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Re: Tome of Radiance: Mastering the Power of Love and Justice
I don't think you really get to complain if, by your own admission, you didn't even read the class. The only thing really "Exalted" about it is the names of abilities and such, for the sake of making references to a game that's already chock full of MG/anime references. If you don't like the Exalted-ness just change the damn names and references and move on.
Re: Tome of Radiance: Mastering the Power of Love and Justice
So what you're saying is that, regardless of its thematic, regardless of its mechanics, or if its even balanced or not. Heck regardless of whether it may or may not be a well written idea. The mere fact that he stated that some of the names of its abilities were inspired by exalted automatically means it's not worth your time? :/
I mean, the class proper doesn't reference or mention any sort of terminology tied to exalt itself.
If I sound rude, I sincerely apologize. It's not my intention. I am merely curious how one could develop such a strong aversion to the mere thought that something was inspired by another source; that you won't even give it a look. That is, were the references to Exalted charms removed from the developer boxes; would it suddenly become kosher? Had he never mentioned that it had abilities inspired by Exalted content, would you have at least given it a curious look as a possible option for Dark Magical girls?
Also, I think Vash meant to say that if Selina gave it her okay, then maybe it might be worth giving a look and you shouldn't be so quick to dismiss it. After all, if you never look into the spoiler tags you won't bump into anything tying it directly to its inspiration. And in the end, names can always be changed.
By the way, when you say 'such content' do you mean homebrew in general, just stuff inspired from other sources, or Exalted in particular? Just curious.
Re: Tome of Radiance: Mastering the Power of Love and Justice
Quote:
Originally Posted by Regalus
Also, I think Vash meant to say that if Selina gave it her okay, then maybe it might be worth giving a look and you shouldn't be so quick to dismiss it.
Re: Tome of Radiance: Mastering the Power of Love and Justice
Quote:
Originally Posted by Regalus
By the way, when you say 'such content' do you mean homebrew in general, just stuff inspired from other sources, or Exalted in particular? Just curious.
Exalted stuff. It's more his issue than mine (I just find Exalted to be not to taste) but he has this raving hatred of anything touched by Exalted. I got a homebrew project (specifically Jarian's League of Legends based Prestige Classes) banned from the table because evelynn happens to have a symbol on her forehead that vaguely resembles a thing from Exalted.
Re: Tome of Radiance: Mastering the Power of Love and Justice
I have to say here - the Night Devil is probably one of the closest things the Tome of Radiance will see to the old Dark Magical Girl. It's a jaded, world-weary warrior who turns her shattered innocence into a powerful weapon. Heck, it uses the same quote as the old DMG. True, it is mechanically more roguelike than barbarianlike, but the mechanical functionality of the original DMG is really perfectly able to be mirrored by a Champion with a few surges. Or for that matter, a Radiant Eruption barbarian now.
If you're looking for the emotional suppression aspect of the class, which is the one thing the Night Devil really lacks (it's more focused on lashing out than bottling up) I'm currently working on the Apostle of Emptiness, which is more or less the emotionless girl archetype in PrC form. Is there anything specific you'd be looking for in terms of "Dark Magical Girl Material"? If you have thoughts on specific fluff or mechanical elements of the archetype you'd like to see, I'd love to hear them.
In any case, I'm not sure what to say with regards to your DM - best I can offer is that if he considered the Tome of Radiance to be good material, I have given the Night Devil my official stamp of approval. It's a class with solid fluff and fun, fitting crunch, and the fact that it borrows a few concepts from a thematically-appropriate Exalted villain's moveset doesn't change that.
Sorry if this post is a bit scatterbrained, I'm tired.
__________________
Lovely Rita Mordio avatar by Zefir! Thank you!
Re: Tome of Radiance: Mastering the Power of Love and Justice
Quote:
Originally Posted by NineThePuma
Exalted stuff. It's more his issue than mine (I just find Exalted to be not to taste) but he has this raving hatred of anything touched by Exalted. I got a homebrew project (specifically Jarian's League of Legends based Prestige Classes) banned from the table because evelynn happens to have a symbol on her forehead that vaguely resembles a thing from Exalted.
Kneejerk response: You need a new DM. Now, if not sooner.
Marginally more sociable response: Do I even want to know whence this raving hatred of Exalted? I mean, I can understand general indifference such as yours, but banning something solely because a picture was used that included a thing that Exalted also happens to use sometimes? He does know that Exalted does not have a monopoly on forehead marks, right?
Re: Tome of Radiance: Mastering the Power of Love and Justice
Alright, I took in the critique, so here’s the revamped version of that PrC!
Ferzian Slave
"I may be a master, but my master is greater than I. She is why I live, and why I love."
- Quinn Morris, just before the slaying of her master’s rival.
There are many who wield light, and many from diverse backgrounds. As such, it is not unheard of for a magical girl to have been enslaved at the point in time when she realized her power. However, what is rare is for such a girl to use her new power to aid that which traps her.
Those evokers who remain loyal despite their great quantities of new power are frequently promoted to greater positions, and are frequently put in charge of the mundane slaves. Those who do as such can become a great leader, strong and commanding, yet subservient to any greater than her.
And in the supposed darkness of slavery, she sees nothing but light, for her master has always shone in her eyes.
And that’s how the master likes it.
Requirements
To become a Ferzian Slave you must fulfill the following criteria: Feat: Craft Soulbond, Leadership Skills: 3 Ranks Diplomacy, 3 Ranks Intimidate. Special: Evoker Level 5th, Must be in a position of willing servitude to another individual
Spoiler
Level six entry requiring two feats, some skills, and a much easier to accomplish roleplay requirement.
Class Skill List: Climb (STR), Craft (Restraints) (INT), Gather Information (CHA), Handle Animal (CHA), Intimidate (CHA), Knowledge (Royalty and Nobility) (INT), Listen (WIS), Profession (Any) (WIS), Sense Motive (CHA), Search (INT), Spot (WIS), Survival (WIS), Swim (STR)
Skill Points at Each Additional Level: 4 + Int modifier.
Spoiler
A bunch of things for talking with and hunting down those she is in charge of, some Knowledge (Royalty and Nobility) so as to know as much about her master as possible, and a couple other things that fit.
Ferzian Slave Hit Dice: d6
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Illuminations
1st
+1
+0
+0
+2
Enhanced Weaving, Slavemaster’s Loyalty
2nd
+2
+0
+0
+3
Queen’s Mob
+1 level of existing class
3rd
+2
+1
+1
+3
Tactician’s Eye
4th
+3
+1
+1
+4
+1 level of existing class
5th
+4
+1
+1
+4
General’s Hide
+1 level of existing class
6th
+4
+2
+2
+5
+1 level of existing class
7th
+5
+2
+2
+5
Strategist’s Edge
+1 level of existing class
8th
+6
+3
+3
+6
9th
+6
+3
+3
+6
Vizier’s Inspiration
+1 level of existing class
10th
+7
+3
+3
+7
Hearts on a Lattice Can Never Die
Spoiler
Pretty good chassis. Decent BAB, good Will, with 6/10 Evoker Progression.
Illuminations: A Ferzian Slave loses only a fraction of her power as an Evoker, mainly due to the fact that she constantly serves a source of light that only she can see. A Ferzian Slave continues to progress access to Illuminations from her Evoking Class, as well as her Evoker Level, as shown. If she has more than one Evoking Class, then she must choose one of them when she takes her first level in Ferzian Slave. Once made, this choice cannot be changed.
Spoiler
Fluff-turned Crunch: she finds light in her master, she lives according to her master’s whim, she gets good evoking.
Remembered Weaving (Ex): A Ferzian Slave is always able to call upon the might of a costume, even if her master thinks that the flashiness is too much, so it will progress, although as what it once was.
A Ferzian Slave gains additional costume elements as if her levels in Slave were levels in her previous evoking class.
Spoiler
Have you ever seen a Slave in a frickin’ awesome costume? …Don’t answer that. Point is, they progress as normal.
Slavemaster’s Loyalty: A Slave has been trained to obey, and even if she wishes to rebel, her servile nature makes such a feat difficult. The Slave must make a Will Save with a DC of (10 + ½ command-giver’s HD + command-giver’s CHA modifier) to refuse any direct command from a superior.
Spoiler
Yep, I basically copy-pasted what Selinia suggested I use for this. uwu
Queen’s Mob: Even Slaves must have those beneath them, and those of Ferz are no exception. And yet, these animalian servants are much more: they are trusted allies, soldiers with which her life is trusted in, teammates whose souls link to her own.
At 2nd level, the Slave gains an Animal Companion from the Druid’s Animal Companion list, treating her Druid level as one-third (rounded down) of her Evoker level. The Animal Companion is a completely normal specimen of its species, with the exception that it has the Craft Soulbond Feat, applied between it, the Slave, and one individual that the Slave has crafted a Soulbond with. At 6th level, and again at 10th level, the Slave gains an additional Animal Familiar with the same core set-up.
Spoiler
WAY scaled down, much more manageable, no longer a mote sink. :3
Tactician’s Eye (Ex): She was given power for a reason, and tactics are inherently important to those Slaves on the path of Ferz. However, to observe and strike is much easier when one has an extra pair of eyes! As such, the light of her master’s knowledge and her servants’ instincts grants military might that few can believe.
At 3rd level, when adjacent to a creature with whom she has crafted a Soulbond with, The Slave gains a +1 bonus to attack rolls. Every additional creature she has crafted a Soulbond with and is adjacent to her gives a stacking +1 bonus.
Spoiler
Haha, I had FUN with this one. Crowd around your best Slavebro and she gets even more powerful!
General’s Hide (Ex): As she grows in power, she begins to change, not just mentally, but also physically. While a player, she will always be a pawn, and the light of her superior will never let her forget that. She slowly begins to grow a shell of amber over her flesh, protecting her from those who would seek to deprive her lord of a masterful pawn. And yet, her master will inevitably need a shield, and that shell of amber that grows mighty in her lord’s presence can protect that which provides it, too!
When within 25 feet of any non-animal that she has crafted a Soulbond with, the Slave gains a +1 natural armor bonus to AC. For every 10 feet closer than 25 feet the Slave and that whom she has a Soulbond with, the bonus increases by +1. Furthermore, as long as she is within 10 feet of the aforementioned Soulbonded individual, the Slave may take an immediate action to give up the AC bonus granted by this class feature to give the same bonus to that individual.
Spoiler
The biggest piece that I took from the Baikan. Sorry, the concept of turning people into literal chess pieces was too important and cool for me to ignore, haha.
Strategist’s Edge (Ex): While hitting a foe is a great deal of importance, there are many things that will prevent a Slave from showing her full potential. And yet, when she wields her weapon with skill and motivation, and more importantly, light, she can cut through any defenses that would halt her master’s plans.
At 7th level, the Ferzian Slave ignores an amount of Damage Resistance equal to her Evoker Stat Modifier. Additionally, if she achieves a critical hit on a foe with Damage Resistance, they lose all Damage Resistance for a number of rounds equal to the Slave’s Evoker Stat Modifier.
Spoiler
This one if pretty strong, I like to think, especially when the Slave has the Precise Enhanced Armaments Effect. However, for 12th level, I don’t think it’s strong to the point of being unbalanced... (remains as is)
Vizier’s Inspiration (Ex): None know the power of an encouraging yell more than a Slave, and one of the Ferzian persuasion has mastered such a power herself. Screaming encouragement - or discouragement - at the tops of her lungs, she can change the tide of battle without lifting a finger. But she is just as much a slave as any other, and if her master is not present, she doesn’t get those encouraging words. But that’s where passion steps in, and that’s where her power shines.
At 9th level, at will, as a standard action, the Ferzian Slave may grant a +2 morale bonus to AC, attack rolls, and damage rolls to all allies that can hear her. Alternatively, she may grant a -2 morale penalty to AC, attack rolls, and damage rolls to all enemies that can hear her. Additionally, when she uses this ability, the Slave herself gains a +1 bonus to AC, attack rolls, and damage rolls, and her critical threat range expands by 1. All of these modifiers last for a number of rounds equal to her Evoker Stat Modifer.
Spoiler
This one is based on the old stereotype of a slavemaster yelling at his/her servants to motivate them, even though he/she is a slave him/herself. I then thought about how a boss sits back and orders people around, and how a leader gets in and works as well. Yep. uvu (Kept it as is!)
Hearts on a Lattice Can Never Die (Su): A Slave’s master, although he might not admit it, truly cares for her. And the allies she has made care just as much, if not more. So if a Slave were to fall - whether to disease or dagger - grief would be distinctly overwhelming. But, the light from within her will always show the truest tactic: the instructions for a dangerous ritual, which would revive her at a cost, shine upon her flesh. With tears and blood, tied together with unmistakable light, a Slave’s legacy need not fade to memory, and need not end.
If the Slave ever dies while a creature who she has crafted a Soulbond with - and was not provided by this class - still lives, said Soulbonded individual can perform a special ritual to bring the Slave back to life. Said ritual takes 2d4+1 hours, and the person performing the ritual takes 4d3 Constitution damage, which can only be healed after 2d6+1 days. If multiple qualifying individuals perform the ritual, the Constitution erasure is split between them in a way that they decide upon. When she is revived, the Slave takes 3 ability damage to all ability scores, which can be healed as normal ability damage after 1d3+1 days.
Spoiler
Reviving a 15th level character at the cost of large Constitution damage, but can be split between individuals? Seems pretty balanced to me!~
Last edited by caledscratcher : 05-15-2013 at 08:44 AM.
Re: Tome of Radiance: Mastering the Power of Love and Justice
Well, if you'll forgive my bluntness, it's a little bland. It has three 'Add stat to X' abilities and then a spell-like ability. While these are powerful, they're just not really interesting. A PrC, ideally, should do something you can't get another way, some fancy unique trick.
I also really, really dislike alignment prerequisites, even on paladins, but you're not the only one in this thread to disagree with me. :P
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
Re: Tome of Radiance: Mastering the Power of Love and Justice
Right then. A bit sleepy right now, but going to give the best analysis I can. Have to say I like the concept thematically, but like Lix Lorn said, the crunch could use a bit of special spice to it, and there are a couple other issues to hit. Going to try and take this apart bit by bit, so:
Quote:
Originally Posted by caledscratcher
Ferzian Slave
Requirements
To become a Ferzian Slave you must fulfill the following criteria: Feat: Craft Soulbond Ability Score: Charisma 16 Special: Evoker Level 6th, Must be enslaved/have been enslaved yet be in/have been in a position of power amongst slaves.
One thing that gets me here is how very, very specific the 'special' line is. It's an extremely narrow scenario, making all sorts of convoluted shenanigans required for someone to qualify. Personally, I would change the special line to "Must be in a position of willing servitude to another individual" - that opens the class to the fanatical bodyguard, the paladin sworn to slay all who oppose the master of her holy order, or the like. If you really want to keep the 'position of power' requirement (I don't really think it is necessary, myself), add Leadership as a required feat.
A smaller note, but I can't say I like Charisma as a prerequisite. Ability score pre-reqs for PrCs, though I'm sure they've been done somewhere, just don't jive well with me, partially because it makes this a Champion-only PrC when it seems meant for any evoker. If you're looking for a requirement of 'pretty and good at exerting one's presence', consider requiring ranks in Diplomacy or Intimidate instead - skills make excellent pre-reqs.
Lastly, I'd drop the entry level back down to 6th, just because there isn't really any reason to make it higher with this class that I can see, and starting at the standard PrC entry level just keeps things neater.
Quote:
Originally Posted by caledscratcher
Spoiler
Class Skill List: Climb (STR), Craft (Restraints) (INT), Gather Information (CHA), Handle Animal (CHA), Intimidate (CHA), Knowledge (Royalty and Nobility) (INT), Listen (WIS), Profession (Any) (WIS), Sense Motive (CHA), Search (INT), Spot (WIS), Survival (WIS), Swim (STR)
Skill Points at Each Additional Level: 4 + Int modifier.
Remembered Weaving (Ex): A Ferzian Slave is always able to call upon the might of a costume, even if her master thinks that the flashiness is too much, so it will progress, although as what it once was.
A Ferzian Slave gains additional costume elements as if her levels in Slave were levels in her previous evoking class.
Not everyone is doing it the same way so it isn't a huge deal, but I prefer costume elements to be "ToB Style" - which is to say, you gain max element increases at fixed levels (look to the Valkyrie for an example).
Quote:
Originally Posted by caledscratcher
Spoiler
Gleaming Costume: Even Slaves must have those beneath them, and those of Ferz are no exception. Her costume finds a way to give her an army, in the form of animals that flock to her and obey her every whim, as if she was a fairy-tale princess. But she is not, and will never be, such a thing. She is a slave, and that’s how she likes it.
At 1st level, a Ferzian Slave gains a special costume effect that is always active and gained in addition to all others. Furthermore, she automatically has (class level) motes invested into it, without lowering her mote pool and bypassing normal investment limits.
Effect: Gains an animal familiar from the Druid familiar list, treating half her Evoker level (rounded down) as her Druid level for what animal can be selected. The familiar is a normal specimen for that type of animal, its only special trait being the “Craft Soulbond” Feat, which is automatically applied between it and the Slave. It is completely loyal to the Slave. Essence Boost: For every 2m invested in this Costume feature, the Slave can gain an additional familiar with her Druid level treated as one-third of her Evoker level (rounded down). Each familirar is completely normal for that type of animal, its only special trait being the “Craft Soulbond” Feat, which is automatically applied between it and the Slave. They are all completely loyal to the Slave. Cartridge Boost: All familiars granted by this Costume Effect gain one Soulbond Feat that the Slave meets the prerequisites for but does not possess, for a duration of [Evoker Stat Modifier] rounds.
A few things here:
One, while they're a neat trick for some classes, I can't say I'm fond of the 'bonus costume element' class feature that has cropped up quote a bit - for one reason. Namely, it is a class feature that requires you to do less. Evokers are starved for motes, and adding in additional mote sinks doesn't tend to do them any favors. To anyone considering making a class feature in this model, I won't say it is always a bad idea, but strongly consider whether it would be better off as a simple scaling passive ability without mote investment. As a good rule of thumb, if something is useful in pretty much every fight, it might make a good passive.
More specifically on this ability, my first reaction was admittedly ohgodsquirrelrush, it has a couple issues. The most minor of them is that there is to my knowledge no such thing as a Druid Familiar (barring the Urban Companion ACF) - druids have Animal Companions.
Somewhat more major is that I think you are underestimating the power of animal companions. Keep in mind, the ranger gets one half-level animal companion - the Slave here could potentially have as many as fifteen following her around! That's impractical to manage at the game table and would shatter into pieces if the slave got her hands on any sort of group-buffing capabilities. Frankly, I have no clue how to balance this without turning the class into a dedicated summoner.
Quote:
Originally Posted by caledscratcher
Slavemaster’s Loyalty: As a slave, this Evoker is inherently loyal, and to defy authority is to refuse her position and her power. If the Ferzian Slave ever refuses a direct order from a superior, she loses all class features for 1d3+1 hours.
Interesting, but given the nature of the bond in question, I'd make this a compulsion, not a punishment. A slave can't 'fall', but she needs to make a Will save (based on the HD and Cha mod of her master) to refuse any direct order from them. The class is monomania incarnate - lesser officers may be in charge, but I doubt the Slave is going to have the same sort of fanatical loyalty to people who are doing little more than standing between her and her master.
Quote:
Originally Posted by caledscratcher
Tactician’s Eye (Ex): She was given power for a reason, and tactics are inherently important to those Slaves on the path of Ferz. After all, to command an army is to see what is weakest and what is strongest amongst your foes. And that vision of weakness is oftentimes the key to victory.
At 3rd level, the Slave gains an insight bonus to attack rolls equal to her Evoker Stat Modifier.
Needs a lift-up to something a bit more unique. X to Y is both breakable and bland, and it encourages a class to just dump everything in their evoker stat. Extreme SAD is just as much a design problem as MAD is, just in the other direction.
Quote:
Originally Posted by caledscratcher
General’s Hide (Ex): As she grows in power, she begins to change, not just mentally, but also physically. While a player, she will always be a pawn, and the light of her superior will never let her forget that. She slowly begins to grow a shell of amber over her flesh, protecting her from those who would seek to deprive her lord of a masterful pawn.
At 5th level, the Ferzian Slave gains a natural armor bonus to AC equal to her Evoker Stat Modifier.
See above. I do love the imagery though.
Quote:
Originally Posted by caledscratcher
Strategist’s Edge (Ex): While hitting a foe is a great deal of importance, there are many things that will prevent a Slave from showing her full potential. And yet, when she wields her weapon with skill and motivation, and more importantly, light, she can cut through any defenses that would halt her master’s plans.
At 7th level, the Ferzian Slave ignores an amount of Damage Resistance equal to her Evoker Stat Modifier. Additionally, if she achieves a critical hit on a foe with Damage Resistance, they lose all Damage Resistance for a number of rounds equal to the Slave’s Evoker Stat Modifier.
This is interesting - a bit situational (DR that a well-equipped PC can't overcome isn't terribly common), but useful when it comes up, and a nice approach to teamwide damage-boosting. I genuinely like this, one of the class's better-designed features.
Quote:
Originally Posted by caledscratcher
Spoiler
Vizier’s Inspiration (Ex): None know the power of an encouraging yell more than a Slave, and one of the Ferzian persuasion has mastered such a power herself. Screaming encouragement - or discouragement - at the tops of her lungs, she can change the tide of battle without lifting a finger. But she is just as much a slave as any other, and if her master is not present, she doesn’t get those encouraging words. But that’s where passion steps in, and that’s where her power shines.
At 9th level, as a standard action a number of times per day equal to her Evoker Stat Modifier, the Ferzian Slave may grant a +2 morale bonus to AC, attack rolls, and damage rolls to all allies that can hear her. Alternatively, she may grant a -2 morale penalty to AC, attack rolls, and damage rolls to all enemies that can hear her. Additionally, when she uses this ability, the Slave herself gains a +1 bonus to AC, attack rolls, and damage rolls, and her critical threat range expands by 1. All of these modifiers last for a number of rounds equal to her Evoker Stat Modifer.
I also like this! The only thing I might add - make it at-will. It is a standard action buff, making it inherently situational to begin with. No need to make people worry about running out of something like that. Also, you need a notation regarding how the crit range expansion stacks (or doesn't stack) with other crit range expansion.
Quote:
Originally Posted by caledscratcher
Enslaved Heart (Sp): Every slave, even those who are proud of their position, desires someone who feels the same. And sometimes, having slaves of your own just doesn’t cut it. No, you need to be able to control all who surround you, force them to obey, remove their humanity as yours was removed so long ago. And while light is free, it can hold those who defy it in a prison for just that purpose.
At 10th level, the Ferzian Slave can, as a full-round action a number of times per day equal to her Evoker Stat Modifer, cast Hold Person, Mass as a spell-like ability, with her Caster level treated as half her Evoker level. However, she may expend motes to increase the power of this ability: for every 2m spent on this ability, the radius of effect increases by 5 feet.
Gonna be blunt here - this is a genuine true-blue mass save-or-lose, and I dislike it purely for that. Fire or six times a day, the character just shrugs and trivializes an encounter (if the dice are working reasonably in her favor). It's effective, but when it works it makes combats just not happen. Casters can do it at times, yeah, but that doesn't make it any less annoying for the DM or the other players who just got flinched out of a combat encounter.
* * * * * * * * *
Overall, like I said - interesting concept, needs some work before I feel comfortable putting it up front. A suggestion a might toss out - for a class based around servitude, there is remarkably little to do with one's master in the crunch side. Bear in mind, if a character has crafted a soulbond to their master, that master is probably going to play a pretty huge part in their personal plotline! Soulbond characters tend to be cohorts, tagalong NPCs, or even other PCs, so I wouldn't be afraid to include some features to synergize with (or sacrifice for) the master.
Anyway, again, sleepy. Hope that came out all right.
__________________
Lovely Rita Mordio avatar by Zefir! Thank you!
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
Re: Tome of Radiance: Mastering the Power of Love and Justice
OK, so I had an idea for a spellshaping/radiance PrCt so i built it and it’s probably not very good, but it was a fun way to pass the time! I also realized that there was one thing that I had put in that I had never seen in any Evoking PrC, even though it seemed like a relatively obvious type of thing that could be put in - and hell - centered around!
So yeah, concrit would be super helpful!
Lightning Rook ”Walls need not sit still. A shield need not be held. Lightning does none of what either is expected to do, yet it’s gleam is fearsome, it’s speed is brilliant, and it’s might is unmistakable. Thus, a fortress of storms is truly the awesomest power imaginable!” - Katherine Werd, explaining why she became a Lightning Rook to an uneducated peasant.
Some who trek the formulaic path can discover the strength of light within their own power, although not all who find such find it amidst unrefined light, as so many do. Some of these shapers begin to adventure into the realms of radiance, all whilst searching for the light which defined this choice.
And in those who fit such a description, there are those whose passion to protect is unmistakable. Those who wield both formulae and illuminations, alongside their bodies, as shields for those who need the mighty in order to survive.
Those admirable few will almost always discover - or in some cases, personally imagine - the power of a Lightning Rook. And those few are shields to all, breathing bastions of unmistakable speed, stormful citadels that rock the existence of any who dare make threats, and kind keeps whose power stems from pure passion.
Requirements:
To become a lightning rook, you must fulfill the following criteria: Feats: Ride-By Attack Special: Must know at least one 2nd-level formula and at least two 1st-level formulae from the Shocking Current Circle. Special: Must know at least one blast Illumination with the Prism Component. Special: Must know at least one barrier Illumination with a mote cost of at least 3m.
Spoiler
The only thing I feel needs explaining is the Feat. Basically, when you’re centered around going fast and dealing a bunch of damage, you’re gonna need to be able to smash through things while still going fast.
Storming Citadel (DR 7, IR/FR 22), Queen of Two Castles
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Spoiler
Hoo, that took a while to type up. 6/10 progression of Illuminations AND Shaping, good FORT and REF, Quite a few class features, along with a Cartridge/Complex Formula/Persona Capacity thing. Overall, I think that it might be a bit too strong of a chassis, but that’s why I’m looking for the concrit!
Weapon and Armor Proficiencies: The rook ains proficiency in light and medium armor and all shields (except tower shields).
Illuminations: At each indicated level, a lightning rook gains an increase in evoker level, illuminations known, illuminations readied, innate illuminations, and personas known as if they had gained a level in an illumination-using class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one illumination-using class before becoming a lightning rook, she must decide to which class to add each level for the aforementioned purposes.
Shaping: At each indicated level, a lightning rook gains an increase in shaper level, formulae known, formulae prepared, and circles known as if they had gained a level in a spellshaping class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one spellshaping class before becoming a lightning rook, she must decide to which class to add each level for the aforementioned purposes.
[spoiler]Blah blah blah standard stuff.[/spoi;er]
A Shield When Needed (Ex): A rook knows one of the greatest truth: you cannot protect everyone at once. However, she knows that if you have good enough reflexes and are just fast enough, you can protect a lot of people one after another.
At 1st level, if an ally of the Rook within 10 feet of her would be dealt damage by an opponent’s attack, she may take a five-foot step. If the would place her in the path of a ranged attack or adjacent to a foe making a melee attack, she takes the damage instead. If she would be put in a location where she would take more than one attack, she may choose to take a number of melee attacks up to her Constitution Modifier, but is affected by all ranged attacks that she is in the path of.
Spoiler
One of the iconic abilities of this class, along with the only one I thought of before deciding to make this an actual class! Step in front of the sword aimed at your buddy, a tactic that I haven’t seen nearly enough of in D&D.
Anchored Barrier: At 1st level, he Rook gains access to a Barrier Shape Component known as Anchor.
Anchor [Rook]
[Mote Cost: 1m +2m/rank beyond the first]
At times, a magical girl will dart across the battlefield constantly, while needing to bring help with her as she travels. For such an evoker, she must learn to bring her dominion alongside her. Every square within a radius of [five feet * number of ranks in this component] of the evoker is treated as the interior of the barrier. If the Evoker is riding a mount that takes up more than one space, treat every space that the mount takes up as a space occupied by the evoker. A barrier with this shape has no actual edges, and effects that would apply to the edge of a barrier do not impact the illumination's functionality.
Spoiler
Ah yes, the thing which I was surprised hadn’t been done before! Giving a new Illumination Component for a PrC seemed... really obvious, so yeah. Anyways, it’s basically Dominions that follows you. uvu
Enhanced Armaments (Ex): At 2nd level, a rook’s bond with her radiant armaments strengthen, causing them to grow alongside her, as any true warrior wishes for. At 2nd level and 10th level, the rook can add an enhanced armaments feature from the radiant armaments section to her costume. At 6th level, she can an enhanced armaments feature from the radiant armaments section to either her costume or her device.
Spoiler
Blah blah yep
Spellshape Shield (Sp): While any shaper can attack their foes with their element, few can claim control over the battlefield, while also defending those in danger. A rook’s urge to protect extends far into her spellshaping, to the point that her formulae can even affect her mighty shield.
At 2nd level, the Rook gains access to a special ability in the Shocking Current Circle known as a Spellshape Shield. A Spellshape Shield can be affected by any formulae that affect a Spellshape Attack. The Spellshape Shield for Shocking Current is known as coursing fence.
A coursing fence is a 4-foot tall wall of electric current placed along the edge of squares, with a maximum distance covered of [15 feet * Shaper Level]. None of the edges may be more than [25 feet * Shaper Level] away from the Rook when she first forms it. The fence lasts a number of rounds equal to [1/2 Shaper Level + Shaper Ability Modifier]. When a creature attempts to pass through the fence, it takes 1d6 electricity damage, + 1d6 for every four shaper levels beyond first, and must make a Fortitiude Save with a DC of [10 + 1/3 Shaper Level] or not pass through. If a creature charges through the fence, they gain a +4 circumstances bonus.
Spoiler
I think that this is a pretty cool concept, in all honesty! Lets you control the battlefield, cage foes, provide barriers to bystanders, yeah! Plus, any formulae that would affect galvanic ray can affect the fence instead, which is always pretty cool. uwu \m/
Darting Fortress (Ex): A rook has always known the importance of an oft-ignored factor of combat: reactions. While hopping over by five feet is great, doing so when it is truly needed is excellent, and she understands that perfectly.
At 3rd level, she may take an additional five-foot step per round. At 6th level, she may take one five-foot step per round when it is not her turn. At 9th level, she may take an additional five-foot steps per round, and an additional five-foot step when it is not her turn. The five-foot steps for when it is not her turn can be used to use A Shield When Needed multiple times per round.
Spoiler
Yeah, this mainly seeves to boost up A Shield When Needed, not gonna lie. But hey, it could very well have other applications!
Storming Citadel (Su): A rook, being a master of defending, is quickly granted the ability to defend more than ever before by the light of lightning itself. At 5th level, she gains DR/- 3, Illumination Resistance 10, and Formula Resistance 10. At 10th level, this becomes DR/- 7, Illumination Resistance 22, and Formula Resistance 22. When Illumination Resistance or Formula Resistance would apply, she may choose to not apply it.
Illumination Resistance and Formula Resistance function identically to Spell Resistance, but apply to Illuminations and Formulae, respectively.
Spoiler
A defending-centric class has RESISTANCE??? WHAT!? But no seriously, I would’ve felt dumb if I hadn’t put this in.
Costume: At 7th level, a rook increases her Costume Effect limit by one.
Spoiler
Simple enough. uwu
Bonus Evoking Specialty: At 8th level, the rook gains one additional Cartridge, one more use of a Complex Formula, and/or a +1 bonus to Persona Capacity, but only if she already had at least one level in Champion, Stargazer, and/or Empath, respectively.
Spoiler
OK wow I just realized that this hadn’t been done on any other PrCs, which... surprises me, because it seems like a decent thing to have, given that you don’t get it for simply taking levels in the PrC!
Queen of Two Castles (Su): A rook of this caliber is far more than a tower or a fortress, she is a bastion for all who must be protected. And as this swiftly-moving bastion, she is her own queen, ruling over the might of two very different forces of reality. And in this existence, she has finally realized that - at least for her - they need not be separate!
At 10th level, the Rook gains the ability to build a single Illumination with the maximum mote cost increased by 1/2 her Shaper Level (rounded up). Additionally, her mote pool permanently increases by a number equal to her Shaper level. Furthermore, the number of Formulae that she knows is permanently increases by 1/2 her Evoker Level (rounded up), as is the number of Formulae she has prepared.
Spoiler
I... think that it’s not untypical for a Gish PrC to allow the two things to affect each other’s power as a capstone? I honestly have no clue!
Last edited by caledscratcher : 05-16-2013 at 07:59 AM.
Re: Tome of Radiance: Mastering the Power of Love and Justice
Quote:
Originally Posted by Amechra
You'll need to explain what Formula Resistance and Illumination Resistance are; I can guess, but neither is actually a thing.
Though...
Hold on, I need to make a note here... gotcha.
Ah, thank you! It's been fixed now. UwU
EDIT: So, I apparently forgot how Spell Resistance works, meaning that I was effectively giving her two things of speciallized SR 7... at 16th level. As such, I buffed up the numbers for IR and FR.
Last edited by caledscratcher : 05-16-2013 at 08:02 AM.