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Old 10-17-2009, 08:22 AM   Top  -  End  -  #1
Cogwheel
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Default Duos Animus Unis [3.5 Base Class]

Note: While one can multiclass freely afterwards, the Spiritbound class may not be entered later in a character's career without a very good reason. If a character is to be a Spiritbound, their first class level must be in this class.

Spiritbound

"Soulless automaton? If only you were correct."


All constructs have a power that keeps them "alive", a force that keeps them working. For warforged, it is a combination of magic and something approximating life. For others, such as golems, trapped elementals are used as a power source. It was only a matter of time until the principle was taken further.

The Spiritbound are constructs - living or otherwise - with an incredibly powerful extraplanar creature sealed within them at the time of their creation. This gives them enough power to function, and far more beyond that. With experience, a Spiritbound can learn to draw more and more on the power of the being that gives it strength.

It is a common misconception that all Spiritbound are evil. This is true only in a select few cases, mostly when the imprisoned creature is a fiend. Creating a Spiritbound is often an evil act, as it involves binding a sentient creature into a prison for life. The construct itself, however, has absolutely no choice over the matter.


Abilities: The Spiritbound relies on strength for damage and accuracy, as do almost all warriors, and charisma to fuel their abilities. Those who prefer to remain living for whatever reason may also wish to invest in constitution.

Role: This depends on the Spiritbound's source, to an extent, but all serve as front-line melee characters. An Elemental one is focused on avoiding damage and dealing out the same, while a Celestial Spiritbound dispenses healing and counterattacks. The Fiendish variety, meanwhile, specializes in weakening the enemy.

Background: The reasons for a Spiritbound's creation are often incredibly varied. One could be made because, like golems, a trapped spirit is the only way to give a construct life in the setting in question. Or perhaps (this might be a common reason for Warforged in Eberron) someone wished for a powerful weapon or guard. The consequences to the construct and trapped entity involved are, after all, hardly their concern.

Organization: None. While Spiritbound can instinctively sense another of their kind, and have some degree of sympathy and understanding for those of the same predicament, they have no true organization.

Alignment: Like their origins, a Spiritbound's moral compass is often quite varied. The two are, in fact, somewhat related. The entity trapped within a Spiritbound is sentient and capable of speaking - often only to the Spiritbound, admittedly - and often alters the host's moral code over time.

Races: Any construct. Spiritbound may be any type of construct or living construct, but nothing else. Within this, however, all bets are off. A Spiritbound is most commonly a Warforged, but they might be a Nimblewright, a golem, a homunculus or something even stranger. It should be noted that a typically mindless construct is granted sentience if it is a Spiritbound.

Religion: Spiritbound are, generally speaking, disinclined to this. Quite aside from their unique condition, being created by a perfectly ordinary, mortal being tends to diminish one's capacity for faith.

Other classes: Martial classes tend to be viewed as practitioners of the same skills, albeit often with somewhat less flair. The more faithful or nature-oriented classes - clerics, paladins, rangers, druids and so forth - are often avoided for their tendency to denounce most Spiritbound as abominations or deeming their very existence heretical.

Arcane casters are also avoided and, frequently enough, distrusted. This stems from the simple reason that arcane spellcasters are frequently the creators of Spiritbound, which does nothing to improve their image with their creations.

Other classes, such as rogues and bards, are often met with a sort of bland indifference. Or rather, dealt with on a case-by-case basis: The typical Spiritbound has no particular opinion of their profession, and instead judges them based on their personality and actions.

Adaptation: The Spiritbound may, if required, be adapted to non-constructs with a few small changes of flavour. Additionally, as almost every class feature is dependant on the Spiritbound's source of choice, DMs and players are encouraged to create new sources if any fit their needs better.

Hit die: d10

Wealth: 4d4x10 gold


Class Features

Class Skills
: The Spiritbound Spiritbound's class skills (and the associated abilities for each skill) are as follows: Climb (Str), Craft (Int), Profession (Wis), Listen (Wis), Spot (Wis), Diplomacy (Cha), Bluff (Cha), Intimidate (Cha), Knowledge (The Planes) (Int), Knowledge (Arcana) (Int), Jump (Str), Swim (Str).

Skill points At First Level: (4+intelligence modifier)x4

Skill points At Each Additional Level: 4+Intelligence modifier

The Spiritbound
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+2
Source, Planar Enmity, Aspect I
2nd
+2
+3
+0
+3
Manifestation I
3rd
+3
+3
+1
+3
 
4th
+4
+4
+1
+4
Aspect II
5th
+5
+4
+1
+4
Manifestation II
6th
+6/+1
+5
+2
+5
Planar Speech
7th
+7/+2
+5
+2
+5
 
8th
+8/+3
+6
+2
+6
Aspect III
9th
+9/+4
+6
+3
+6
Manifestation III
10th
+10/+5
+7
+3
+7
Bulwark of the Planes
11th
+11/+6/+1
+7
+3
+7
Aspect IV
12th
+12/+7/+2
+8
+4
+8
Manifestation IV
13th
+3/+8/+3
+8
+4
+8
 
14th
+14/+9/+4
+9
+4
+9
Aspect V
15th
+15/+10/+5
+9
+5
+9
Manifestation V
16th
+16/+11/+6/+1
+10
+5
+10
Apotheosis
17th
+17/+12/+7/+2
+10
+5
+10
Aspect VI
18th
+18/+13/+8/+3
+11
+6
+11
Manifestation VI
19th
+19/+14/+9/+4
+11
+6
+11
 
20th
+20/+15/+10/+5
+12
+6
+12
Deus Ex Machina

Weapon and Armour Proficiency: Spiritbound are proficient with all Simple and Martial weapons, all types of armour and shields.

Source (Ex): At first level, a Spiritbound gains a Source according to their alignment: Elemental if they are neutral, Fiendish if they are evil, and Celestial if they are good. If the Spiritbound is eligible for more than one of these, they may choose one. A Spiritbound's Source affects all their other class features. The Spiritbound possesses a number of Spirit points equal to their charisma modifier multiplied by their class level, which they may use to fuel their Manifestation and Aspect abilities. A number of spirit points equal to the Spiritbound's class level are restored every hour.

Aspect(Su): When a Spiritbound activates an Aspect ability, they take on a characteristic of the creature sealed within them for a short time. An Aspect ability grants the Spiritbound some ability, at the cost of a certain amount of spirit points per round, depending on the ability. Aspects may be activated as a swift action and dismissed as a free action. A Spiritbound may have any number of aspects active at a time, but the costs are cumulative. A spiritbound, upon gaining an Aspect, may choose any aspect on the list for their Source, up to the rank they have just accessed.

Manifestation(Su): By using a Manifestation ability, the Spiritbound uses the power of the creature sealed within themselves to affect the outside world. The effects, while instantaneous, can sometimes last longer. In such cases, all Aspect rules apply, except that Manifestations require a different action depending on the Manifestation. The save DC for all Manifestations is (10+1/2 Spiritbound level+Cha modifier). Like Aspects, a Spiritbound may choose a manifestation from a list.


Planar Enmity (Ex): Due to their nature, Spiritbound suffer a -4 diplomacy penalty against certain creatures according to their Source: elementals, good outsiders and evil outsiders for elemental, celestial and fiendish sources, respectively.

Planar Speech (Ex): At 6th level, the Spiritbound learns another language: Celestial for those with a celestial Source, Infernal or Abyssal for those with a fiendish Source, and Auran, Aquan, Ignan or Terran for one with an Elemental source.

Bulwark of the Planes (Ex): The Spiritbound's power source gives it some measure of protection from harm - one inherent to the creature it houses. At 10th level, a Spiritbound gains either DR/Evil equal to half their class level (Celestial), Spell Resistance equal to their class level +10 (Fiendish) or Acid, Cold, Fire, Electricity and Sonic resistance equal to their class level +10 (elemental).

Apotheosis (Ex): At 16th level, the barrier between the Spiritbound and the creature it houses thins as the two draw closer to becoming a single creature. The Spiritbound's type becomes Outsider (good) (Celestial), Outsider (evil) (Fiendish), or Elemental (Elemental) and they gain DR 10/Good (Fiendish), DR 10/Evil (Celestial) or DR 5/- (Elemental), according to their Source. This, in the case of Celestials, is cumulative with Bulwark of the Planes.

Deus Ex Machina (Su): At 20th level, the Spiritbound learns to unleash the creature trapped within themselves, while simultaneously forcing it to fight for them. The creature appears within 5 feet of the Spiritbound and remains for 5 rounds, during which the Spiritbound is unconcious. It is identical to its summoner in all ways, except that all aspects are activated at no cost, and it may use Manifestations at no cost. After the effect expired, the Spiritbound is exhausted for the next 2 hours, even if they would normally be immune to this condition. This ability cannot be used when the Spiritbound is exhausted.
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Old 10-17-2009, 08:23 AM   Top  -  End  -  #2
Cogwheel
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Default Re: Duos Animus Unis [3.5 Base Class]

Elemental Aspects

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Elemental Manifestations

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Celestial Aspects

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Celestial Manifestations

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Fiendish Aspects

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Fiendish Manifestations

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Old 10-17-2009, 08:24 AM   Top  -  End  -  #3
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Default Re: Duos Animus Unis [3.5 Base Class]

Feats/Items will go here. If I create any. I make no promises.
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Old 10-17-2009, 08:39 AM   Top  -  End  -  #4
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Default Re: Duos Animus Unis [3.5 Base Class]

Conceptually, I think may be better designed as a bloodline from Unearthed Arcana (and SRD), rather than as a new class. I think it woudl work much better that way.

http://www.d20srd.org/srd/variant/races/bloodlines.htm
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Old 10-17-2009, 08:50 AM   Top  -  End  -  #5
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Default Re: Duos Animus Unis [3.5 Base Class]

looks like a very interesting class to me. as of yet, I'm not sure if the class is as powerful as martial adepts or weaker though the immunities that come with being a construct are very nice.

just out of curiosity, how often do you imagine players to use their aspects and manifestation abilities in a day? if memory serves me correctly, don't constructs get a charisma penalty?
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Old 10-17-2009, 09:44 AM   Top  -  End  -  #6
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Default Re: Duos Animus Unis [3.5 Base Class]

They do, yes, which weakens the class a fair bit. I'm considering changing it to another attribute because of that, but I don't know if any others would actually make sense. I'm not sure how often they'd use Aspects/Manifestations, though - it depends on the amount of points, what they're used on, how many fights you get in to, how many breaks you get in between, and so on. Overall, it'll probably be a bit less than Martial Adepts use maneuvers, but I really can't say.

Also: The class doesn't make you a construct, it just requires that you be one. That's like saying the Dwarven Defender is powerful because dwarves get some nice bonuses. That said, the bonuses probably break even with the weaknesses (charisma penalty, possible lack of a Con score).

Ashtagon: You're welcome to adapt it to a bloodline. I, however, am unfamiliar with the bloodline rules, and considerably better at making base classes. The rationalization, for what it's worth, is that you've always had the power. You just get a better grasp of how to use it with time. It's a bit like a fighter, really - a well-trained warrior. Only instead of putting your practice into learning combat techniques (feats), you learn to harness your own innate power. I'm not saying that a bloodline wouldn't be a better idea - it may well be. That said, it works better for me personally this way, and at the end of the day, I'm really rather lazy.


Everyone else: A set of Fiendish Manifestations and the first three Celestial Manifestations are on their way. Suggestions for ranks 4 through 6 for Celestials are more than welcome.
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Old 10-17-2009, 09:56 AM   Top  -  End  -  #7
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Default Re: Duos Animus Unis [3.5 Base Class]

I was about to suggest that you have the class regenerate spirit points on an hourly basis when I saw that you already had that :D. So does this mean that it is possible for this class to continuously spend spirit points so that at the beginning of the next day they are not at their max?
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Old 10-17-2009, 10:33 AM   Top  -  End  -  #8
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Default Re: Duos Animus Unis [3.5 Base Class]

Quite possible, yes. The Spiritbound regenerates points over time, not from rest. That said, resting for 8 hours is basically sure to restore all your points. Part of the reason for this is that, well, constructs never sleep.

Also, fiendish Manifestations are up. 3 Celestial ones are on their way.
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Old 10-17-2009, 11:13 AM   Top  -  End  -  #9
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Default Re: Duos Animus Unis [3.5 Base Class]

You know, this class made me instantly think of biju hosts of Naruto. If the spirits were sealed inside living beings, constitution might make more sense than charisma, but as it is... eh. You might want to diversify the class a bit by making more choices for aspects and manifestations within the three paths. Alternatively, give guidelines for creating new sources to the player. Anyways, good job.
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Old 10-17-2009, 11:18 AM   Top  -  End  -  #10
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Default Re: Duos Animus Unis [3.5 Base Class]

I like breathe of hades, but does it have a max damage cap? For bonds of Cania, stun and paralyzation are normally only fort saves. I would also reason that the secondary targets are only held immobilized from their present position rather than actually stunned.
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Old 10-17-2009, 11:34 AM   Top  -  End  -  #11
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Default Re: Duos Animus Unis [3.5 Base Class]

Frozen: Never watched Naruto, don't intend to. As for diversifying within a Source, not going to happen. That said, yes, it's very easy to adapt this to someone living, and I would suggest either constitution or charisma in that case. The particular fluff I was going for is for constructs, that's all. Additionally, the guidelines to making new sources are all there - look at the existing power levels, make something new for the class features, and create a bunch of new aspects and manifestations, while using the current options as guidelines. More than that? I'm lazy and a terrible teacher. Honestly, I wouldn't have a clue where to start.

Average: Good call on immobilization, I'll fix it.. later. It's late now. Same goes for Breath of Hades - the cap is 5d6. Again, fixing later. Lastly, I realize that it's typically a fort save. In this case, it's more like a very powerful ice version of Entangle - you're not resisting anything, you're attempting to dodge the ice as it comes up out of the ground and tries to hold you in place. Thus, a reflex save.

Everyone: 3 Celestial Manifestations are up. The other three, as well as changes, may come tommorow. I promise nothing, though, seeing as it'll be a rather busy day. Again, ideas for ranks 4 through 6 would be appreciated.

Thanks again for all the quick feedback!
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Old 10-17-2009, 04:53 PM   Top  -  End  -  #12
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Default Re: Duos Animus Unis [3.5 Base Class]

Deux ex Machina isn't a bad ability or anything but it translates to "god from the machine".

That seems a bit odd for this class.

Why not try something like Deux ex Animus (god from the soul, I think)
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Old 10-17-2009, 05:08 PM   Top  -  End  -  #13
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Default Re: Duos Animus Unis [3.5 Base Class]

Anima ex Machina?
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Old 10-17-2009, 05:20 PM   Top  -  End  -  #14
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Default Re: Duos Animus Unis [3.5 Base Class]

Oh, I somehow didn't see that this class was intended for constructs only. Generally speaking, base classes should never have any prerequisites. Just saying.
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Old 10-18-2009, 12:35 AM   Top  -  End  -  #15
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Default Re: Duos Animus Unis [3.5 Base Class]

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Oh, I somehow didn't see that this class was intended for constructs only. Generally speaking, base classes should never have any prerequisites. Just saying.
I know. You can change it if you want. This is how I wanted to make the class >_>

Believe me, I know that rule, I've been homebrewing for quite some time. And yes, this actually bugs me too - that said, it's how I envision the class. As I said time and again, it can be changed really easily if you want to. Just a few name/fluff changes, really. Sorry, I don't mean to sound defensive or anything, it's just that I've already considered all this.

And yes, Deus Ex Machina (typically used to mean a case of some outside force saving the characters of a story) literally means "god out of the machine". I figured a literal meaning of it made a good deal of sense here, since the being powering a Spiritbound is more or less a demigod.


Also: Thanks again for the feedback, and I'll be changing Bonds of Cania and Breath of Hades now, after which I'll get to work on the Celestial manifestations.
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Old 10-18-2009, 06:50 AM   Top  -  End  -  #16
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Default Re: Duos Animus Unis [3.5 Base Class]

Last of the Celestial Manifestations are done, and with that, all Aspects/Manifestations are up.
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Old 10-18-2009, 09:25 AM   Top  -  End  -  #17
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Default Re: Duos Animus Unis [3.5 Base Class]

Avenging strike is way waaaaaaaaaaaaaay to powerful. first off, the enemy does not get a save against this damage from this ability which you would only use if you were under half your health and secondly the multiplier is too large. A full BAB class with martial proficiency will most likely get power attack. at that level depending on how little hp you have left you could be doing, assuming average hp with 16 con (132hp), 262 damage on top of your regular attack if you hit if your at 1 hit point or 132 damage at half hp. for such a powerful ability i think you should make a fortitude save for 1/4th the damage similar to disintegrate if you are at or below half your hitpoints and a save for 1/2 if you are above half your hitpoints.

another idea to throw around is to change the multiplier of the damage based on how little life you have left. instead of saying max hp - remaining hp multiplied by 2, maybe it would be better to say, normal damage(your probably power attacking :P ) multiplied by x where x is 1 divided by the percentage of HP you have left with the lowest percentage cap at 20 percent which amounts to a multiplier of x5. Lets say your feeling lucky and you have 24 strength and you have only 20 percent of your hp left. you power attack for 10 and deal 17 damage including str bonus. If you hit and if they fail the save you will deal 185 damage from this strike. A bit less than your previous maximum but still enough to basically one shot most things.

I also think this ability should be switched with Celestial boon. clerics get access to 6th level spells at level 12. 3 levels later is late enough for some awesome healing.

you might also want to add a duration to rallying cry, because as written it could be said to last forever :D.
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Old 10-18-2009, 10:15 AM   Top  -  End  -  #18
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Default Re: Duos Animus Unis [3.5 Base Class]

Good catch on Rallying Cry, it'll only last a round once I fix it. Boon and Avenging Strike will be switched. However, while you might well be right about Avenging Strike, I think I should defend it first, just in case nothing is actually wrong.

Basically, in my mind, a few things keep this balanced. First, the large point cost. Second, the unspoken cost to this attack - it's a standard action, like a good deal of other manifestations. That means one attack, not a full attack. So the extra damage is meant to compensate for all the lost attacks, and deal a fair bit of damage on top of that - after all, if it dealt just as much, it would just be a way to dump spirit points.

Third, there's the requirement. To do any sort of decent damage, you need to have taken quite a bit yourself. This is a class, mind you, that frequently heals itself, so it requires that you don't take advantage of quite a few of class features, instead choosing to deliberately soak up large amounts of damage. Oh, and if you mess up/overestimate yourself? You're dead. Not only that, but constructs are very hard to resurrect (admittedly, this point may be moot if the class is adapted for non-constructs).

Lastly, there's one more issue. It's single-target damage. By the time you can throw around spells like Horrid Wilting for a vast amount of area damage, single-target damage pales a bit. Not only that, but damage in general starts to seem like a waste of time once casters have been flinging save-or-dies around for ages. If we make this a 6th rank manifestation, that applies even more - look at Igneur Cruor, a rank 6 manifestation that's basically a save-or-die.


...But I digress. Big time. I'm not this manifestation's lawyer. Well, not yet It's entirely possible that you're right, I'm just laying out all the facts in case you missed one. I want to make sure that something has a problem before I fix it - again, sorry if I seem overly defensive. Any critique is very much appreciated.



Edit: Amusing trivia. It was originally going to be damage multiplied by 3, but then I realized that that would be crazy overpowered. Also, this class? It's a year old. I made it, didn't fill in Celestial/Fiendish Manifestations, and gave up. Then I left it for 13 months, found it, filled the rest in, added Bulwark of the Planes, and posted it. This thing is ancient, and honestly, it shows. Not exactly my best piece of homebrew (but, admittedly, not a horror show like the Shaman before sensible people intervened).
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Old 10-18-2009, 10:26 AM   Top  -  End  -  #19
Averagedog
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Default Re: Duos Animus Unis [3.5 Base Class]

I suppose your right, considering that HARM is a 6th level spell with a max of 150 damage while this ability is basically going to equate to a 9th level spell. Well whatever your decision is, I still think that there should be a save on it.
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Old 10-18-2009, 10:36 AM   Top  -  End  -  #20
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Default Re: Duos Animus Unis [3.5 Base Class]

Hm. Fort, Reflex or Will for half damage? I'm inclined to say Fort...

Also, despite the level they're given out at, I think rank 6 Manifestations are more like 8th level spells or so. Just because you can use them more often.
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Old 10-18-2009, 12:29 PM   Top  -  End  -  #21
Eleven
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Default Re: Duos Animus Unis [3.5 Base Class]

Is there any reason you left out Law and Chaos from the sources?

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Old 10-18-2009, 12:45 PM   Top  -  End  -  #22
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Default Re: Duos Animus Unis [3.5 Base Class]

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Is there any reason you left out Law and Chaos from the sources?
Yes. I believe the reason is commonly known as laziness. That said? If I come up with the willpower to make two more sources, I will do so, and include some class features (3, I reckon, which still sadly leaves 19th level dead) with a couple abilities to pick from each time according to your source. The real question here isn't effort, to be honest - it's ideas. I was practically drowning in ideas when I made the Sandman, but the Spiritbound seems to give me horrid writer's block. Terrible excuse, I know - I'll do what I can, in any case. Law and Chaos are certainly ideas I've toyed with for Sources.

Also, if you ask this question about some other source? Well, I'm just going to say that part of the point of this class is how easy it is to adapt It's basically a framework to create a tank of your choice with additional bells and whistles, with the minimum of fuss.
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Old 10-20-2009, 07:38 PM   Top  -  End  -  #23
Gorgondantess
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Default Re: Duos Animus Unis [3.5 Base Class]

Wow. This is an interesting looking, wonderfully flavorful class: truly, it has some potential.
However, as of now, the abilities are looking a bit... broken. Also, too limited. All the class can do, really, is use a handful of either direct damage abilities or passive enchantments, and swing around a sword. It could use some change... fill in those dead levels with something interesting. For a start, more abilities would be lovely: maybe on the dead levels you can add a manifestation or aspect from a miscellaneous pool, or even from another type. Even that wouldn't be enough, though: Id' advise making a few more aspects, and allowing them to choose from 2 or 3 each level, rather than just getting one, kindof like martial progressions. Adds in some versatility and customization. Then maybe give it minor martial/spellcasting progression, something to make things interesting: not necessarily much more powerful, just... interesting.
Then, after that... reduce the power of some of those manifestations and such. I know it costs a lot, but one can boost their charisma really high to offset that. Besides, it ruins the balance action economy by allowing nova-ing- getting off a ton of damage in one turn at high cost is a lot better than getting off a lot damage in several turns at low cost.
If you don't believe me, let me paint you a scenario.
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Maybe a bit wordy, but I think I got the message across: some of that stuff is massively powerful.
For a suggestion right now: give the stuff saves, or at least require RTAs, and scale out the damage a bit more: for Winter's Flight, maybe 1d10 damage/2 levels, to a max of 10d10, for Mark of the Inferno, I'd advise both a save to negate and only 1d6 damage/level.
I've looked over the other stuff, and it's not as powerful as those two, but that's just at a glance: I'd look over all the abilities and try to compare them against spells able to be cast by a wizard of similar level.

In the end, it's a great idea in concept, and you definitely have something going, but it's abilities need to be spread out: give it more stuff, all of it less powerful, and I think it could turn out great.
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Old 10-20-2009, 09:36 PM   Top  -  End  -  #24
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Default Re: Duos Animus Unis [3.5 Base Class]

I've really only skimmed, not read in-depth, but I can definitely see this as being a prestige class (flavor-wise as the Dragon Disciple is to squishy sorcerers).
Another suggestion, should the inspiration strike you, is perhaps to have the character specialize in an element.
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Old 10-20-2009, 11:08 PM   Top  -  End  -  #25
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Default Re: Duos Animus Unis [3.5 Base Class]

First of all, thanks for the feedback, and I'm glad you like the class.

Secondly, in principle, I know exactly what you mean. I'm not entirely sure I agree on power, mind. You're still restricted by your number of actions, and remember, these manifestations are almost all instead of the full attack you could be making. Winter's Flight and so on hit hard because of that. Plus, damage is most of what an elemental Spiritbound does.

Third? I'm with you. I wish the class had more features, as dead levels really bug me. However, I'm completely out of ideas. I'll be honest, I don't like the class as it stands. At all. That said, I don't know how to add to it.
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Old 10-20-2009, 11:11 PM   Top  -  End  -  #26
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Default Re: Duos Animus Unis [3.5 Base Class]

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Originally Posted by Solaris View Post
I've really only skimmed, not read in-depth, but I can definitely see this as being a prestige class (flavor-wise as the Dragon Disciple is to squishy sorcerers).
Another suggestion, should the inspiration strike you, is perhaps to have the character specialize in an element.
It does come across as a bit PrC-y... I might do a version of it like that. Not sure.

Oh, and if anyone out there has any ideas? For anything? Please, tell me. It doesn't need to be statted out, just a vague concept will do for aspects/manifestations/other class features. I can work an idea into a full ability, but the problem is that right now, I don't even have ideas.
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Old 10-20-2009, 11:19 PM   Top  -  End  -  #27
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Default Re: Duos Animus Unis [3.5 Base Class]

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Originally Posted by cog_n_taz View Post
First of all, thanks for the feedback, and I'm glad you like the class.

Secondly, in principle, I know exactly what you mean. I'm not entirely sure I agree on power, mind. You're still restricted by your number of actions, and remember, these manifestations are almost all instead of the full attack you could be making. Winter's Flight and so on hit hard because of that. Plus, damage is most of what an elemental Spiritbound does.

Third? I'm with you. I wish the class had more features, as dead levels really bug me. However, I'm completely out of ideas. I'll be honest, I don't like the class as it stands. At all. That said, I don't know how to add to it.
...Once again. Action economy. A full attack doesn't do 60+ damage unless you're well above level 10. We're talking about killing 2 CR 5 creatures in one round with a 5th level character. That's OP by anyone's standards, I'm sorry. It's not just that, it's, well... 10d6 damage with a move action. Eesh.
For ideas... well, it sounds crappy, but I advise picking up the spell compendium, start at page one and keep going until you find a bunch of cool spells that could be adapted as manifestations/aspects. Noone will ever know, unless they read this.
(Alternately, try that with ToB for more passive stuff.)
As for the dead levels... as I said, maybe get some special aspects/manifestations? Or, rather than special, generic: for example, a second level generic aspect might be fly 60' good maneuverability for 1 spirit point/round. Or charm person, or blindsense, or teleporting, or anything else like that that could apply to any of the forms.
Also, I like the idea of having an elemental, but only being able to do damage is kindof boring. What about things like burrowing, summoning winds, meld into stone, etc?
In the end, I can see this as becoming a kindof spontaneous, refluffed ToB character, but it'll need a lot more aspects and manifestations.
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Old 10-20-2009, 11:28 PM   Top  -  End  -  #28
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Default Re: Duos Animus Unis [3.5 Base Class]

Well, er... how do they say this, again? Thanks for saving my class. Seriously, that's brilliant. I just need to ditch my compulsive need to come up with completely original abilities, for once >_>

However, I'm short on time. So I'll pick up Spell Compendium and set about fixing this class, but it'll take a while. For now? It's just a hopeless mess, so I suggest you give up on it and use something else. Again, thank you for all the help - I'll try to salvage this mess now.
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Old 10-20-2009, 11:44 PM   Top  -  End  -  #29
Gorgondantess
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Default Re: Duos Animus Unis [3.5 Base Class]

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Well, er... how do they say this, again? Thanks for saving my class. Seriously, that's brilliant. I just need to ditch my compulsive need to come up with completely original abilities, for once >_>

However, I'm short on time. So I'll pick up Spell Compendium and set about fixing this class, but it'll take a while. For now? It's just a hopeless mess, so I suggest you give up on it and use something else. Again, thank you for all the help - I'll try to salvage this mess now.
Heh. No problem. Just remember not to copy the abilities exactly: one or two as the spell X are okay, but generally try to emulate it, but make it your own.
Anyways, I'm working on a handful of manifestations/aspects right now, just... because I can.
I'll PM them to you, eh?
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Old 10-20-2009, 11:49 PM   Top  -  End  -  #30
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Default Re: Duos Animus Unis [3.5 Base Class]

Whythankyougoodsir etc. No, really. I owe you. Thanks again for all the help - I'll try to get to work as soon as I can.
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