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Thread: GitP PrC Contest Chat Thread IV
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2012-11-15, 08:07 AM (ISO 8601)
- Join Date
- Oct 2011
Re: GitP PrC Contest Chat Thread IV
(member in good standing of the troll-feeder's guild)
I am the assassin of productivity.
Super boss Muscle Wizard avvie by Ceika.
gitp extended sig
minmaxboards extended sig (more stuff)
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2012-11-15, 09:04 AM (ISO 8601)
- Join Date
- Jan 2010
- Gender
Re: GitP PrC Contest Chat Thread IV
Hm... I'd like to trade PEACHes with you sometime, sirpercival. I'll probably get one for the Clockwork Cenobite up either tonight or sometime over the weekend.
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2012-11-15, 10:51 PM (ISO 8601)
- Join Date
- Oct 2011
Re: GitP PrC Contest Chat Thread IV
dooooobie do waaaaaaaaaah
Spoiler{opening fluff}
BECOMING A GEOMETRIST
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Alignment: Any Lawful
Special: Kineticist Psion
Feat: Psionic Meditation
{game rule information}
Weapon Proficiencies: A place to put the different proficiencies.
Ordering Power (Ex): The Geometrist likes nothing more than for things to be neat and tidy. This can have a variety of meanings, and in a pinch, objects existing in an arrangement as simple as a circle or line is enough, especially when dealing with terminally disorganized things like living creatures.
When the Geometrist manifests a psionic power that affects an Area (i.e. burst, emanation, spread, cone, line, sphere, etc.) he may expend his Psionic focus to make that power an Ordering Power.
Ordering Powers exert their manifester’s will on creatures near their area of effect. All creatures within 10ft of an Area targeted by an Ordering Power must make a Fortitude Save (DC 10 + the Power’s level + Int Mod + ½ class level) to resist this powerful draw.
A creature that makes its save remains unmoved. Creatures failing the save by 5 or less are pulled 5’ closer to the nearest square affected by the power. Creatures failing by 10 or less are pulled inexorably into the nearest square affected by the power. All other creatures failing their save are pulled inexorably into the nearest square affected by the power and knocked prone.
Creatures moved into the area affected by the power are affected by the power as if they had been within the area when the power was manifested.
If you want to keep it as-is, my suggestion for rewording: "All creatures within 10 feet of any square affected by the power must make a Fortitude save (DC 10 + power level + Int mod + 1/2 class level) or be drawn 5 feet closer to the nearest square affected by the power. A failure by 5 or more pulls a creature fully into the nearest square affected by the power, causing the creature to also be affected by the power as if they had been within the area originally. A failure by 10 or more causes the creature to be knocked prone as well."
However, an alternative is to make it a bull rush effect: "All creatures within 5 feet per class level of any square affected by the power are subject to a bull rush towards the nearest affected square. Treat the power as a Large creature with a Strength modifier equal to 1/2 the power's manifested level, except that the power can bull rush any size creature, and it gains a bonus to the opposed Strength check equal to the level of the Ordered power. Any creature moved at least 10 feet by this effect is knocked prone when they arrive at their destination. A creature who is bull rushed stops in the nearest affected square even if the result of the opposed check would be sufficient to move them farther."
Take what you like, leave the rest.
Ducks in a Row (Ex): The Geometrist works best when he can keep himself well organized. Nice, straight lines are mentally stimulating, and not surprisingly, that has a very visceral effect when that mental power is unleashed.
Any time the Geometrist manifests a power that affects multiple targets but not an area, this effect activates. If the Geometrist and at least two targets of the power occupy the same line, the Power being manifested is automatically and freely Empowered.
Everything in its Place (Ps): Sentient beings are chronically uncooperative with the Geometrist’s preferences for organization. Even if he puts them in a nice, neat order they will rebel and move about and generally wreak havoc on his schemes. A simple solution is called for, which comes in the form of a unique ability they develop.
The Geometrist can manifest Everything in its Place at-will as a Psi-like ability.
Everything in its Place
Spoiler
Level: Psion 3
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: One creature
Duration: Concentration, up to 1 min/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 5
Directed Psionic Energies lace the ground around your target, forming a flowing field of telekinetic power that glows in a directed field, pointed toward where your target is currently standing.
The square(s) the creature is currently occupying will be referred to as “center square(s)” in the following description. All squares within 10’ of the target that are not center squares become Difficult Terrain. Any creature ending its turn within the area of the field is automatically moved in a straight line to the nearest center square. If this movement is obstructed, the creature is moved as close as possible along the straight line but is otherwise unharmed.
Augment
For every 4 additional power points you spend, the area this power affects increases by 5’.
By spending an additional 5 power points, the each square of difficult terrain created by this power costs 3 squares of movement.
Balance-wise, I might give the creatures a save to resist the effect. Also, what happens when they start their turn adjacent? Can they move away at no penalty besides the difficult terrain? It might be cool to force a second save to move away.
I personally love this power. It makes tanking a million times easier. Craft it into a potion, or as a 1/day Third Eye Gravity or something, for the melee brute to carry around.
Stillness of Mind: Now and then, everyone needs a moment to catch their breath. A calm time to themselves to recoup and come back swinging harder. For the Geometrist, taking even a brief moment to quiet their minds in the midst of the chaos of battle can be a powerful thing.
As a move action, the Geometrist can make a Concentration check. The next power he manifests that round is considered Heightened 1 level for every 5 points the Concentration check exceeds the power’s DC (10 + power level + Int mod.)
And as I'm thinking about it, divorcing the Concentration check from the actual act of manifesting the power seems weird. It's like saying "write down the result, you'll need it later… unless you don't, if you don't get around to manifesting a power". How about just activating this ability as a move action, and then when you manifest the power you make a Concentration check at the same time?
Reorientation: As any Geometrist will tell you, they are nothing but flexible. They understand the world can’t revolve around them, and not everything can be perfectly lined up just for them. As long as things are lined up for someone they can make do. See? Perfectly flexible.
When manifesting any power that affects a Line area, the Geometrist can manifest it as if he were standing anywhere within a circle centered on him with radius equal to the spell’s range to which he has line of sight. The spell can be aimed in any direction from this point, but any area that would be affected beyond this circle is, instead, not.
Matching Set: Organization goes beyond simple spatial placement but still, please don’t move that, it’s there for a reason. If possible, things should share common characteristics as well, or at least all receive the same treatment so one doesn’t stand out.
Any time the Geometrist and at least two allies occupy the same line, all Personal effects affecting the Geometrist are shared among all of his allies occupying that line.
Placing Everything: Sometimes, you just need to move something and move it fast. Creatures don’t understand that there is a place for them, no matter how gently you might suggest it to them. Eventually, you can’t be gentle anymore.
The Geometrist can manifest Shunt as a psi-like ability.
Shunt
Spoiler
Level: 5
Display: Material and visual
Manifesting Time: 1 standard action (See below)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will Negates (See below)
Power Resistance: Yes
Power Points: 9
You forcibly teleport one creature against its will up to 25’ in any direction. Creatures cannot be teleported to an environment that cannot support them.
If this power is manifested as a standard action, there is no save. This power can, alternatively, be manifested as a Swift action. In this case, a successful Will save prevents the teleportation.
Augment
For every additional power point you spend, the distance you can teleport the target increases by 5’. For ever 10’ this distance increases, the save DC increases by 1.
Clean and Neat: Efficiency is key. The more efficiently something can be done, the more that thing should be done. It just makes sense.
By expending his Psionic Focus, the Geometrist can cause Powers he manifests that affect an area have additional, powerful effects based on the number of creatures affected.
{table=head]Number of Creatures | Additional Effect
1 | None
2 | Power is Empowered
3 | Power is Twinned
4 | Power is Maximized
5 | Power is Maximized and Empowered
6+ | Power is Maximized, Empowered, and Twinned
[/table]
Psionic Tether (Ps): No matter how hard you try, some things will just never work the way you want them to. A little delusion never hurts. Just pretend that orc is standing dutifully in its spot, and act accordingly.
At will, as a swift action, the Geometrist can mentally “tether” a creature to a point. The creature and the square it is in are both marked for a number of rounds equal to the Geometrist’s Int score. For this duration, a glowing psionic tether connects the creature with the square it was in when this ability was used. During this time, for the purposes of the Geometrist’s Powers and abilities, the Geometrist can target any square the tether passes through as if the creature occupied that square. Abilities that affect multiple squares still only affect the creature once.
Your Place in the Universe: Having finally reached a level of mastery of using his psionic powers to order the world around him, the Geometrist turns them upon himself, finally having found a way to bring a little bit of quiet to his own existence. Ensconsed deep within his safe place, the Geometrist places his mental capacities within a special item, stored safely exactly where it is meant to be. From the safety of its new home, his mind is free to purge the body of the roiling maelstrom of blood, and guide his newly forged body in full knowledge that, no matter where his body may go, his mind is always truly exactly where it should be.
The Geometrist’s type changes to Undead. Do not recalculate BAB saves or skill points, size remains unchanged. Change all past and future HD to d12s. His base natural armor increases by 5.
He gains the Intelligence Drain special attack.
Intelligence Drain (Su): Any intelligent creature the Geometrist hits with a touch attack must succeed a Will save (DC 10 + ½ HD + Int mod) or take 1d6 points of Int drain.
He gains the following Special Qualities.
SpoilerTurn Resistance (Ex): The Geometrist has +6 turn resistance.
Damage Reduction (Ex): The Geometrist’s body is tried and preserved through processes known only to himself. This gives his body damage reduction 10/bludgeoning and magic.
Fast Healing (Ex): The psionic energies keeping his body moving and his consciousness active in the body actively seek out new material to repair wounds the body suffers. He gains Fast Healing 2.
Empty Bodied Clarity (Ex): Increase the Geometrist as follows: +2 Int, +2 Wis.
Immunities (Ex): As his mind isn’t actually contained in the brain anymore, the Geometrist gains certain immunities. He becomes immune to polymorph and mind-affecting spells and abilities.
The Special Place
Spoiler
To undergo his final transformation into a creature of quiet, preserved order, the Geometrist must ensconce his consciousness in a crystal in a ritual that takes 3 days and 5000g worth of materials. This crystal retains the true source of his intellect, and unless it is destroyed, a slain Geometrist can reconstruct a body from base particles and resurrect in 1d6 weeks.
The Special Place has a manifester level equal to the creator’s manifester level at the time of creation. It is a Tiny object, made of some form of crystal and having 40 hit points, 20 hardness, and a break DC of 40.
Yeah, not crazy about the capstone. It just seems kinda out of left field… the rest of the abilities are about manipulating powers in different ways. I'll see if I can come up with any new capstone ideas… right now I'm really tired and am blanking on them.
Very interesting class! I think you went a unique direction with the theme.
Sounds good.(member in good standing of the troll-feeder's guild)
I am the assassin of productivity.
Super boss Muscle Wizard avvie by Ceika.
gitp extended sig
minmaxboards extended sig (more stuff)
-
2012-11-15, 10:55 PM (ISO 8601)
- Join Date
- Oct 2011
Re: GitP PrC Contest Chat Thread IV
dooooobie do waaaaaaaaaah
Spoiler{opening fluff}
BECOMING A GEOMETRIST
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Alignment: Any Lawful
Special: Kineticist Psion
Feat: Psionic Meditation
{game rule information}
Weapon Proficiencies: A place to put the different proficiencies.
Ordering Power (Ex): The Geometrist likes nothing more than for things to be neat and tidy. This can have a variety of meanings, and in a pinch, objects existing in an arrangement as simple as a circle or line is enough, especially when dealing with terminally disorganized things like living creatures.
When the Geometrist manifests a psionic power that affects an Area (i.e. burst, emanation, spread, cone, line, sphere, etc.) he may expend his Psionic focus to make that power an Ordering Power.
Ordering Powers exert their manifester’s will on creatures near their area of effect. All creatures within 10ft of an Area targeted by an Ordering Power must make a Fortitude Save (DC 10 + the Power’s level + Int Mod + ½ class level) to resist this powerful draw.
A creature that makes its save remains unmoved. Creatures failing the save by 5 or less are pulled 5’ closer to the nearest square affected by the power. Creatures failing by 10 or less are pulled inexorably into the nearest square affected by the power. All other creatures failing their save are pulled inexorably into the nearest square affected by the power and knocked prone.
Creatures moved into the area affected by the power are affected by the power as if they had been within the area when the power was manifested.
If you want to keep it as-is, my suggestion for rewording: "All creatures within 10 feet of any square affected by the power must make a Fortitude save (DC 10 + power level + Int mod + 1/2 class level) or be drawn 5 feet closer to the nearest square affected by the power. A failure by 5 or more pulls a creature fully into the nearest square affected by the power, causing the creature to also be affected by the power as if they had been within the area originally. A failure by 10 or more causes the creature to be knocked prone as well."
However, an alternative is to make it a bull rush effect: "All creatures within 5 feet per class level of any square affected by the power are subject to a bull rush towards the nearest affected square. Treat the power as a Large creature with a Strength modifier equal to 1/2 the power's manifested level, except that the power can bull rush any size creature, and it gains a bonus to the opposed Strength check equal to the level of the Ordered power. Any creature moved at least 10 feet by this effect is knocked prone when they arrive at their destination. A creature who is bull rushed stops in the nearest affected square even if the result of the opposed check would be sufficient to move them farther."
Take what you like, leave the rest.
Ducks in a Row (Ex): The Geometrist works best when he can keep himself well organized. Nice, straight lines are mentally stimulating, and not surprisingly, that has a very visceral effect when that mental power is unleashed.
Any time the Geometrist manifests a power that affects multiple targets but not an area, this effect activates. If the Geometrist and at least two targets of the power occupy the same line, the Power being manifested is automatically and freely Empowered.
Everything in its Place (Ps): Sentient beings are chronically uncooperative with the Geometrist’s preferences for organization. Even if he puts them in a nice, neat order they will rebel and move about and generally wreak havoc on his schemes. A simple solution is called for, which comes in the form of a unique ability they develop.
The Geometrist can manifest Everything in its Place at-will as a Psi-like ability.
Everything in its Place
Spoiler
Level: Psion 3
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: One creature
Duration: Concentration, up to 1 min/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 5
Directed Psionic Energies lace the ground around your target, forming a flowing field of telekinetic power that glows in a directed field, pointed toward where your target is currently standing.
The square(s) the creature is currently occupying will be referred to as “center square(s)” in the following description. All squares within 10’ of the target that are not center squares become Difficult Terrain. Any creature ending its turn within the area of the field is automatically moved in a straight line to the nearest center square. If this movement is obstructed, the creature is moved as close as possible along the straight line but is otherwise unharmed.
Augment
For every 4 additional power points you spend, the area this power affects increases by 5’.
By spending an additional 5 power points, the each square of difficult terrain created by this power costs 3 squares of movement.
Balance-wise, I might give the creatures a save to resist the effect. Also, what happens when they start their turn adjacent? Can they move away at no penalty besides the difficult terrain? It might be cool to force a second save to move away.
I personally love this power. It makes tanking a million times easier. Craft it into a potion, or as a 1/day Third Eye Gravity or something, for the melee brute to carry around.
Stillness of Mind: Now and then, everyone needs a moment to catch their breath. A calm time to themselves to recoup and come back swinging harder. For the Geometrist, taking even a brief moment to quiet their minds in the midst of the chaos of battle can be a powerful thing.
As a move action, the Geometrist can make a Concentration check. The next power he manifests that round is considered Heightened 1 level for every 5 points the Concentration check exceeds the power’s DC (10 + power level + Int mod.)
And as I'm thinking about it, divorcing the Concentration check from the actual act of manifesting the power seems weird. It's like saying "write down the result, you'll need it later… unless you don't, if you don't get around to manifesting a power". How about just activating this ability as a move action, and then when you manifest the power you make a Concentration check at the same time?
Reorientation: As any Geometrist will tell you, they are nothing but flexible. They understand the world can’t revolve around them, and not everything can be perfectly lined up just for them. As long as things are lined up for someone they can make do. See? Perfectly flexible.
When manifesting any power that affects a Line area, the Geometrist can manifest it as if he were standing anywhere within a circle centered on him with radius equal to the spell’s range to which he has line of sight. The spell can be aimed in any direction from this point, but any area that would be affected beyond this circle is, instead, not.
Matching Set: Organization goes beyond simple spatial placement but still, please don’t move that, it’s there for a reason. If possible, things should share common characteristics as well, or at least all receive the same treatment so one doesn’t stand out.
Any time the Geometrist and at least two allies occupy the same line, all Personal effects affecting the Geometrist are shared among all of his allies occupying that line.
Placing Everything: Sometimes, you just need to move something and move it fast. Creatures don’t understand that there is a place for them, no matter how gently you might suggest it to them. Eventually, you can’t be gentle anymore.
The Geometrist can manifest Shunt as a psi-like ability.
Shunt
Spoiler
Level: 5
Display: Material and visual
Manifesting Time: 1 standard action (See below)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will Negates (See below)
Power Resistance: Yes
Power Points: 9
You forcibly teleport one creature against its will up to 25’ in any direction. Creatures cannot be teleported to an environment that cannot support them.
If this power is manifested as a standard action, there is no save. This power can, alternatively, be manifested as a Swift action. In this case, a successful Will save prevents the teleportation.
Augment
For every additional power point you spend, the distance you can teleport the target increases by 5’. For ever 10’ this distance increases, the save DC increases by 1.
Clean and Neat: Efficiency is key. The more efficiently something can be done, the more that thing should be done. It just makes sense.
By expending his Psionic Focus, the Geometrist can cause Powers he manifests that affect an area have additional, powerful effects based on the number of creatures affected.
{table=head]Number of Creatures | Additional Effect
1 | None
2 | Power is Empowered
3 | Power is Twinned
4 | Power is Maximized
5 | Power is Maximized and Empowered
6+ | Power is Maximized, Empowered, and Twinned
[/table]
Psionic Tether (Ps): No matter how hard you try, some things will just never work the way you want them to. A little delusion never hurts. Just pretend that orc is standing dutifully in its spot, and act accordingly.
At will, as a swift action, the Geometrist can mentally “tether” a creature to a point. The creature and the square it is in are both marked for a number of rounds equal to the Geometrist’s Int score. For this duration, a glowing psionic tether connects the creature with the square it was in when this ability was used. During this time, for the purposes of the Geometrist’s Powers and abilities, the Geometrist can target any square the tether passes through as if the creature occupied that square. Abilities that affect multiple squares still only affect the creature once.
Your Place in the Universe: Having finally reached a level of mastery of using his psionic powers to order the world around him, the Geometrist turns them upon himself, finally having found a way to bring a little bit of quiet to his own existence. Ensconsed deep within his safe place, the Geometrist places his mental capacities within a special item, stored safely exactly where it is meant to be. From the safety of its new home, his mind is free to purge the body of the roiling maelstrom of blood, and guide his newly forged body in full knowledge that, no matter where his body may go, his mind is always truly exactly where it should be.
The Geometrist’s type changes to Undead. Do not recalculate BAB saves or skill points, size remains unchanged. Change all past and future HD to d12s. His base natural armor increases by 5.
He gains the Intelligence Drain special attack.
Intelligence Drain (Su): Any intelligent creature the Geometrist hits with a touch attack must succeed a Will save (DC 10 + ½ HD + Int mod) or take 1d6 points of Int drain.
He gains the following Special Qualities.
SpoilerTurn Resistance (Ex): The Geometrist has +6 turn resistance.
Damage Reduction (Ex): The Geometrist’s body is tried and preserved through processes known only to himself. This gives his body damage reduction 10/bludgeoning and magic.
Fast Healing (Ex): The psionic energies keeping his body moving and his consciousness active in the body actively seek out new material to repair wounds the body suffers. He gains Fast Healing 2.
Empty Bodied Clarity (Ex): Increase the Geometrist as follows: +2 Int, +2 Wis.
Immunities (Ex): As his mind isn’t actually contained in the brain anymore, the Geometrist gains certain immunities. He becomes immune to polymorph and mind-affecting spells and abilities.
The Special Place
Spoiler
To undergo his final transformation into a creature of quiet, preserved order, the Geometrist must ensconce his consciousness in a crystal in a ritual that takes 3 days and 5000g worth of materials. This crystal retains the true source of his intellect, and unless it is destroyed, a slain Geometrist can reconstruct a body from base particles and resurrect in 1d6 weeks.
The Special Place has a manifester level equal to the creator’s manifester level at the time of creation. It is a Tiny object, made of some form of crystal and having 40 hit points, 20 hardness, and a break DC of 40.
Yeah, not crazy about the capstone. It just seems kinda out of left field… the rest of the abilities are about manipulating powers in different ways. I'll see if I can come up with any new capstone ideas… right now I'm really tired and am blanking on them.
Very interesting class! I think you went a unique direction with the theme.
Sounds good.(member in good standing of the troll-feeder's guild)
I am the assassin of productivity.
Super boss Muscle Wizard avvie by Ceika.
gitp extended sig
minmaxboards extended sig (more stuff)
-
2012-11-15, 10:56 PM (ISO 8601)
- Join Date
- Oct 2011
Re: GitP PrC Contest Chat Thread IV
dooooobie do waaaaaaaaaah
Spoiler{opening fluff}
BECOMING A GEOMETRIST
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
Alignment: Any Lawful
Special: Kineticist Psion
Feat: Psionic Meditation
{game rule information}
Weapon Proficiencies: A place to put the different proficiencies.
Ordering Power (Ex): The Geometrist likes nothing more than for things to be neat and tidy. This can have a variety of meanings, and in a pinch, objects existing in an arrangement as simple as a circle or line is enough, especially when dealing with terminally disorganized things like living creatures.
When the Geometrist manifests a psionic power that affects an Area (i.e. burst, emanation, spread, cone, line, sphere, etc.) he may expend his Psionic focus to make that power an Ordering Power.
Ordering Powers exert their manifester’s will on creatures near their area of effect. All creatures within 10ft of an Area targeted by an Ordering Power must make a Fortitude Save (DC 10 + the Power’s level + Int Mod + ½ class level) to resist this powerful draw.
A creature that makes its save remains unmoved. Creatures failing the save by 5 or less are pulled 5’ closer to the nearest square affected by the power. Creatures failing by 10 or less are pulled inexorably into the nearest square affected by the power. All other creatures failing their save are pulled inexorably into the nearest square affected by the power and knocked prone.
Creatures moved into the area affected by the power are affected by the power as if they had been within the area when the power was manifested.
If you want to keep it as-is, my suggestion for rewording: "All creatures within 10 feet of any square affected by the power must make a Fortitude save (DC 10 + power level + Int mod + 1/2 class level) or be drawn 5 feet closer to the nearest square affected by the power. A failure by 5 or more pulls a creature fully into the nearest square affected by the power, causing the creature to also be affected by the power as if they had been within the area originally. A failure by 10 or more causes the creature to be knocked prone as well."
However, an alternative is to make it a bull rush effect: "All creatures within 5 feet per class level of any square affected by the power are subject to a bull rush towards the nearest affected square. Treat the power as a Large creature with a Strength modifier equal to 1/2 the power's manifested level, except that the power can bull rush any size creature, and it gains a bonus to the opposed Strength check equal to the level of the Ordered power. Any creature moved at least 10 feet by this effect is knocked prone when they arrive at their destination. A creature who is bull rushed stops in the nearest affected square even if the result of the opposed check would be sufficient to move them farther."
Take what you like, leave the rest.
Ducks in a Row (Ex): The Geometrist works best when he can keep himself well organized. Nice, straight lines are mentally stimulating, and not surprisingly, that has a very visceral effect when that mental power is unleashed.
Any time the Geometrist manifests a power that affects multiple targets but not an area, this effect activates. If the Geometrist and at least two targets of the power occupy the same line, the Power being manifested is automatically and freely Empowered.
Everything in its Place (Ps): Sentient beings are chronically uncooperative with the Geometrist’s preferences for organization. Even if he puts them in a nice, neat order they will rebel and move about and generally wreak havoc on his schemes. A simple solution is called for, which comes in the form of a unique ability they develop.
The Geometrist can manifest Everything in its Place at-will as a Psi-like ability.
Everything in its Place
Spoiler
Level: Psion 3
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: One creature
Duration: Concentration, up to 1 min/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 5
Directed Psionic Energies lace the ground around your target, forming a flowing field of telekinetic power that glows in a directed field, pointed toward where your target is currently standing.
The square(s) the creature is currently occupying will be referred to as “center square(s)” in the following description. All squares within 10’ of the target that are not center squares become Difficult Terrain. Any creature ending its turn within the area of the field is automatically moved in a straight line to the nearest center square. If this movement is obstructed, the creature is moved as close as possible along the straight line but is otherwise unharmed.
Augment
For every 4 additional power points you spend, the area this power affects increases by 5’.
By spending an additional 5 power points, the each square of difficult terrain created by this power costs 3 squares of movement.
Balance-wise, I might give the creatures a save to resist the effect. Also, what happens when they start their turn adjacent? Can they move away at no penalty besides the difficult terrain? It might be cool to force a second save to move away.
I personally love this power. It makes tanking a million times easier. Craft it into a potion, or as a 1/day Third Eye Gravity or something, for the melee brute to carry around.
Stillness of Mind: Now and then, everyone needs a moment to catch their breath. A calm time to themselves to recoup and come back swinging harder. For the Geometrist, taking even a brief moment to quiet their minds in the midst of the chaos of battle can be a powerful thing.
As a move action, the Geometrist can make a Concentration check. The next power he manifests that round is considered Heightened 1 level for every 5 points the Concentration check exceeds the power’s DC (10 + power level + Int mod.)
And as I'm thinking about it, divorcing the Concentration check from the actual act of manifesting the power seems weird. It's like saying "write down the result, you'll need it later… unless you don't, if you don't get around to manifesting a power". How about just activating this ability as a move action, and then when you manifest the power you make a Concentration check at the same time?
Reorientation: As any Geometrist will tell you, they are nothing but flexible. They understand the world can’t revolve around them, and not everything can be perfectly lined up just for them. As long as things are lined up for someone they can make do. See? Perfectly flexible.
When manifesting any power that affects a Line area, the Geometrist can manifest it as if he were standing anywhere within a circle centered on him with radius equal to the spell’s range to which he has line of sight. The spell can be aimed in any direction from this point, but any area that would be affected beyond this circle is, instead, not.
Matching Set: Organization goes beyond simple spatial placement but still, please don’t move that, it’s there for a reason. If possible, things should share common characteristics as well, or at least all receive the same treatment so one doesn’t stand out.
Any time the Geometrist and at least two allies occupy the same line, all Personal effects affecting the Geometrist are shared among all of his allies occupying that line.
Placing Everything: Sometimes, you just need to move something and move it fast. Creatures don’t understand that there is a place for them, no matter how gently you might suggest it to them. Eventually, you can’t be gentle anymore.
The Geometrist can manifest Shunt as a psi-like ability.
Shunt
Spoiler
Level: 5
Display: Material and visual
Manifesting Time: 1 standard action (See below)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will Negates (See below)
Power Resistance: Yes
Power Points: 9
You forcibly teleport one creature against its will up to 25’ in any direction. Creatures cannot be teleported to an environment that cannot support them.
If this power is manifested as a standard action, there is no save. This power can, alternatively, be manifested as a Swift action. In this case, a successful Will save prevents the teleportation.
Augment
For every additional power point you spend, the distance you can teleport the target increases by 5’. For ever 10’ this distance increases, the save DC increases by 1.
Clean and Neat: Efficiency is key. The more efficiently something can be done, the more that thing should be done. It just makes sense.
By expending his Psionic Focus, the Geometrist can cause Powers he manifests that affect an area have additional, powerful effects based on the number of creatures affected.
{table=head]Number of Creatures | Additional Effect
1 | None
2 | Power is Empowered
3 | Power is Twinned
4 | Power is Maximized
5 | Power is Maximized and Empowered
6+ | Power is Maximized, Empowered, and Twinned
[/table]
Psionic Tether (Ps): No matter how hard you try, some things will just never work the way you want them to. A little delusion never hurts. Just pretend that orc is standing dutifully in its spot, and act accordingly.
At will, as a swift action, the Geometrist can mentally “tether” a creature to a point. The creature and the square it is in are both marked for a number of rounds equal to the Geometrist’s Int score. For this duration, a glowing psionic tether connects the creature with the square it was in when this ability was used. During this time, for the purposes of the Geometrist’s Powers and abilities, the Geometrist can target any square the tether passes through as if the creature occupied that square. Abilities that affect multiple squares still only affect the creature once.
Your Place in the Universe: Having finally reached a level of mastery of using his psionic powers to order the world around him, the Geometrist turns them upon himself, finally having found a way to bring a little bit of quiet to his own existence. Ensconsed deep within his safe place, the Geometrist places his mental capacities within a special item, stored safely exactly where it is meant to be. From the safety of its new home, his mind is free to purge the body of the roiling maelstrom of blood, and guide his newly forged body in full knowledge that, no matter where his body may go, his mind is always truly exactly where it should be.
The Geometrist’s type changes to Undead. Do not recalculate BAB saves or skill points, size remains unchanged. Change all past and future HD to d12s. His base natural armor increases by 5.
He gains the Intelligence Drain special attack.
Intelligence Drain (Su): Any intelligent creature the Geometrist hits with a touch attack must succeed a Will save (DC 10 + ½ HD + Int mod) or take 1d6 points of Int drain.
He gains the following Special Qualities.
SpoilerTurn Resistance (Ex): The Geometrist has +6 turn resistance.
Damage Reduction (Ex): The Geometrist’s body is tried and preserved through processes known only to himself. This gives his body damage reduction 10/bludgeoning and magic.
Fast Healing (Ex): The psionic energies keeping his body moving and his consciousness active in the body actively seek out new material to repair wounds the body suffers. He gains Fast Healing 2.
Empty Bodied Clarity (Ex): Increase the Geometrist as follows: +2 Int, +2 Wis.
Immunities (Ex): As his mind isn’t actually contained in the brain anymore, the Geometrist gains certain immunities. He becomes immune to polymorph and mind-affecting spells and abilities.
The Special Place
Spoiler
To undergo his final transformation into a creature of quiet, preserved order, the Geometrist must ensconce his consciousness in a crystal in a ritual that takes 3 days and 5000g worth of materials. This crystal retains the true source of his intellect, and unless it is destroyed, a slain Geometrist can reconstruct a body from base particles and resurrect in 1d6 weeks.
The Special Place has a manifester level equal to the creator’s manifester level at the time of creation. It is a Tiny object, made of some form of crystal and having 40 hit points, 20 hardness, and a break DC of 40.
Yeah, not crazy about the capstone. It just seems kinda out of left field… the rest of the abilities are about manipulating powers in different ways. I'll see if I can come up with any new capstone ideas… right now I'm really tired and am blanking on them.
Very interesting class! I think you went a unique direction with the theme.
Sounds good.(member in good standing of the troll-feeder's guild)
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2012-11-16, 04:47 AM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
Clockwork Cenobites PEACH
SpoilerFirst impressions: An order of super-monks that wear armor that have mobility in a suit of metal. Unfortunately, they can't be Iron man, though they can come close.
Class Requirements
So, a 1-level Monk dip and 4 levels in any class with Concentration as a class skill. Monk is actually an amazing class for the first two levels, and decent for the next 4; this class seems like it offers abilities that make Monk actually worth taking for the next few levels. I'll consider it with a Monk 5 base, as that does get the most benefit from the class.
Chassis:
The saves are a bit odd; usually, they increase at a rate of +2/+3/+3/+4/+4, rather than +2/+2/+3/+3/+4. I'm going to assume that's a typo, for now.
d8 HD, which seems odd, given that they're moving in a tanky direction. Also doesn't help the Monk's need for Con, due to a low HD size. More skills, which were sorely needed, though the increase isn't explored that much in the fluff.
Full BAB, as expected. It's basically a direct improvement over the Monk chassis, which is already pretty amazing.
Monk abilities- why isn't Slow Fall progressed? I guess it's to keep people from gaining the ability after a monk dip, but why not just have a note that if you don't have the monk abilities at the time, they don't improve? I.e. Requiring monk level 4 in order to progress Slow Fall? It screws with the wording a bit, but it would fit better flavorfully.
Mechanus Skin:
Wait, monks are treated as unarmored in that?
They don't get Dex to AC, but they get unarmored speed boosts and Wis to AC. This is a bit of a fluff disconnect for me; including some note of why these abilities and benefits are still progressed in the least mobile suit of armor in the multiverse would be appreciated; they can move at lightning speeds and dodge many hits... but they can't tumble or jump for their life? Though, this does help the Monk's MAD a bit; they don't need to pump Dex as much, anymore...
I'm not entirely sure about this ability as it stands right now, though. At level 6, the Monk's AC is 21+Wis before things like Amulet of Natural Armor and Enhancement bonuses. It's probably fine, but it still sets off warning bells in my head when AC is improved by +8 or more suddenly. Maybe make the suit grow with the Cenobite? Give them the benefits of a Breastplate as they first take the class, which upgrades to full Mechanus plate at level 3? It probably doesn't affect the balance much, but it's something to think about.
Infinite Gyre:
This is the kind of ability that makes me nervous; it's a positive feedback loop. If you miss, you have a worse chance to hit, meaning you miss more, meaning you have an even worse chance to hit, and so on. In Rocket-Tag environments, this doesn't matter that much, but in long, drawn-out boss battles? This will either get the BBEG to try to ignore you (and you can't exactly force him to do otherwise, though you can close the distance to him well) or hit you with spells (which you shrug off, being a Monk and all), or eventually wind up with a flurry of misses on his attack step. I'm a bit worried about this, is all; it means that after a while, you no longer have to worry about getting hit in combat; Mooks can't hit you well, spells don't work very well, and anything that focuses on you begins to suffer penalties. Maybe just have the penalty expire 1 full round after the last attack that was made on the Cenobite? Otherwise, as a boss monster or something similar, it's going to be a nightmare to bring down.
Refined Musculature:
Even MORE AC Boosters! Flavor question, though: Why does the critical hit negate chance not increase as Refined Musculature improves? Also, the ACP is going to be killing the monk, even after gaining this ability...
Inevitable Strike:
Powerful; stick it on the last attack of a sequence, and force through some bonus damage, or stick it on the only attack you make in a round for some nice bonus damage. But, because it's 1/round and limited uses per day, it isn't that bad. I actually really like it.
Mechanus Motion:
This is why I don't understand why Slow Fall isn't progressed. Though, it brings up some interesting rules questions: If Roc tries to carry him off, what happens to him and the rock? If he's brought into an opponent's square through Swallow Whole, how does that work? And what other effects, aside from Bull Rush, moves him without teleporting him?
Either way, very flavorful ability. I like it.
Synchronocity:
Perhaps any ally within Slow Fall range? With the Cenobite being a fast, mobile combatant, making him shackle himself to an endpoint for this ability seems odd. Of course, with having him intercept in from a distance, that would bring up other questions if he didn't move adjacent to the ally to intercept the attack, but still. Other than that, it seems fine.
Ordered Flight:
Not within {slow fall distance} feet of the ground? And this feature grants no benefit who didn't actually take levels in the monk class? And does this speed get halved by the Mechanus plate? It's a good feature, as giving melee classes flight is important, but some bits do stick out as odd.
Great Gear of Nirvana:
...The monk punches someone and a gear comes out of nowhere and grapples them without actually grappling them. Okay then. I wouldn't make it a grapple, if you're not going to treat it like one; it's more of a Hold Monster effect that grants an additional save each round to escape.
Improved Inevitable Strike:
Automatic hits and double damage effects make me leery, especially when it also maximizes dice... Perhaps require 2 Stunning Fist uses for the upgrade, at least? The doubling maximized damage makes me nervous.
Immutability:
Weaker than normal SR; the Wis bonus isn't likely to be +5 or greater. Perhaps make it class level + character level + wis modifier?
Greater Synchronicity:
Seems good. It's a powerful ability, certainly, but it fits the power level at this stage of the game.
Perfection:
Bit of a lackluster ability, there. Living Construct is great and all, but it's an LA+0 race. There are full-casting classes granting LA+4 templates out there. Maybe bundle in the immunities for everyone, and throw in a nice ability that has a few uses per day. Perhaps something like Timeless Body as an immediate action (1-3) times per day? Capstones should be something really good, and this one disappoints.
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2012-11-16, 10:42 AM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
Oh god thank you so much SirPercival. I fought with so many of those wordings for so long and somehow you've cleaned them up so much more than I could manage.
And yeah, I'm not crazy about the capstone either. It started as an idea I thought would be fun, but like you said, it just kind of... appears. I'm playing with different, more fitting ideas.
So, again, thank you very much, this one definitely needed a solid once-over. I'll try to get a peach up for you soon.
Current Contest Entries:
Prestige Class Contest: In the Shadows -The Ghost Wyrm
Base Class Contest: Altar of Naught - The Nihilist
Monster Competition: Beings of Legend - The Omni Template
Spoiler
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2012-11-16, 02:07 PM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
Thank you!!
SpoilerChassis:
The saves are a bit odd; usually, they increase at a rate of +2/+3/+3/+4/+4, rather than +2/+2/+3/+3/+4. I'm going to assume that's a typo, for now.
d8 HD, which seems odd, given that they're moving in a tanky direction. Also doesn't help the Monk's need for Con, due to a low HD size. More skills, which were sorely needed, though the increase isn't explored that much in the fluff.
Skills are identical to a monk (gotta love copy/paste).
Full BAB, as expected. It's basically a direct improvement over the Monk chassis, which is already pretty amazing.
Monk abilities- why isn't Slow Fall progressed? I guess it's to keep people from gaining the ability after a monk dip, but why not just have a note that if you don't have the monk abilities at the time, they don't improve? I.e. Requiring monk level 4 in order to progress Slow Fall? It screws with the wording a bit, but it would fit better flavorfully.
Mechanus Skin:
Wait, monks are treated as unarmored in that?
They don't get Dex to AC, but they get unarmored speed boosts and Wis to AC. This is a bit of a fluff disconnect for me; including some note of why these abilities and benefits are still progressed in the least mobile suit of armor in the multiverse would be appreciated; they can move at lightning speeds and dodge many hits... but they can't tumble or jump for their life? Though, this does help the Monk's MAD a bit; they don't need to pump Dex as much, anymore...
I'm not entirely sure about this ability as it stands right now, though. At level 6, the Monk's AC is 21+Wis before things like Amulet of Natural Armor and Enhancement bonuses. It's probably fine, but it still sets off warning bells in my head when AC is improved by +8 or more suddenly. Maybe make the suit grow with the Cenobite? Give them the benefits of a Breastplate as they first take the class, which upgrades to full Mechanus plate at level 3? It probably doesn't affect the balance much, but it's something to think about.
Infinite Gyre:
This is the kind of ability that makes me nervous; it's a positive feedback loop. If you miss, you have a worse chance to hit, meaning you miss more, meaning you have an even worse chance to hit, and so on. In Rocket-Tag environments, this doesn't matter that much, but in long, drawn-out boss battles? This will either get the BBEG to try to ignore you (and you can't exactly force him to do otherwise, though you can close the distance to him well) or hit you with spells (which you shrug off, being a Monk and all), or eventually wind up with a flurry of misses on his attack step. I'm a bit worried about this, is all; it means that after a while, you no longer have to worry about getting hit in combat; Mooks can't hit you well, spells don't work very well, and anything that focuses on you begins to suffer penalties. Maybe just have the penalty expire 1 full round after the last attack that was made on the Cenobite? Otherwise, as a boss monster or something similar, it's going to be a nightmare to bring down.
Refined Musculature:
Even MORE AC Boosters! Flavor question, though: Why does the critical hit negate chance not increase as Refined Musculature improves? Also, the ACP is going to be killing the monk, even after gaining this ability...
Inevitable Strike:
Powerful; stick it on the last attack of a sequence, and force through some bonus damage, or stick it on the only attack you make in a round for some nice bonus damage. But, because it's 1/round and limited uses per day, it isn't that bad. I actually really like it.
Mechanus Motion:
This is why I don't understand why Slow Fall isn't progressed. Though, it brings up some interesting rules questions: If Roc tries to carry him off, what happens to him and the rock? If he's brought into an opponent's square through Swallow Whole, how does that work? And what other effects, aside from Bull Rush, moves him without teleporting him?
Either way, very flavorful ability. I like it.
Synchronocity:
Perhaps any ally within Slow Fall range? With the Cenobite being a fast, mobile combatant, making him shackle himself to an endpoint for this ability seems odd. Of course, with having him intercept in from a distance, that would bring up other questions if he didn't move adjacent to the ally to intercept the attack, but still. Other than that, it seems fine.
Ordered Flight:
Not within {slow fall distance} feet of the ground? And this feature grants no benefit who didn't actually take levels in the monk class? And does this speed get halved by the Mechanus plate? It's a good feature, as giving melee classes flight is important, but some bits do stick out as odd.
Great Gear of Nirvana:
...The monk punches someone and a gear comes out of nowhere and grapples them without actually grappling them. Okay then. I wouldn't make it a grapple, if you're not going to treat it like one; it's more of a Hold Monster effect that grants an additional save each round to escape.
Improved Inevitable Strike:
Automatic hits and double damage effects make me leery, especially when it also maximizes dice... Perhaps require 2 Stunning Fist uses for the upgrade, at least? The doubling maximized damage makes me nervous.
Immutability:
Weaker than normal SR; the Wis bonus isn't likely to be +5 or greater. Perhaps make it class level + character level + wis modifier?
Greater Synchronicity:
Seems good. It's a powerful ability, certainly, but it fits the power level at this stage of the game.
Perfection:
Bit of a lackluster ability, there. Living Construct is great and all, but it's an LA+0 race. There are full-casting classes granting LA+4 templates out there. Maybe bundle in the immunities for everyone, and throw in a nice ability that has a few uses per day. Perhaps something like Timeless Body as an immediate action (1-3) times per day? Capstones should be something really good, and this one disappoints.
(member in good standing of the troll-feeder's guild)
I am the assassin of productivity.
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2012-11-16, 03:33 PM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
sirpercival, he's right about the saves; your formula works out to be 1+(level+1)/2, not 2+(level)/2
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2012-11-16, 03:58 PM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
(member in good standing of the troll-feeder's guild)
I am the assassin of productivity.
Super boss Muscle Wizard avvie by Ceika.
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2012-11-16, 05:33 PM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
Can I have a PEACH too?
If it isn't much trouble?
DMoD, I've been kind of busy; I'll try to get you your PEACH ASAP.
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2012-11-16, 05:38 PM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
(member in good standing of the troll-feeder's guild)
I am the assassin of productivity.
Super boss Muscle Wizard avvie by Ceika.
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2012-11-16, 05:47 PM (ISO 8601)
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2012-11-16, 05:54 PM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
Just as a quick response before I run out the door:
It's a Warlock PrC because, to me, thematically, Warlocks are the class most evocative to pact-making and transhumanist... stuff.
I also love the Warlock, and aim to give it as much love as possible.
You know, though, I might modify it so that it advances your caster level, and requires you have CL 5 and Detect Magic as a spell-like ability, thus letting Warlocks in naturally and giving other groups a little bit of hoop jumping to get in (you could take a 1 level dip in a couple things.)
Great suggestions, though; I see you like the fluff?
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2012-11-17, 12:38 PM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
Got my fowl rider about half done, Capstone involves a bizarre man-turkey fusion and the fluff is done just need to type it out.
Even though it is a bit of a silly class I'm kinda aiming it at being a cavalier who isn't total rubbish the second he steps off his mount.
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2012-11-17, 07:46 PM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
Oh dear, what am I doing, I never finish these kinds of things and typo all over the place and I'm supposed to be NaNoing whaaaat.
Anyway, that's an intellectual-overtones thingie PrC for Dex-based melee builds and the Ferocity barbarian, both of which are awesome and need more love.
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2012-11-19, 07:54 PM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
I made a very minor alteration to my entry, but one I think is important for use in a game. Ironically enough, it's the most vague and open-ended feature of the class. Humanoids can now access the class.
My Deviantart, Please enjoy it.
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2012-11-21, 07:41 AM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
I'm done tweaking my entry, except for adding that NPC statblock. Also there are probably still typos err'where, because that's how it goes.
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2012-11-21, 10:58 PM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
And... Here comes an idea. I'll try to have the basics up tonight.
Avatar courtesy of Ceika.
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2012-11-24, 09:13 AM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
I wasn't going to enter, since alignment isn't my thing, but I may have been bit by the idea bug. So I've put up the very sparse skeleton of the Rose Magistrate, a vaguely Confucian scholar-priest with nature magic. We'll see if I actually manage to finish the dang thing.
Also, I can't find a picture for the life of me. Or at least, not one that's available for use...Avatar by araveugnitsuga.
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2012-11-27, 10:20 PM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
My class is up. It's... a thing.
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2012-11-28, 12:03 AM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
7 day warning bell folks!
-XChris Bennett
Author and Lead Developer of Path of War
Freelancer
My credits:
Path of War and Path of War Expanded: An OGL Tome of Battle for the Pathfinder game system, for Dreamscarred Press.
Psionics Augmented: Psychic Warrior and Psionics Augmented: Soulknife for Dreamscarred Press.
My extended homebrew signature!
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2012-11-28, 09:00 PM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
My entry should be finished. No idea if it's good, but it's finished.
Avatar by araveugnitsuga.
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2012-12-05, 01:54 PM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
I'll be posting the voting thread this afternoon, I was dog tired last night and am currently working atm. Just letting you all know I'm not dead and I have intentions.
-XChris Bennett
Author and Lead Developer of Path of War
Freelancer
My credits:
Path of War and Path of War Expanded: An OGL Tome of Battle for the Pathfinder game system, for Dreamscarred Press.
Psionics Augmented: Psychic Warrior and Psionics Augmented: Soulknife for Dreamscarred Press.
My extended homebrew signature!
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2012-12-05, 02:18 PM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
(member in good standing of the troll-feeder's guild)
I am the assassin of productivity.
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2012-12-09, 02:04 PM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
Alright, a couple days late but hey, at least it happened :D
Here's the VOTING THREAD!
Go get at it, and I'll post the new contest soon.
-XLast edited by ErrantX; 2012-12-09 at 02:04 PM.
Chris Bennett
Author and Lead Developer of Path of War
Freelancer
My credits:
Path of War and Path of War Expanded: An OGL Tome of Battle for the Pathfinder game system, for Dreamscarred Press.
Psionics Augmented: Psychic Warrior and Psionics Augmented: Soulknife for Dreamscarred Press.
My extended homebrew signature!
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2012-12-09, 02:55 PM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
Hey Amechra, I just noticed: you're missing save progression on the Paladin... :(
(member in good standing of the troll-feeder's guild)
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2012-12-09, 04:19 PM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
Y'know, I have a great idea for this contest, but I'd be afraid people would interpret the source of my inspiration entirely wrongly.
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2012-12-09, 04:24 PM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
I know, I've been busy. If anyone still wants to consider it for voting, it has Will and Fort as its good saves.
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2012-12-09, 09:43 PM (ISO 8601)
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Re: GitP PrC Contest Chat Thread IV
I saw the new contest, and long and behold, inspiration hit!
We'll see if I have time to 'brew it up for this contest.