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Old 01-26-2010, 04:20 PM   Top  -  End  -  #1
katarl
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Default [3.5] Glyph Master Core Class WIP

Glyph Master
Preparation makes Perfect



From each of us, the glyphs desire a different aspect. This is the balance we have struck.

~~~

Trapsmiths and occultists unparalleled, the glyph masters do not cast spells as other mystics do, instead they scribe strange runes and symbols onto solid surfaces, imbuing them with special properties, such as transformation, empowerment or protection. Preparation is both the glyph master’s greatest strength and worst enemy. Properly prepared, a glyph master can lead a far superior foe to an untimely end, but if they are unprepared, they will often meet the same fate.

Class Information
Spoiler


Glyph Master
Hit Die: d6
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+2
Scribe Glyph; Trapfinding
2nd
+1
+0
+3
+3
Sense Protections
3rd
+1
+1
+3
+3
Latent Warding +2
4th
+2
+1
+4
+4
Tier Two Glyphs
5th
+2
+1
+4
+4
Permanent Protection
6th
+3
+2
+5
+5
Bonus Feat
7th
+3
+2
+5
+5
Floating Rune
8th
+4
+2
+6
+6
Latent Warding +4
9th
+4
+3
+6
+6
Erase Ward
10th
+5
+3
+7
+7
Tier 3 Glyphs
11th
+5
+3
+7
+7
Displace Glyph
12th
+6
+4
+8
+8
Bonus Feat
13th
+6
+4
+8
+8
Latent Warding +6
14th
+7
+4
+9
+9
Dual Sympathy
15th
+7
+5
+9
+9
Co-opt Ward
16th
+8
+5
+10
+10
Tier 4 Glyphs
17th
+8
+5
+10
+10
Subtle Glyph
18th
+9
+6
+11
+11
Latent Warding +8
19th
+9
+6
+11
+11
Bonus Feat
20th
+10
+6
+12
+12
Final Glyph

Skills
Spoiler


Class Features
Spoiler
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Last edited by katarl : 03-06-2010 at 02:45 AM.
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Old 01-26-2010, 04:23 PM   Top  -  End  -  #2
katarl
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Default Re: [3.5] Glyph Master Core Class WIP

Trigger Glyphs

All trigger glyphs have a trigger condition, usually being touched, under which circumstances, the effect activates. To touch a glyph, a creature must enter its square. If it is aware of its existence, it may avoid it, though this may be impossible. To scribe a glyph big enough to affect a single square takes a move action. To make it bigger increases the time four fold: to affect 10ft square it takes 2 full rounds, and to affect a 20ft square, it takes 8 full rounds. Once a trigger glyph is activated, it dissipates.

DCs are equal to 10 + Scribe’s Intelligence Modifier + ½ the scribe’s level

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Last edited by katarl : 03-07-2010 at 06:19 AM.
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Old 01-26-2010, 04:24 PM   Top  -  End  -  #3
katarl
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Default Re: [3.5] Glyph Master Core Class WIP

Metaglyphs

Crawling Glyphs

Prerequisite: Level 3 Glyph Master

Benefit: Instead of leaving a trigger glyph to activate on it's own, you can activate it as a crawling glyph, which will move towards a designated area. A crawling glyph can move 5ft per round per tier, and can crawl along any flat surface, for up to a minute, at which point it detonates. If it crawls through the square of a creature, it also detonates at that point. Using this metaglyph reduces the power of the glyph by 2 scribe levels.

Hanging Glyph

Prerequisite: Level 5 Glyph Master

Benefit: Instead of leaving a trigger glyph on a flat surface, you may draw it into your hand, or other body part, hanging there as if it were a shocking hand or similar spell. You may discharge the glyph as a free action, at which point it detonates in your square, or you may make a touch attack as a standard action, if successful, the glyph detonates in the opponent's square instead. If the attack fails, the glyph does not detonate, but remains hanging on the hand. You may later, however leave the glyph on a flat surface as a standard action. Using this metaglyph reduces the power of the glyph by 4 scribe levels.
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Last edited by katarl : 04-16-2010 at 10:22 AM.
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Old 01-26-2010, 04:26 PM   Top  -  End  -  #4
katarl
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Default Re: [3.5] Glyph Master Core Class WIP

This is a work in progress, but the hope is to end up with a class and system of magic that is usable for normal 3.5 play. I'd appreciate any comments or criticism you'd like to share concerning the concept or the mechanics.
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Old 01-28-2010, 02:54 PM   Top  -  End  -  #5
katarl
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Default Re: [3.5] Glyph Master Core Class WIP

BUMP.

Indeed.
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Old 01-28-2010, 05:12 PM   Top  -  End  -  #6
JoshuaZ
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Default Re: [3.5] Glyph Master Core Class WIP

Are glyphs supernatural or spell like abilities? I don't see this described anywhere. It might be good also to say what tier the different glyphs are and how they learn new glyphs (do they get a certain number per a level or what?) and whether they can scribe glyphs at will or have limited daily numbers.
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Old 01-28-2010, 06:25 PM   Top  -  End  -  #7
Strudel110
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Default Re: [3.5] Glyph Master Core Class WIP

There are a lot of empty levels, ones without special abilities.
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Old 01-29-2010, 03:08 PM   Top  -  End  -  #8
Stycotl
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Default Re: [3.5] Glyph Master Core Class WIP

give it some abilities to quicken glyphs, project them (scribe them on enemies, or in the air in front of enemies, etc), to become resistant to and immune to symbol spells and similar effects, etc, to fill those empty levels.

cool stuff so far though.
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Old 01-29-2010, 05:31 PM   Top  -  End  -  #9
katarl
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Default Re: [3.5] Glyph Master Core Class WIP

Thanx for the input, the skeleton is there, but it needs a lot of work still.

Quote:
Are glyphs supernatural or spell like abilities? I don't see this described anywhere. It might be good also to say what tier the different glyphs are and how they learn new glyphs (do they get a certain number per a level or what?) and whether they can scribe glyphs at will or have limited daily numbers.
Yes, i believe they would probably be best as supernatural abilities, as they do not always replicate spells.

The glyphs are all of the same tier, increasing the tier increases the effect, which i agree is a bit odd. Will find some way to rectify that.

How they learn new glyphs, and number is stated in class features section.

Quote:
There are a lot of empty levels, ones without special abilities.
Quote:
give it some abilities to quicken glyphs, project them (scribe them on enemies, or in the air in front of enemies, etc), to become resistant to and immune to symbol spells and similar effects, etc, to fill those empty levels.
I agree, seems a little bland, will update with new abilities. Will probably end up using some of your suggestions, they're very good.

Quote:
cool stuff so far though.
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Old 01-29-2010, 11:09 PM   Top  -  End  -  #10
Stycotl
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Default Re: [3.5] Glyph Master Core Class WIP

another insight i had while walking my dog (completely unrelated, but whatever...): give it beneficial glyphs too. i am imagining the charms from the diablo II expansion game; maybe little runes that you ink onto your skin, or the skin of someone else, or tree bark, ceramic, paper, etc, that give you cool benefits for a few hours or something.
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Last edited by Stycotl : 01-29-2010 at 11:09 PM.
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Old 01-30-2010, 08:36 AM   Top  -  End  -  #11
katarl
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Default Re: [3.5] Glyph Master Core Class WIP

Updated with abilities.

edit-

Quote:
another insight i had while walking my dog (completely unrelated, but whatever...): give it beneficial glyphs too. i am imagining the charms from the diablo II expansion game; maybe little runes that you ink onto your skin, or the skin of someone else, or tree bark, ceramic, paper, etc, that give you cool benefits for a few hours or something.
I think i might already have given it an ability like that, but it's by no means finished.
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Old 02-01-2010, 04:01 PM   Top  -  End  -  #12
Dante & Vergil
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Default Re: [3.5] Glyph Master Core Class WIP

This class is really cool, especially if you like traps. It makes me want to play a Zendikar Trapsmith with shenanigans that will follow.
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Old 02-01-2010, 07:03 PM   Top  -  End  -  #13
JKTrickster
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Default Re: [3.5] Glyph Master Core Class WIP

Wow this is quite an awesome class! The only problem I had was it's capstone ability: It's essientially asking the DM to homebrew what they think the level 20 ability should be; yet you don't give any guildlines at all. You should definetly just make your own (perhaps being able to connect more Glyphs together?) or at the very least, post up certain guildlines on what you think is appropriate.

Another issue that I'm finding is that this class is absolutely horrible in close combat. Yet you don't offer it any range capabilities. If I'm reading this correctly, once you start combat, The Glyph Master scribes whatever glyphs he/she can before running to the back. You should definetly place a scaling ability to scribe glyphs farther and farther away.
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Old 02-02-2010, 07:05 AM   Top  -  End  -  #14
katarl
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Default Re: [3.5] Glyph Master Core Class WIP

Quote:
It makes me want to play a Zendikar Trapsmith with shenanigans that will follow.
Glad to help!

Quote:
The only problem I had was it's capstone ability: It's essientially asking the DM to homebrew what they think the level 20 ability should be; yet you don't give any guildlines at all. You should definetly just make your own (perhaps being able to connect more Glyphs together?) or at the very least, post up certain guildlines on what you think is appropriate.
Will post a capstone at some point, i'm just not sure what a 'final glyph' might be.

Quote:
Another issue that I'm finding is that this class is absolutely horrible in close combat. Yet you don't offer it any range capabilities. If I'm reading this correctly, once you start combat, The Glyph Master scribes whatever glyphs he/she can before running to the back. You should definetly place a scaling ability to scribe glyphs farther and farther away.
The best situation a glyph master could be in is having laid a bunch of traps before a fight starts, but obviously this isn't always an option in an encounter. I don't want the same long ranger firepower of the mages, this is an ambush specialist, but i'll put in an ability that allows them to attack at range.
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Old 02-02-2010, 02:39 PM   Top  -  End  -  #15
Dante & Vergil
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Default Re: [3.5] Glyph Master Core Class WIP

The Final Glyph could be creating your own Glyphs with unique effects, but that's just a suggestion.
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Old 02-02-2010, 06:44 PM   Top  -  End  -  #16
JKTrickster
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Default Re: [3.5] Glyph Master Core Class WIP

Quote:
Originally Posted by katarl View Post
The best situation a glyph master could be in is having laid a bunch of traps before a fight starts, but obviously this isn't always an option in an encounter. I don't want the same long ranger firepower of the mages, this is an ambush specialist, but i'll put in an ability that allows them to attack at range.
This was what I was referring to. Obviously this works best in situations where the Glyph Master can wait in ambush but there are plenty of situations that demand haste (that or the DM gets tired of letting the players know when every combat will happen several turns before hand).

And this also limits the Glyph Master in versatility: they can prepare a certain set of traps, but once the battle changes (via reinforcements, etc.)

I propse a solution: Let's call it...Instanteous Scribe (This is just for referrence and not actually whatever you should call this.)

Each day, a Glyph Master can quickly scribe a glyph, by making a Scribe Level Check, with a DC of 20 + (Tier Number x 2).

They can do this up to Int Modifier times per day, OR half their class level (whichever one you feel is appropriate)

You can set the rate at how quickly it would take; I think it would depend on the Tier. At the very least, by level 20 I think a Glyph Master can "instantous scribe" a Tier 1 with a move action, Tier 2 with a standard action, and Tier 3 with one complete action.

I'm not that great at setting DCs either, so change that as you see fit (for balance, etc.

This ability can be scaling, e.g. first Tier 1, then Tier 2, etc. If you really feel the need, you can give them the ability to "instantously scribe" trigger glyphs and continous glyphs at different levels too. I don't feel it's that neccessary though.

Another thing to look at: I haven't looked into the possibilities of this, but this makes it possible to scribe multiple glyphs in a single round. This MAY turn out broken; it also may not and can just turn out to increase fun. However, if you feel neccessary, limit it that they can still only do one glyph/round.

And also, you can give them the ability to change any glyph to another glyph of the same type (trigger, continous) and same Tier (or lower Tier if neccessary). At higher levels, you can change type too! (This shouldn't have a limit on use, unless you really have a good proof that it can break the game)

Maybe you can call that Versatile Scribe? Or something? I hope you're getting what I mean.


These abilities are mainly for the purpose of in class versatility. Once combat starts, characters aren't normally given the chance to be left alone for even a single round (to say nothing of 3 entire rounds). This allows Glyph Masters to quickly change their tactics if something unforseen appears and not have to leave themselves vulnearble for several rounds. Also, it lets them have something to contribute every round, instead of "I spend my round (again) to scribe the Tier 3 glyph "


What do you think?

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Old 02-03-2010, 02:47 PM   Top  -  End  -  #17
katarl
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Default Re: [3.5] Glyph Master Core Class WIP

Quote:
Each day, a Glyph Master can quickly scribe a glyph, by making a Scribe Level Check, with a DC of 20 + (Tier Number x 2).

They can do this up to Int Modifier times per day, OR half their class level (whichever one you feel is appropriate)
I see the problem, Glyph Masters ought to be able to pull something out, even if they are surprised, particularly at a higher level. I'm not too keen on using instant glyphs, though, it seems to detract from the flavour, and its far too similar to what artificers and wizards can already do.

Note however, that glyph masters can choose not to detonate their own glyphs, so you could feasibly scribe onto a flat stone, or parchment, and throw that at the enemy.

Quote:
but this makes it possible to scribe multiple glyphs in a single round. This MAY turn out broken; it also may not and can just turn out to increase fun. However, if you feel neccessary, limit it that they can still only do one glyph/round.
Again, not too keen on quickening abilities, Glyph Masters should be measured and tactical in their approach, they aren't competing with sorcerers and wilders for 'nova' status.

Quote:
And also, you can give them the ability to change any glyph to another glyph of the same type (trigger, continous) and same Tier (or lower Tier if neccessary). At higher levels, you can change type too! (This shouldn't have a limit on use, unless you really have a good proof that it can break the game)
I quite like this idea, it's quite fitting, so i'll implement this at some stage.

Quote:
These abilities are mainly for the purpose of in class versatility. Once combat starts, characters aren't normally given the chance to be left alone for even a single round (to say nothing of 3 entire rounds). This allows Glyph Masters to quickly change their tactics if something unforseen appears and not have to leave themselves vulnearble for several rounds. Also, it lets them have something to contribute every round, instead of "I spend my round (again) to scribe the Tier 3 glyph
This is a problem, you wouldn't want a spell with a 4 round charging time, and this class has quite a few. However, if we bridge the preparation gap too much, the class won't have anything special going for it. Too little, and it's not playable. I'd hope that players will realise this and plan for their encounters, or at least keep a few contingencies.

That's partially why I gave the class hide and move silently, to allow them some breathing space in encounters to sneak some glyphs in.


Cheers for the long post and excellent points by the way.


edit- severely limited number of glyphs active at a time, and updated glyph magic rules.
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Last edited by katarl : 02-03-2010 at 02:54 PM.
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Old 02-03-2010, 02:54 PM   Top  -  End  -  #18
UglyPanda
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Default Re: [3.5] Glyph Master Core Class WIP

Could you put the Glyphs in spoiler tags and make a table of contents or short list of summaries? It's kinda unruly.
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Old 02-03-2010, 03:09 PM   Top  -  End  -  #19
katarl
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Default Re: [3.5] Glyph Master Core Class WIP

edit- cleaned up format
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Old 02-04-2010, 03:34 PM   Top  -  End  -  #20
katarl
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Default Re: [3.5] Glyph Master Core Class WIP

any comments on balance or features you'd like to recommend?
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Old 02-18-2010, 03:11 PM   Top  -  End  -  #21
Dante & Vergil
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Default Re: [3.5] Glyph Master Core Class WIP

How about a Bump.
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Old 03-04-2010, 11:17 AM   Top  -  End  -  #22
katarl
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Default Re: [3.5] Glyph Master Core Class WIP

I don't feel that continuous glyphs contribute to the feel of this class, i'd like to remove them and move this class to be more of a trapsmith rather than a buffer.

Thoughts?

-edit- changed the final glyph
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Old 03-04-2010, 11:48 AM   Top  -  End  -  #23
Zom B
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Default Re: [3.5] Glyph Master Core Class WIP

Quote:
A glyph master can keep 2 glyphs plus one sixth his level (rounded down, minimum of 0)
The wording on this seems odd. I'd personally just go into the class table and either add a new column for how many they can have active at a time, or just go to 6th, 12th, and 18th level and put Active Glyphs: 3, Active Glyphs: 4, and Active Glyphs: 5 or somesuch.

Quote:
An object can only hold one glyph at a time.
I'm leery of the wording on this one. As written, only one GlM in the entire world can have a glyph scribed on the ground at a time. Maybe word it that an object can hold multiple glyphs, but the glyphs cannot be closer than 5 feet (or 10 feet) to one another?

Quote:
as a free action he can sense if there is any magical protections
Should be "as a free action he can sense if there are any magical protections". Also, the term "magical protections" is a little vague.

Quote:
By level 3, a glyph master has learned to anticipate the flow of magical energy, granting him a +2 Litany bonus
I've never heard of a litany bonus, but this means that it stacks freely with a Cloak/Vest of Resistance. Just so you're prepared when you end up with a Pal2/GlM18 adding an extra +20 or so to all saves.

Quote:
Erase Ward

At level 9, the glyph master discovers the roots of all glyph magic and can alter the effects of other protections. When he discovers a magical protection, he may make a scribe level check with a dc equal to 15+the protections caster level as a swift action. If successful, the magical protection is destroyed. He may attempt this once per protection per 24 hours.
Again, "protections" is an extremely vague term. As written, I can destroy somebody's Ring of Protection +5 with a DC 30 level check.

Quote:
At level 17, a glyph master can make his triggers more exacting in their activation. He may choose to set the condition only when an elf touches the glyph, or when the temperature reaches a certain point.
So only those two conditions? You might want to put in that these are examples, not the entire list.

Overall, I like the flavor of the class except that they are more or less completely useless in combat. Oh, sure they can buff up people by temporarily enchanting weapons to deal more damage, and so can attack with these weapons themselves, but anybody can swing a weapon. I want to do some glyphing. It takes them 1-3 full rounds' worth of actions to scribe anything, meaning that they have to both anticipate combat and anticipate it on their own ground. Even then, they just sort of have to hope that the enemy is stupid enough to step on a square containing a strange glyph drawn onto the floor.
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Old 03-04-2010, 12:07 PM   Top  -  End  -  #24
katarl
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Default Re: [3.5] Glyph Master Core Class WIP

Quote:
The wording on this seems odd. I'd personally just go into the class table and either add a new column for how many they can have active at a time, or just go to 6th, 12th, and 18th level and put Active Glyphs: 3, Active Glyphs: 4, and Active Glyphs: 5 or somesuch.
Not keen on the whole 2+1/6 level thing at all, I want to stop abuse but also enable players to use glyphs imaginatively. I haven't got a system to allow that in place yet.

Quote:
I'm leery of the wording on this one. As written, only one GlM in the entire world can have a glyph scribed on the ground at a time. Maybe word it that an object can hold multiple glyphs, but the glyphs cannot be closer than 5 feet (or 10 feet) to one another?
I have clarified this to included 5ft squares.

Quote:
Should be "as a free action he can sense if there are any magical protections". Also, the term "magical protections" is a little vague.
Grammar easily corrected, clarified what is meant by 'magical protection', and closed an abusable loophole.

Quote:
I've never heard of a litany bonus, but this means that it stacks freely with a Cloak/Vest of Resistance. Just so you're prepared when you end up with a Pal2/GlM18 adding an extra +20 or so to all saves.
That's because I made it up! Untyped bonuses can be called whatever you like. Magical protections and wards are a glyph master's raison d'etre, and so a hefty saving throw bonus at higher levels is acceptable.

Quote:
Again, "protections" is an extremely vague term. As written, I can destroy somebody's Ring of Protection +5 with a DC 30 level check.
Clarified to mean 'temporary protections'.

Quote:
So only those two conditions? You might want to put in that these are examples, not the entire list.
Added 'for example'.

Quote:
Overall, I like the flavor of the class except that they are more or less completely useless in combat. Oh, sure they can buff up people by temporarily enchanting weapons to deal more damage, and so can attack with these weapons themselves, but anybody can swing a weapon. I want to do some glyphing. It takes them 1-3 full rounds' worth of actions to scribe anything, meaning that they have to both anticipate combat and anticipate it on their own ground. Even then, they just sort of have to hope that the enemy is stupid enough to step on a square containing a strange glyph drawn onto the floor.
Now that i'm taking out the buffs, they'll be even more useless! The class doesn't so much encourage inventive solutions as absolutely demand them to survive. I'd like to make the difficulty curve a little easier on new players though, have any ideas for that?

Thanks for the great input.
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Last edited by katarl : 03-04-2010 at 12:07 PM.
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Old 03-04-2010, 12:41 PM   Top  -  End  -  #25
Zom B
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Default Re: [3.5] Glyph Master Core Class WIP

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Originally Posted by katarl View Post
Now that i'm taking out the buffs, they'll be even more useless! The class doesn't so much encourage inventive solutions as absolutely demand them to survive. I'd like to make the difficulty curve a little easier on new players though, have any ideas for that?
Hmm.
Brainstorming:

Maybe add a glyph that they can scribe onto themselves, and the glyph is keyed to another active triggered glyph. They can trigger the one on themselves to trigger the other. This allows them to have basically remote-activated bombs at the cost of using up additional active glyph slots.

It's been brought up before, but remotely scribing a rune somewhere would be great. Either grant them that at some level, or make it scale (At level 3, the Glyph Master can create a glyph on an object, surface, or creature up to 5 feet away. At 6th, 9th, 12th, 15th, and 18th level, the range at which the Glyph Master can create a glyph increases by an additional 5 feet.)

Maybe take the time required to scribe way down, and stipulate that you cannot scribe more than one glyph per round. Scribing Tier 1 glyphs would be a free action (or a standard action that can become a free action if the Glyph Master takes some debuff afterward, such as fatigued or maybe even dazed), Tier 2 glyphs would be a standard action and Tier 3 glyphs would be a full-round action.

In general, analyze the resources they have and categorize them according to renewable (available every round, once every few minutes, etc), once per day, or limited (requires a material cost).

Actually that last one gives me an idea: You could incorporate a consumable expensive component that can enhance glyphs in some way. I'll let you elaborate on that.
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Old 03-05-2010, 03:12 PM   Top  -  End  -  #26
Forever Curious
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Good question
Default Re: [3.5] Glyph Master Core Class WIP

You mention "continuous glyphs" in the class features, yet I don't see any.
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Old 03-05-2010, 03:16 PM   Top  -  End  -  #27
DracoDei
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Default Re: [3.5] Glyph Master Core Class WIP

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This bizarre glyph confuses those that touch it for 1 round per 2 scribe levels. Allows a will save to negate the effects. At tier 2, the glyph affects all within 10ft. At tier 3, the confusion becomes more powerful, enabling the dm to roll twice on the confusion table, and take the result he prefers. At tier 4, the glyph affects all within 20ft.
Shouldn't this be the pick of the person running the character? That would be more standard, and less arbitrary. GM for NPCs, player for PCs.

To handle the "stupid enemies only" problem, just have the glyphs only appear as they are going off, otherwise being invisible... or, if you want to get really tricky with it, say that the materials they are initially scribed in can be of any color, and allow appropriate Profession(Painter/Chalk-Artist/whatever) checks to match each part of the glyph to the background with modifiers for how variable the surface is.
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Old 03-05-2010, 03:32 PM   Top  -  End  -  #28
Forever Curious
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Good question
Default Re: [3.5] Glyph Master Core Class WIP

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Trigger Glyphs

All trigger glyphs have a trigger condition, usually being touched, under which circumstances, the effect activates. To touch a glyph, a creature must enter its square.
So if I were to, say, inscribe a glyph on a stone and then launch it at an enemy using a sling, would I have to aim for the square or the enemy? Also, would it be considered a touch attack or a standard ranged attack?
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Old 03-06-2010, 02:41 AM   Top  -  End  -  #29
katarl
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Default Re: [3.5] Glyph Master Core Class WIP

Quote:
Maybe add a glyph that they can scribe onto themselves, and the glyph is keyed to another active triggered glyph. They can trigger the one on themselves to trigger the other. This allows them to have basically remote-activated bombs at the cost of using up additional active glyph slots.
I really like this idea, it really adds to the tactical element of the class. I must find some way to implement this.

Quote:
It's been brought up before, but remotely scribing a rune somewhere would be great. Either grant them that at some level, or make it scale (At level 3, the Glyph Master can create a glyph on an object, surface, or creature up to 5 feet away. At 6th, 9th, 12th, 15th, and 18th level, the range at which the Glyph Master can create a glyph increases by an additional 5 feet.)
Not keen on remote scribing, seems a bit of a copout on the part of the scribe, perhaps the crawling metaglyph would help out here?

Quote:
Maybe take the time required to scribe way down, and stipulate that you cannot scribe more than one glyph per round. Scribing Tier 1 glyphs would be a free action (or a standard action that can become a free action if the Glyph Master takes some debuff afterward, such as fatigued or maybe even dazed), Tier 2 glyphs would be a standard action and Tier 3 glyphs would be a full-round action.
I agree, without removing the preparation element, speeding the scribing up would help out with reference to your earlier point of combat. As for the cost of scribing, i'm not sure. One of my earlier ideas was to include ability damage for each glyph, while another idea was to make it hp damage. These didn't seem to fit, but i do want to include some kind of limit without it being too static and unchanging, like a set numerical allowance.

Quote:
Actually that last one gives me an idea: You could incorporate a consumable expensive component that can enhance glyphs in some way. I'll let you elaborate on that.
Possibly, but i'll need to perfect the basics before moving on to the enhancements.

Quote:
You mention "continuous glyphs" in the class features, yet I don't see any.
There was a score or so of continuous glyphs before, but they were cut from the class.

Quote:
Shouldn't this be the pick of the person running the character? That would be more standard, and less arbitrary. GM for NPCs, player for PCs.
I agree, rolling twice doesn't actually help the player at all. I've changed this to mean the scribe.

Quote:
So if I were to, say, inscribe a glyph on a stone and then launch it at an enemy using a sling, would I have to aim for the square or the enemy? Also, would it be considered a touch attack or a standard ranged attack?
To activate a glyph, one must enter the square it resides, not simply be there where the glyph goes, so you could target the square, but only if a creature entered the square subsequently would it activate. Touching the glyph does activate it, however, so flinging a glyph would be a touch attack.
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Last edited by katarl : 03-06-2010 at 02:42 AM.
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Old 03-06-2010, 02:45 AM   Top  -  End  -  #30
DracoDei
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Default Re: [3.5] Glyph Master Core Class WIP

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Originally Posted by katarl View Post
To activate a glyph, one must enter the square it resides, not simply be there where the glyph goes, so you could target the square, but only if a creature entered the square subsequently would it activate. Touching the glyph does activate it, however, so flinging a glyph would be a touch attack.
Powering up rocks AFTER each fight, and then handing them to the (halfling) fighter is then the best use of this class in most situation. When initiative hits, take full defense, unless the fighter is running low....
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