
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Old 06-26-2010, 03:49 PM   Top  -  End  -  #20
nolispe
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Default Re: Glowherd (base class, 3.5)

Just strikes me, but the radiances and beams seem to be massivily different in power from each other. See, in the beam section, you have various save or sucks and "Deal 1d4 cold damage per illumination bonus" which is like 4d4 at the end. So, petrifiy one opponent for four rounds on a failed save, or deal absalutely pathetic damage?
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Originally Posted by Thelonius View Post
Well, strangely enough a faction with Reputation 0 and history of past betrayals proved itself to be rather untrustworthy. My hat is off for the Mothriders.

Damn, about 29 stats in one swipe. Since I'm clearly the next I'm booby-trapping every inch of the Maze.
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Old 06-27-2010, 12:49 AM   Top  -  End  -  #21
Sereg
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Default Re: Glowherd (base class, 3.5)

Quote:
Originally Posted by nolispe View Post
Just strikes me, but the radiances and beams seem to be massivily different in power from each other. See, in the beam section, you have various save or sucks and "Deal 1d4 cold damage per illumination bonus" which is like 4d4 at the end. So, petrifiy one opponent for four rounds on a failed save, or deal absalutely pathetic damage?
Now this is the kind of critique I need! Thanks! I was worried about that kind of thing. That's why I said that I was considering restricting some to higher level glowherds. Do you think that I should do that or try to balance them better? If the latter, I'd probably need help deciding which should be powered up, which should be nerfed and which are ok.
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