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  1. - Top - End - #1471
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    Default Re: Base Class Challenge Chat Thread II

    Base Class Challenge Chat Thread III: Gotta Brew Em' All

    Edit: Holy Cow, first post of Page 50!
    Last edited by malonkey1; 2012-09-27 at 12:28 PM.
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    Default Re: Base Class Challenge Chat Thread II

    Quote Originally Posted by Temotei View Post
    While I smiled at the others, this one is by far my favorite.
    I'm glad you like it.

    Quote Originally Posted by sirpercival View Post
    Base Class Challenge Chat Thread III: Walk Like A Mulhorandi
    I really had to think about this one for a bit before I got it.
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    Default Re: Base Class Challenge Chat Thread II

    I like the gotta brew them all

    I'm happy because I just found a page containing wallpapers that include illustrations that I would like to use.

    Also just realized that I didn't congratulate Sirpercival and Kanachi. Congratulations are due pals! You did a great job.
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    Default Re: Base Class Challenge Chat Thread II

    Quote Originally Posted by malonkey1 View Post
    Base Class Challenge Chat Thread III: Gotta Brew Em' All

    Edit: Holy Cow, first post of Page 50!
    Ya I vote for this one.
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    ...Silva, you are a scary person.
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    Default Re: Base Class Challenge Chat Thread II

    Quote Originally Posted by God Imperror View Post
    Also just realized that I didn't congratulate Sirpercival and Kanachi. Congratulations are due pals! You did a great job.
    Thanks!

    My brainstorming is going slowly... :(
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    Default Re: Base Class Challenge Chat Thread II

    I have some major problems with "Base Class Challenge Chat Thread III: Gotta Brew Em' All".

    ...and that is that it should have two apostrophes and in the right places. "Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All".


    Alternatively: "Base Class Challenge Chat Thread III: Bludgeons and Braggarts". In reference to what happens if you lose and what you may do when you win.
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    Default Re: Base Class Challenge Chat Thread II

    Base Class Challenge Chat Thread III: All Your Base Are In Our 'Brew?
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    Default Re: Base Class Challenge Chat Thread II

    Base Class Challenge Chat Thread III: Watch out! I learned my art from Brews Lee!
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    Default Re: Base Class Challenge Chat Thread II

    Base Class Challenge Chat Thread III: Et Tu, Brew-te?
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    Default Re: Base Class Challenge Chat Thread II

    Base Class Challenge Chat Thread III: PEACH
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

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    Default Re: Base Class Challenge Chat Thread II

    Quote Originally Posted by sirpercival View Post
    Base Class Challenge Chat Thread III: Et Tu, Brew-te?
    My vote goes to this one(I am a Latin student after all)

    Also, I have a question. Does the base class have to be about PCs? Or can it be an NPC base class? How will the power evaluation go if I intend it to be an NPC class?
    Last edited by Madara; 2012-09-27 at 05:11 PM.
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    When I die, I donate my body to the cause of whatever ******* finds it first.
    Quote Originally Posted by Bloodgruve View Post
    Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...
    Blood~

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    Default Re: Base Class Challenge Chat Thread II

    Base Class Challenge Chat Thread III: Revenge Of The Sklor

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    Default Re: Base Class Challenge Chat Thread II

    ok, so I have burnt through 4 versions of this same class idea so far...

    actually, is it ok if I reuse some mechanics from a previous version? I did a lot of analysis to figure the BP progression... The class will be noticeably simaler to version 1-3? can't remember all the details of each. Still, it will be its own class.
    Avatar by Szilard, thank you sir for the fine work!

    my home brew. you should PEACH them...
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    Default Re: Base Class Challenge Chat Thread II

    Base Class Challenge Chat Thread III: One brew to rule them all.
    OMFGWTF!!

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    Default Re: Base Class Challenge Chat Thread II

    Base Class Challenge Chat Thread III: I didn't choose the 'Brew life, the 'Brew life chose me.
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    Default Re: Base Class Challenge Chat Thread II

    Base Class Challenge Chat Thread III: Damn it feels good to be a 'brewer
    Base Class Challenge Chat Thread III: 'Brew me maybe
    Base Class Challenge Chat Thread III: Just some base class that I used to 'brew
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    Default Re: Base Class Challenge Chat Thread II

    Base Class Challenge Chat Thread III: 'Brew-gie Wonderland
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  18. - Top - End - #1488
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    Default Re: Base Class Challenge Chat Thread II

    Base Class Challenge Chat Thread III: All I want for Christmas is 'Brew
    Base Class Challenge Chat Thread III: Only 'Brew
    Base Class Challenge Chat Thread III: 'Brewce Almighty
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    Default Re: Base Class Challenge Chat Thread II

    Now for ELO-themed subtitles:

    Base Class Challenge Chat Thread III: 'Brews Truly, 2095
    Base Class Challenge Chat Thread III: The Way Life's Meant to 'Brew
    Base Class Challenge Chat Thread III: Here Are the Brews
    Base Class Challenge Chat Thread III: 21st Century 'Brew
    Base Class Challenge Chat Thread III: 'Brew Ya
    Base Class Challenge Chat Thread III: 'Brew Over the World
    Base Class Challenge Chat Thread III: Roll Over 'Brewthoven
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    Default Re: Base Class Challenge Chat Thread II

    Okay there are way too many good names to choose from.
    Quote Originally Posted by Hazuki View Post
    ...Silva, you are a scary person.
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    Default Re: Base Class Challenge Chat Thread II

    Quote Originally Posted by Silva Stormrage View Post
    Okay there are way too many good names to choose from.
    Dayum, dayum, dayum. Dat's some serious bacon, boiii.
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    Default Re: Base Class Challenge Chat Thread II

    Quote Originally Posted by Temotei View Post
    Dayum, dayum, dayum. Dat's some serious bacon, boiii.
    Wuh...Was that a Flavor Flav reference? My brain actually sprouted a few nerve endings just so it could hurt there...(Because, fun fact, your brain can't hurt because it has no nerve endings! [JohnnyCarson]Weird, wild, stuff![/JohnnyCarson])
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    Default Re: Base Class Challenge Chat Thread II

    Quote Originally Posted by malonkey1 View Post
    Wuh...Was that a Flavor Flav reference? My brain actually sprouted a few nerve endings just so it could hurt there...(Because, fun fact, your brain can't hurt because it has no nerve endings! [JohnnyCarson]Weird, wild, stuff![/JohnnyCarson])
    There's a video of a guy tasting Five Guys Burgers and Fries food and when he gets to one of the sandwiches, he yells it.
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    Default Re: Base Class Challenge Chat Thread II

    Hey, Quick Question, anybody got a Macro to export an Open Office Spreadsheet or Table to BBCode? It's make my life much easier.
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    Default Re: Base Class Challenge Chat Thread II

    Never mind that, just modified the table from my last one. Gonna fill out the table and add the spell lists and [Conjuration] Feats sometime soon.
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    Default Re: Base Class Challenge Chat Thread II

    Sigh... I am loosing some steam..

    I thought about doing the following
    -A crossbow based (having an adaptation for bows) that becomes some sort of one man army, using traps and invocations (based on ranger/assassin spells). It is a mix of ranger/assassin/warlock and well problem is that a google search gave a load of archery based base classes, none that already does exactly what I wanted to do, but enough to be slightly disappointed.

    -A transmutation (with slight touches of abjuration) spellcaster based character, with bard spell casting progression and spell selection ala spirit shaman. The spin would be using something akin to the war weaver ability to affect several targets at the same time. Problem with this one is that is... so exploitable. War Weaver is awesomely good at the moment and making it more powerful is not a good idea, nor is a good idea to make a base class of something that could be gained with a 5 level prc.

    -David Xanatos. Of course, David Xanatos would strike as a marshal fix. I will brainstorm in that direction as I don't know a lot of GOOD marshal fixes, and I might be able to come with something good there.
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    Default Re: Base Class Challenge Chat Thread II

    I'm gonna vote for gotta 'brew 'em all

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    Default Re: Base Class Challenge Chat Thread II

    Quote Originally Posted by Temotei View Post
    There's a video of a guy tasting Five Guys Burgers and Fries food and when he gets to one of the sandwiches, he yells it.
    That makes a lot more sense. I had no idea what that was from
    Quote Originally Posted by Hazuki View Post
    ...Silva, you are a scary person.
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    Default Re: Base Class Challenge Chat Thread II

    Okay I think I have a pretty good rough draft of my Shade Channeler done. I would greatly appreciate it if someone could PEACH it. Especially the spirit point mechanic as I am not sure if I gave the class too much or too little Spirit Points to function.

    If anyone does an in depth peach of my class I will do the same once their class is up or they ask me to.
    Quote Originally Posted by Hazuki View Post
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    Default Re: Base Class Challenge Chat Thread II

    Whelp, let's get to it.

    Thoughts on the Fluff:
    Couple things stand out: First off, 'Foolish Fools' is a bit redundant. Chose one.

    Secondly, the order of the sections is off, and you're missing some of the sections.
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    Thoughts on the Mechanics:

    Quote Originally Posted by Silva Stormrage View Post

    Hit Die: d8
    :sniped Table:

    Weapon and Armor Proficiencies: Shade Channelers are proficient with all simple weapons and one martial weapon of their choice (Usually a scythe), chosen at the first level. They are proficient in all light armors and with all shields except for the tower shield.
    Main thing I notice here is that it's pretty much the same chassis as the Cleric. That's not necessarily a bad thing, but that can provide a modest boost in power, as it gives full casters more options.

    Quote Originally Posted by Silva Stormrage View Post

    Spells :snip:
    Since he is not expending his own energy in casting these spells he is much less impaired if caught in an affect that limits his magic. If the Shade Channeler is under an affect that negates his spell casting but only targets him (Such as a pair of anti magic manacles or an anti magic ray spell) he can still cast spells. If he is under an affect that limits the casting in an area (Such as an anti magic field) his spells are suppressed and unusable like normal.
    :snip:
    The Shade Channeler's spells are neither arcane or divine, they do not have arcane spell failure though.
    The first effect is pretty powerful: might want to tone down or excise it. The secondary effect isn't so much powerful as it is troublesome. Why not just have them be Arcane effects that aren't subject to Spell Failure?

    Quote Originally Posted by Silva Stormrage View Post
    Spirit Channeling: :snip:

    The Shade Channeler does not have a spell list like normal casters. Instead whenever he refreshes his spirit energy he calls certain spells that he will have available for the day. For every spell that the Shade Channeler calls for that day he must expend Spirit Points equal to the spell level of the spell. He may never call more spells available per spell level than his charisma modifier. Thus a Shade Channeler with an 18 in charisma would only be able to call 4 spells from each spell level (4 first levels spells, 4 second level spells, etc). The Shade Channeler may call any spell from the necromancy school or any spell from the conjuration or divination school that is on Wizard/Sorcerer spell list. In addition, at first level the Shade Channeler can choose to call spells from an additional school on the Wizard/Sorcerer spell list, either, Evocation Illusion, Enchantment or Abjuration. Once the Shade Channeler makes this choice it can't be changed even with a wish or a miracle. Finally, the Shade Channeler can choose any spell that specifically enhances undead or animation of undead. Thus he could choose desecrate since it helps animating undead but not bull's strength as that can help all creatures not just undead.
    Okay, it's a point based caster, with a somewhat limited spell list. A couple edits I made to improve clarity(imo) are made in red.

    Personally? I think this is a bit powerful: conjuration is an extremely powerful school, and necromancy has some good stuff as well. Divination tends to be more variable, depending on the DM's rules, but it's still quite good as well. adding another school on top of this? Very, very powerful. Combined with a power point system of casting, as well as an Euridite method of spells prepared, and I think this is horribly overpowered. I'd say you need to reduce some combination of spells known, unique spells per day, and power points.

    Oh, and technically right now Spirit points never disipate. That means every time you rest when you aren't exhausted, you're increasing your spirit point pool. This is game breaking and needs to be fixed.

    Though, I thought I should ask, did you intend to leave transmutation out of the list of schools available to chose?

    Quote Originally Posted by Silva Stormrage View Post
    As a Shade Channeler gains power based on the recently deceased in the world they gain more power when death's are above average and less when deaths are below average. If a Shade Channeler spends significant time in an area of great death he also can harvest more energy if he replenishes his Spirit Points within the next 24 hours. Similarly if he spends significant time in an area of low death his power declines. This is up to a DM to decide but I will make a table to illustrate some guidelines.

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    {table=head]Event|Spirit Point %
    Spending an hour near a recent (Within the week) small scale battlefield|120%
    Spending an hour near a recent (Within the week) large scale battlefield|150%
    Spending full day in a large country where death is either non existent or very very minimal |25%
    Spending a full day in a particular city where death is either non existent or very minimal|80%
    A global plague (The Black Death) sweeps across the land|140%
    A war starts between two nearby medium sized nations|110%
    A war starts between two nearby large nations|120%
    A world wide conflict|150%
    [/table]
    Note: As the Shade Channeler gains power from the souls of the recently departed if something that causes people to die but have their souls not pass on (Invading demons trap the souls of their enemies, or undead apocalypse) the Shade Channeler doesn't gain as much benefit from it.
    Interesting, and not too complicated. Though, do the various bonuses and penalties stack?

    Also, I feel this makes the power point module even harder to balance.

    Quote Originally Posted by Silva Stormrage View Post

    Death Sense: :snip:

    Rebuke Undead: :snip:
    Useful and flaverful, and not overpowering.

    Quote Originally Posted by Silva Stormrage View Post

    Soul Harvest (Su):
    What about beings without class levels, or those with a mix of class and racial hit dice?

    I think it's a pretty powerful ability, especially with the loose limit it has.

    Quote Originally Posted by Silva Stormrage View Post
    Corpse Crafter:
    Bonus feat, not too much to worry about. Not familiar with the feat, so can't say much, though I notice you didn't include the standard 'whether they qualify for it or not'. Is that not a concern for this feat?

    Undead Tactics: :snip:

    All tactics are standard actions. A Shade Channeler may use one Horde Tactic, Platoon Tactic and Commander Tactic every 5 rounds.
    do you mean that you can only use the undead tactic ability as a whole once every 5 rounds, or that you can only use each type of tactic once every 5 rounds(ie, use a horde tactic and it's 5 rounds before you can use another, but next round you can use a platoon or commander tactic).

    Spirit Boon: At fourth level the Shade Channeler can use his powers to enhance the undead under his control. By spending a number of spirit points indicated by the boon he can enhance an undead with a spirit boon he has available. He starts with 1 spirit boons at 4th level and gains 1 ever other level after, chosen from the list below. A particular undead can only have a single boon at a time. Undead can have an additional boon applied at 10th level and an additional boon every 6 levels after. :snip:
    Suggested changes to grammar are in red.

    I'm not sure what you mean by the llast two sentences there. Did you change your mind, or did you mean that a given undead can only have 1 boon at 4th, and an additional one every 6 levels after(2 10th, 3 at 16th)?

    Efficient Control: (Ex) Whenever the Shade Channeler attempts to rebuke an undead creature he can treat his HD as a number of HD lower equal to the number indicated by Efficient Control.
    That he/his is slightly confusing, as his properly refers back to the same subject as he, which is either the Shade Channeler or the Undead, neither of which makes sense. I think you want to change his to either it or the undead's (I prefer the latter). It's also probably best to switch the order of the last two sentences.

    Horde Empowerment: (Ex) :snip:
    I think this ability is largely fine: Undead tend to have inflated numbers of HD. The ability to switch control pool numbers around is more worrisome, especially since it doesn't seem to have an action. I'd suggest removing it, to be honest.

    Bonus Feat :snip:
    Not really much to say, though you should probably specify that you need to qualify for the feats.

    Form of Death: (Ex)At 12th level the Shade Channeler gains a deflection bonus to ac equal to his charisma modifier. At 18th level the Shade Channeler gains the ability to see in all forms of magical and non magical darkness. In addition the Shade Channeler gains a profane bonus on fort saves equal to his charisma modifier.
    These are the two worrisome aspects to me: a charisma based caster getting Charisma to AC and Fort Saves is a pretty good boost. Probably warrents some sort of limit on each ability(max bonus equal to 1/4 level, rounded up or down, perhaps). Also, you need to clarify what level the fort bonus activates on.

    Transfer Target: (Su)

    Soul Tether: (Su)

    Alternate Source: (Ex)
    Yeah, a perfect version of dispel magic? Too strong. Needs some activation check.

    Soul Tether seems fine, though.

    Alternate Source needs some clarification. Is it instead of the normal double spirit point cost, or in addition to. Basically, is it 3x spell level or 6x spell level?

    Custom Horde: (Ex) At 10th level the Shade Channeler has gained insight on how to animate particular undead. At 10th level he gains the ability to animate an undead creature or template with the create undead or create greater undead spells. The Shade Channeler can choose a custom creature to animate at 13th level and every 3rd level after. The Shade Channeler can choose any undead creature with a CR equal to his class level - 4. Thus at 10th level he can choose to animate a creature with CR 6 or lower, at 13th level he can select a creature with CR 9 or lower, etc. For templates the template selected must have a cr increase of 1/2 of his class level - 6. Thus at level 10 he can select a template that has a cr increase of +1, at level 13 he may select a template that has a cr of +2 or less.
    The wording here is odd, and honestly I'm not sure what you're trying to say here: does the ability start at level 13 or level 10? Are the templates limited exactly to that number, or can they be less? And what exactly do you mean by custom undead, and by the fact that he can chose them at certain levels? Are these permanent changes to the afformentioned spells? Why would you ever use Create Greater undead, if you can do everything with the lower level spell?

    Dread Army: (Su)
    Needs some cost to balance it, especially since Zombie is one of those scaling templates. Perhaps costing (# of spirit points equal to 1/2 zombies hit dice, round up)?

    Horde Perfection: At 14th level the Shade Channeler becomes more adept at animating undead and can now animate skeletons and zombies with HD higher than 20 with animate dead. In addition he can specialize in either skeletons or zombies. If he specializes in Skeletons they gain a bonus to hit equal to the Shade Channeler's charisma modifier and any Spirit Boons applied to them only costs half as many spirit points. If the Shade Channeler specializes in Zombies, all Zombies created by the Shade Channeler lose their single action only ability and gain 2hp/hd and +4 strength.
    Corrected some minor grammar errors. Pretty powerful ability, especially the Zombie part. Not sure how it balances.

    Improved Dread Army: (Su) At 16th level the Shade Channeler's ability to temporarily animate slain foes improves. This ability functions as Dread Army except you can choose to either animate the slain creature as a zombie or you can animate them as a corpse creature. If you animate the creature as a corpse creature the duration is 1 round/5 class levels.
    What's a corpse Creature? Still needs some kind of cost, though I have no idea what would be appropriate for this one.

    Embodiment of Death: (Ex)
    Probably should specify what the ability bonuses are. I feel the at death revival ability might be a bit much, especially combined with the further increase in undead you can control.

    Improved Spirit Capacity
    Flavor text. You are more adept at absorbing the energy of the world's dead.
    Prerequisites: Spirit Channeling, Shade Channeler class level 6.
    Benefits: You gain an additional Spirit Point per class level whenever you rest and regain Spirit Points.
    Special: This feat can be taken multiple times. It's effects stack.
    Yeah, too good with the current mechanic.

    Improved Spell Calling
    Flavor text. You are very efficient at calling a particular spell.
    Prerequisites: Spirit Channeling, Shade Channeler class level 6.
    Benefits: Select one spell the you can cast. When calling that spell you do not have to pay Spirit Points to call the spell. This spell still counts against the number of spells you can have called of a certain level.
    Special: This feat can be taken multiple times. Each time you must select a different spell.
    This seems fine.

    New Spells
    Lesser Animate Dead
    Seems perfectly fine.

    Thoughts on Tactics and Spirit boons:
    Making this it's own section because there are enough of them.
    Coordination Tactics: These seem fine.
    Bulwark Tactics: Minor issues with Improved Defensive Line and Pawn Shield. The former I'd either make it horde, or more preferably change the bonus to deflection or the like. The latter should probably last more than one round, but also needs to note what happens when the undead is destroyed(yes, somewhat obvious, but the less chance for confusion the better). Also, you should probably just have it be against the Undead's AC: otherwise, what about effects that are normally touch attacks and the like?
    Retribution Tactics:Explosive retribution should have a time limit, though multiple turns wouldn't be out of line. For Counter attack, is the cost of the attack one AOO, or do you get to make two attacks(one normal attack, one AOO)? Wordings not clear.
    Hampering Tactics:You probably need to specify that these special tactics only last one round. Disabling attack needs a much easier save, and should probably limit the number of saves one target needs to make. Distracting attack needs to specify if the target need to be in the zone the creature threatens. Crippling strike is too strong: speed reduction lasts too long, and -6 to dex is huge, especially since it's not a penalty it appears it can stack. Need to limit the number of saves on target must face because of this ability. Pinning rush seems a bit strong, as with the number of undead you can get this basically is an instant grapple. Probably need to limit the size of the bonus granted, as well as not eliminate AOO's.
    Swarming Tactics:The latter 2 seem okay, but the first two have some problems with timing. Essentially, if two undead are effected by this, and both attack a target in the same round sequentially, how do you determine the bonus? And if they do it at the same time?

    Spirit Boons:
    Enduring Boons: Eternal undead seems a bit strong. Probably should cap the raises given.
    Resistance Boons:Good, except there seems to be 1 error: Profane Reflexes gives the mettle ability(I think you want evasion).
    Mobility Boons:Perfect Teleporting Bones seems very strong. Probably should be a move action or something.
    Mage Slaying Boons:The last effect, the anitmagic sphere? Too Strong, especially for it's cost.
    Swarming Boons: Seem good.
    Powerful Boons: My main issue is with Profane Size. Seems like it's a bit too much: It's Powerful Blows+Improved Strengthen Flesh+Strengthen Flesh, plus two addition natural weapon size increases, for a total of 3. That's quite a bit extra, and it costs the exact same.
    Ranged Boons: The two ranged projectile abilities are kinda odd: the range increment rules don't seem to be followed. You only have one range increment, not 2 different ones.



    Final Notes:

    You seem to not always have abilities labeled with tags (Ex, Su, Sp, Ps).

    For a decently diverse Full Caster, this has a tone of powerful abilities. I'd suggest toning it down a bit.
    He fears his fate too much, and his reward is small, who will not put it to the touch, to win or lose it all.
    -James Graham, 1st Marquess of Montrose
    Satomi by Elagune

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