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Old 08-17-2011, 10:50 PM   Top  -  End  -  #1
Cipherthe3vil
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Default [Base Class] Solstream

The Solstream


Credits to Genzoman who is awesome.


Abilities: A Solstream's most important ability is charisma, as it determines her spellcasting, and all Solstreams just love to be the sexy one in any group. Wisdom isn't much use, but intelligence lends to skill points. Strength won't help much unless you take the Strength route of Sun's Gift later on, because otherwise you probably won't hit much with a weapon. Constitution and Dexterity will help you survive.

Organization: *shrug* Who pays attention to this anyway? Make up your own background for the Solstream in your game! Most, if anyone, who uses it will probably do just that anyway.

Alignment: Solstreams vary greatly in their alignments. Some take the light of the Sun to be of discipline and order, some take it to be chaotic and wild energy. Most Solstreams are not Evil, however but your just as likely to see a Solestream of the other six alignments.

Religion: Solstreams often worship gods of the Sun when they do worship. Some of them may do so for fear of loosing their power, or in thanks for the power. Otherwise they're free to believe whatever.

Background: Solstreams are born with they're power and it manifests in strange ways as they grow up. As such they could easily have backgrounds in which they were detested, and laughed at, or praised and admired.

Races: Any race can become a Solstream, however many Solestream come from Human or Fey races.

Other Classes: There is no specific way that the Solstream reacts with other classes. Their relations with others varies depending directly on the individual.

Role: The Solstream's role is that of a caster. Although the Solstream's spellcasting is limited, they make up for it with the inclusion of powerful At-Will abilities called Solar Songs; Invocations brought to life through the power of they're voice.


Hit Dice: d6
Starting Age: Simple
Starting Gold: 4d8x10

Class Skills
The Solstream's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each Level: 6 + Int

The Solstream Spells Known(*)/Per Day Solar Songs
Level BAB Fort Reflex Will Special 1st 2nd 3rd 4th 5th 6th Dim Bright Brighter Brightest
1st +0 +0 +0 +2 Solstream (1d4), Solar Protection 2/Sunlight, Familiar 1 - 1 -
2nd +1 +0 +0 +3 Detect Outsiders, Detect Gold 2* - 1 -
3rd +1 +1 +1 +3 Solstream (2d4), Solar Protection 3/Sunlight 3 1 - 2 -
4th +2 +1 +1 +4 Solar Defense 4 2* - 2 -
5th +2 +1 +1 +4 Solstream (3d4), Solar Protection 4/Sunlight, Improved Familiar 5 3 1 - 3 1 -
6th +3 +2 +2 +5 Suns Gift 5 4 2* - 3 1 -
7th +3 +2 +2 +5 Solstream (4d4) 5 5 3 - 3 2 -
8th +4 +2 +2 +6 Lightmote, Solar Protection 5/Sunight 5 5 4 1 - 4 2 -
9th +4 +3 +3 +6 Improved Solstream (5d6) 5 5 5 2* - 4 3 -
10th +5 +3 +3 +7 Flashfire, Solar Protection 6/Sunlight 5 5 5 3 1 - 4 3 1 -
11th +5 +3 +3 +7 Solstream (6d6) 5 5 5 4 2* - 5 3 1 -
12th +6 +4 +4 +8 Eye of the Sun, Improved Familiar 5 5 5 5 3 - 5 4 2 -
13th +6 +4 +4 +8 Solstream (7d6), Solar Protection 7/Sunlight 5 5 5 5 4 1 5 4 2 -
14th +7 +4 +4 +9 Banishment 5 5 5 5 5 2* 5 4 3 -
15th +7 +5 +5 +9 Solstream (8d6), Solar Protection 8/sunlight 5 5 5 5 5 3 5 5 3 1
16th +8 +5 +5 +10 Brightshadow 5 5 5 5 5 4 5 5 3 1
17th +8 +5 +5 +10 Solstream (9d6) 5 5 5 5 5 5 5 5 4 2
18th +9 +6 +6 +11 True Resurrection, Solar Protection 9/Sunlight 5 5 5 5 5 5 5 5 4 2
19th +9 +6 +6 +11 Solstream (10d6) 5 5 5 5 5 5 5 5 4 3
20th +10 +6 +6 +12 Solar Heart, Solar Protection 10/sunlight, Improved Familiar 5 5 5 5 5 5 5 5 5 3

Weapons and Armor Proficiency: Solstreams are proficicent with Simple Weapons, No armor, No Shields.

Spellcasting:
The Solstream can cast spells as shown on the Table. Each "2*", 2nd, 4th, 6th, 11th, 14th, marks the end point in Spells Known progression while the chart keeps going to show Spells per Day.
Spells are taken from the Sorcerer and Wizard spell lists, However they can never learn a Summoning spell. Though they can still use summoning scrolls or similar magic items. In disregard for the table; the Solstream DOES gain 0 level spells, which are taken from the Cleric spell list and follow the same progression as the Solstream's 1st level spells, to the same cap at 5. Which represents her spells per day AND spells known.
She is a Spontaneous caster who uses her Charisma to determine casting. She can completely alter her choice of spells whenever she gains five levels.
Special: Solstream must prepare metamagic as a Prepared caster must. Choosing after they wake up where to allocate they're metamagic feats (if any) each morning in 10 minutes of meditation.

Solar Songs:
Solar Songs work exactly like Invocations, however they do not require Somatic Components. Instead, every Solar Song has a Verbal component. This verbal component is not set in stone, rather, its the Solstream's voice itself that activates the magic. A Solstream could walk up to you saying "Hey there, You, me, tonight?" suddenly under the effects of a Charisma boost or effecting them with a Charm. Verbal components must be recognizable as the Solstream's primary language. Solar Songs use charisma when applicable. When ever the Solstream gains a new Solar Song, She can also replace one previous Solar song of the same grade with another.

Spoiler




New Dim Solar Songs
(Ignore all Solar Songs that are not listed above, just use as a reference if you want an Solar Song marked with "N")
Spoiler


New Bright Solar Songs
Spoiler


New Brighter Solar Songs
Spoiler


New Brightest Solar Songs
Spoiler










Solstream: The Solstream is named after its signature ability, Solstream. The Solstream can, at will as a standard action, release a flooding ray of plasmic heat in a Line effect with a base range of 60ft +5ft per two levels on a Reflex save (DC= 10+1/2class levels+Charisma modifier) for every two levels of the Solstream class the Solstream possesses, dealing both Electric and Fire damage. Creatures vulnerable to either take damage as if both energies were the one it is weak against, Creatures vulnerable to both are effected twice over for it. However, a Creature needs to be Immune or Resistant to both energies to have any impediment on it. If a creature has both Electric and Fire resistances, The Solstream pays attention to the lowest of the two.
The Solstream may also emit bright light within 30ft of her, suppressible or reactivate-able as a free action. This light has no special effect such as blinding and despite the Solar origin it does not count as daylight to creatures such as Vampires.
Improved Solstream:
The solstream's damage increases to d6's at 10th level.

Solar Protection: The Solstream gains the listed number as Energy Resistance to both Electric and Fire damage.
The Solstream also gains a Fast Healing effect that takes effect when ever Sunlight touches the Solstream's body. If the Solstream is Heavily Clothed (Like say in Winter Gear), its a particularly cloudy day(say 75% sky is cloudy), or at night. This Solar Protection is halved (assuming there is any visible part of her skin.) If there is no visible part of her skin there is no Solar Protection. If its both very cloudy and night, the Solstream is probably gonna have to find somewhere private with a roof-top view to get any benefit at all, even then under these conditions Solar Protection is down to 1/4th.
However,Solar Protection is doubled when ever she is sparsely clothed (Say, at least 75% skin shown) and its daytime, or if is exceptionally bright out (Desert sun, plane of... sun-ness, Heat wave weather ect) and moderately clothed (50%)
Edit: I confused myself going back and reading this. So here's the whats-what. If it conflicts with anything above, this supersedes it.

Situation Mod Situation Mod Situation Mod
Bright Day x2 Indoors- No window -4 Great Cold -3
Normal Day x1 Starless Night -6 Winter Weather -4
Dim Day -2 Starry Night -4 Underground (10ft+)* -8
No Clothes x3 Solar Flare +1 Iced/Frozen -40
Sparse clothes x2 Comet x5 Ongoing Cold damage -6
Half-Clothed x1.5 Near a Volcano* x3 Ongoing Fire damage x1.5/5 base damage
Mostly Clothed x1 Great Fire x1.5 Wet -1
Covered -3 Solar Eclipse -60 Soaked -5
Indoors -2 Near Ocean -3 Underwater (5ft-40ft) -40

*When underground in a volcanic environment, Underground Penalties do not apply, but Volcanic benefits do.
All effects stack. Largest benefit however is a total of x4 +1 every 2 levels for x14 at level 20. Minimum Solar Protection is 0.


Familiar:
The Solstream gains a Familiar as a Sorcerer.
However, she can instead bind an Animal Companion or similar class granted companion to the same rules.
5th: Your familiar combusts, shedding its weak body to become a Small Fire Elemental. It can compress its body and resume appearing as its previous form as a full round action.
12: Your familiar grows, it becomes a Medium Fire Elemental. As above, it can still appear as its non-elemental form.
20: Your familiar again grows, becoming a Large Fire Elemental. As above, it can still appear as its non-elemental form.

Detect Outsiders and Gold: Gold... We all love it, and for centuries its believed to have a deep connection with the Sun, sharing many beliefs with one another. Likewise, Outsiders are often associated with the Sun among other things, and both are cosmic entities. Through her connection with the sun, the Solstream is always aware of any gold or Outsiders within 10ft. She can concentrate for:
one round to double the range, and detect how many gold items or how many Outsiders are within 10ft,
two rounds to double the range again, detect how many gold items or how many outsiders are within 20ft, and Approximate worth of the gold within 10ft or the estimated power of an Outsider within 10ft.
three rounds to double the range again, detect how many gold items or how many outsiders are within 40ft, Approximate worth of the gold within 20ft or the estimated power of an outsider within 20ft, and the HD and Hit points of an outsider within 10ft.

Solar Defense (Su): The Solstream can project her Solstream ability into a defensive wall. This acts like Wall of Fire as the spell, accept it produces no heat on either side, instead one side does not allow light to pass one way (Granting total concealment to the creatures on one side of the wall) and deals 2d6 Electric and Fire damage to anyone who tries to pass through for every three class levels the Solstream has.

Sun's Gift (Ex): Solstreams are aspects of the sun itself. Life, Vitality... The Solstream at this level connects deeper with the Sun's energy. She gains her choice of:
+10ft to all movement speeds the character possesses or will possess, +2 initiative, +2 charisma, tapping into the wild and passionate aspect of the sun.
+5hp per level, +2 to your Solar Protection, +2 constitution, tapping into the health and vitality aspect of the sun.
Attack bonus raises to 3/4ths, +2 strength, tapping into the power and forceful aspect of the sun.
These ability bonuses are untyped.
These bonuses come again at 12th (Strength's attack bonus becomes 3/4ths + Insight bonus = +1 per 4 class levels) and 18th levels (Strength gets Full bab) However at each repeating level (12th and 18th) the Ability bonus is only 1.

Lightmote (Su): The Solstream can convert her body into a mass of plasmic energy. She effectively becomes Incorporeal. You deal 1d4/3 levels damage to anyone who touches you or to any object that touches you. In return for that you also take damage when ever subject to a Darkness spell or Deeper Darkness spell as if you took 1d4 untyped damage per caster level of the Darkness user.
This is usable Cha mod times per day as an Immediate action, for Class Levels = minutes.
Due to the nature of this incorporeal form (that is, you bleed through instead of simply passing through) ; each inch of thickness reduces your speed by 5ft. if this causes you to hit 0ft, you are shunted out to the closest side taking 1d4 damage per inch you traveled that cannot be negated in any way. Speed returns when you are no longer in the object.

Flashfire (Su): You can channel your Solstream ability into a 30ft burst, or have it cause a 15ft burst on impact. This deals normal damage for your Solstream ability, However your Solstream is no longer affected by Energy Resistance.

Eye of the Sun (Ex): They say the Sun sees the Truth of all, you gain the effects of True Sight at all times. Suppressible or reactivate-able as a free action, However this does not function as normal. Whenever it would pin someone for something for an illusion or transmutation and the like, it instead paints the person or object with an aura of light that the Solstream can read enough to get what spell or effect the subject is under, but not what is actually there or what is behind an illusion.
In addition, the Solstream is unaffected by darkness, magical or otherwise.

Banishment (Sp): Gain Banishment, as the spell. Usable a number of times per day equal to 1/2 your class levels. Your caster level for this is, naturally, your own class levels. You know, being a caster and all. This is a Spell-Like ability.

Brightshadow (Su): As Lightmote, but you instead become Ethereal, and can walk through walls and the like as normal for an Ethereal creature, You are also no longer effected by Darkness spells and do not generate heat. You can choose if you wish to become Lightmote or Brightshadow. You also gain +4 uses of Lightmote (From which this ability takes its uses as well)

True Resurrection (Sp): You can channel your Solstream ability into the suns life giving energies, your Solstream ability can now manifest as Positive energy. (AKA: It heals instead of damages living creatures, and deals extra (d8's rather then d4's) to Undead or creatures weak against Positive energy.). In addition: Once a day, you can use True Resurrection as the spell.

Solar Heart (Ex): You take on the flame of the sun in the very core of your being. You can choose to:
Take on the Dragon type, dragons are creatures closely associated with the magic of the sun. Your Solar Protection also provides the same number as Deflection bonus to AC, This Deflection bonus scales just like the Solar Protection does (AKA: It doubles if your in nothing but your underwear, Halved if your in heavy clothing, and nonexistant if no sunlight touches you)
Take on the Outsider (Native) type, becoming graceful and otherworldly- Your base Solar Protection ability is now doubled (at this level it would be 10, which is deceptive as this separate ability boosts it to 20.








Epic Solstream:

An epic Solstream, unlike most classes, continues progressing in magical capability.

Table: The Epic Solstream
Level Special 7 8 9 Brightest
21 Uncapped 1 - 3
22 2* - 4
23 3 1 - 4
24 4 2* - 4
25 5 3 1 5
26 5 4 2* 5
27 5 5 3 5
28 Improved Familiar 5 5 4 5
Other levels
Level Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
29 Potential Attained 9 8 7 6 5 5 5 5 5
30 13 12 11 10 6 5 5 5 5
36 Improved Familiar 29 23 17 11 8 6 5 5 5
44 Improved Familiar 61 47 33 18 12 8 6 5 5
70 Improved Familiar 165 125 85 45 25 15 10 7 6

Uncapped:
The Solstream has not yet reached the potential she has inside her, Attaining 21st level unlocks that potential. She continues gaining spellcasting and Solar Songs, As well as her Solstream ability, which improves at this level to be 11d6.
growing at 23, 25. 27. 29. 31. 33. 35. 37. 39. and so on.
Improved Familiar:
The familiar continues to grow. At 28th level, the familiar becomes a Huge fire elemental.
36: The familiar becomes a Greater fire Elemental.
44: The familiar becomes an Elder Fire Elemental.
14070: The familiar becomes a Primal fire Elemental.

Potential Attained:
The Solstream reaches her maximum spell capability. Or has she? A Solstream does not believe in dead ends, The Void is limitless, full of a conflict of Light and Darkness, there is no room for limits. Previously she could only reach up to 5 spells per day. She now continues to increase these. For every two levels, she gains 4 1st level spells per day, three 2nd level spells per day, two 3st level spells per day, one 4th level spell per day. Every two 4th level spells gained, they gain 1 5th level spell per day. Every 2 5ths = 1 6th. every 2 6ths = 1 7th, every 2 7ths = 18th. every 2 8ths = 1 9th.
She may never sacrifice any amount of lower level spells for any purpose other then to cast a spell of the appropriate level no matter what other class features she attains from other classes, to a number greater then 5 per day, per level.
These pre-epic spell levels do not change or alter the progression of post 9nth level spell levels, which grow normally as per the epic rules (by gaining your 9nth level spell at 25th you qualify for epic spells)

Last edited by Cipherthe3vil : 04-30-2013 at 08:21 PM.
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Old 08-17-2011, 11:37 PM   Top  -  End  -  #2
eftexar
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Join Date: Jun 2011
Default Re: Solstream

Gah my eyes! Please fix the table! In all seriousness though, this class looks interesting (can you imagine gestalting this with moonblessed?).
May I suggest not calling the invocations invocations though. It would lend to flavor better. Or even call them something different than least,lesser, etc; such as dim, bright, brighter, brightest invocations or maybe even after the layers of the sun (avoiding the word invocation entirely).
I can see how eye of the sun would be useful, however I think it would be cooler if you set it up to be more relevant to the theme. Such as, it only sees through *pretending to insert true seeing description* that are bathed in sunlight.
Is the capstone (with its choice to not pick outsider) a personal shot against my onmyoji? No? I thought it was funny...
As far as the balance of spells and invocations.... I think this class just reaches the point of balance it needs. If it offered more spells or invocations I think it would tip the scales.
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Old 08-17-2011, 11:38 PM   Top  -  End  -  #3
Tacitus
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Default Re: Solstream

So, continuous True Seeing a 12th level, an eldritch blast that eventually becomes useless due to resistance and immunity, limited spellcasting up to 6th level, a 18 invocations (the better sort of invocations no less), and True Res Cha/day (aye, as the spell, but is it spellcasting, spell-like, Su, Ex?).

I've no real eye for balance, but that seems a little heavy to me.

Anywho, on Solar Heart do you become an outsider or a Native Outsider? As in, do you eat/sleep/breathe? Does the Deflection function depending on exposed skin at the same level as the fast healing or just as base?

And you don't know Genzoman from deviantArt? Really? >.> I thought everyone knew Genzoman.
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Last edited by Tacitus : 08-17-2011 at 11:42 PM.
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Old 08-17-2011, 11:44 PM   Top  -  End  -  #4
Domriso
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Default Re: Solstream

Always a pleasure to see something posted by you, Cipher. I'm not really much into the balance (no eye, ya know), but I can help on the picture.

http://genzoman.deviantart.com/art/W...ider-100850735

It is indeed genzoman, and that's the link to the picture.

Hope to see more from you!
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Old 08-17-2011, 11:48 PM   Top  -  End  -  #5
unosarta
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Default Re: Solstream

You have several instances of Onmyouji in the Fluff section where it should be Solsteam.

Why does the Solstream have the Darkness, Hungry Darkness, Enervating Shadow, and Path of Shadow Invocations if they are dedicated to the Sun? That doesn't really make very much sense. In addition, some of the Invocations are for dragons, and it doesn't seem very fitting when compared with the rest of the class.

Detect Gold and Outsiders is just weird, and comes right out of left field. Maybe you should include a reason for why it is in the class at all?

I would recommend the bonus hit points from Sun's Gift scaling with hit dice, something like +5 hit points per hit dice. +10 hit points isn't a very big bonus, when compared to 3/4ths BAB, or +10ft speed, speaking of which, does the speed boost apply to all speeds the character has? If not, then it should be base land speed, or just land speed. Otherwise, you should probably clarify which it does.

Lightmote wants to have a word with all the Darkness invocations on your invocation list.

Awkward space between Lightmote and Flashfire.

The 40 foot burst from Flashfire is pretty huge, and also has a chance of affecting allies, which isn't fun. I love the second effect, but I would lower the damage, since you can hit quite a few enemies through that effect.

Eyes of the Sun is really powerful. True Seeing doesn't really have very many counters, and although it is only 5th level, it has a duration of 1 round per level, which means that by twelfth level, a Wizard can keep it up for all of 12 rounds, whereas the Solstream can have it up... indefinitely. Also, feels more like an invocation than a class feature, just saying.

What is the caster level on the spells that the class gains? Equal to the Solstream's Solstream levels? If so, you should probably clarify, as it isn't stated.

Rather than giving temporary constitution damage and exhaustion, why not let the Solstream just use True Resurrection once per day? It seems like giving it arbitrary penalties in order to allow multiple uses is less useful than just one use without weird penalties.
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Old 08-18-2011, 12:06 AM   Top  -  End  -  #6
Cipherthe3vil
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Join Date: Oct 2010
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Default Re: Solstream

Quote:
Originally Posted by eftexar View Post
Is the capstone (with its choice to not pick outsider) a personal shot against my onmyoji? No? I thought it was funny...
No, not intensionally, but now that I think about it thats probably where it came from.

Quote:
Originally Posted by Tacitus View Post
And you don't know Genzoman from deviantArt? Really? >.> I thought everyone knew Genzoman.
So there hes is, maybe I shoulda just googled him if he's so popular.

Quote:
Originally Posted by Domriso View Post
Always a pleasure to see something posted by you, Cipher. I'm not really much into the balance (no eye, ya know), but I can help on the picture.

http://genzoman.deviantart.com/art/W...ider-100850735

It is indeed genzoman, and that's the link to the picture.

Hope to see more from you!
Thanks and thanks.

Quote:
Originally Posted by unosarta View Post
You have several instances of Onmyouji in the Fluff section where it should be Solsteam.
Shight! So thats why Ex made that connection so fast. I can't believe I forgot. I had to post it and leave as the laptop was almost dead, then I had to take some sleep stuff, get contacts out... all that stuff and forgot xD
Onmyoji was up in another tag, so I just copied fluff for the xxx: sections to replace.


Fixing all thats been pointed out.
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Old 08-18-2011, 12:12 AM   Top  -  End  -  #7
unosarta
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Default Re: Solstream

Quote:
Originally Posted by Cipherthe3vil View Post
True Resurrection: You can Channel your Solstream ability into the suns life giving energies, Your Solstream ability can now also, or just inflict Positive energy damage (That heals as normal, or deals double the die against weak creatures: d8), in addition: A number of times per day equal to your charisma modifier you can use True Resurrection as the spell, this is draining however, and you take 4 temporary constitution damage lasting for 1 hour and are Exhausted for the same amount of time.
The wording should be changed to:

True Resurrection: You can Channel your Solstream ability into the sun's life giving energies, allowing Your Solstream ability to also be able to inflict Positive energy damage (That heals as normal, or deals double the die against weak creatures: d8). You choose which damage type upon using your Solstream ability. In addition, a number of times per day equal to your charisma modifier you can use True Resurrection as the spell, this is draining however, and you take 4 temporary constitution damage lasting for 1 hour and are Exhausted for the same amount of time.

But with the change to the resurrection part of the ability as well. The first part really should be either Positive energy or the solar energy, and your current wording is awkward and sort of confusing.
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Old 08-18-2011, 12:27 AM   Top  -  End  -  #8
Cipherthe3vil
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Default Re: [Base Class] Solstream

Fix'd all thats been said.
@ the dim/bright/ect: I was already going to do something like that, but couldn't come up with anything at the time (I was looking to deep xD) So easy "Yes" on that. there ya go.
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Old 08-18-2011, 01:16 AM   Top  -  End  -  #9
unosarta
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Default Re: [Base Class] Solstream

Yeah, your wording is just as good as mine. Now, I might go through for spelling/grammar errors.

Slight nitpick:
Quote:
Originally Posted by Abilities
A Solstream's most important ability is charisma, as it determines her spellcasting, and all Solstreams just love to be the sexy one in any group.
Charisma =/= being physically attractive. It has to do with personality.

Quote:
Originally Posted by Abilities
Strength won't help much unless you take the Strength route,
Redundant. "Strength won't help much, unless you take the martial route," would be better.

Quote:
Originally Posted by Organizations
Solstream's do not have a defined organization, but are often connected with cults, churches, ect related to the Sun or Light in general.
First should be Solstreams. The apostrophe means that it is possessed by the Solstream or "solstream is" contracted, neither of which makes any sense. Second should be "Etc." which is very informal, and kind of weird in this situation. Of course, informality isn't bad, but this usage is just awkward.

Quote:
Originally Posted by Alignment
Solstream's vary greatly here.
Vary greatly where? Again improper use of apostraphes. Changed to "Solstreams vary greatly in terms of aligment."

Quote:
Originally Posted by Alignment
Some take the light of the Sun to be a discipline and order
I think you are going for "of discipline and order" but I am not really sure.

Quote:
Originally Posted by Alignment
Most Solstreams are not Evil however.
Needs a comma between evil and however.

Quote:
Originally Posted by Religion
Solstream's often worship gods of the Sun when the do worship, some of them may do so for fear of loosing their power, and some in thanks for the power. Otherwise they're free to believe what ever.
Improper use of apostrophe. The should be they. Replace the comma with a period, and capitalize the "s" in some. Replace and some with "or".

Quote:
Originally Posted by Background
Solstream's are born with
Improper use of apostrophe.

Quote:
Originally Posted by Background
detested, laughed at, Or praised and admired
Remove the random capitalization. That sentence is also just very awkward. I understand your meaning, but the grammar feels off.

Quote:
Originally Posted by Race
however many Solestream come from Human or Fey races.
Should be "Solstreams".

Quote:
Originally Posted by Other Classes
Other Classes:There is no specifics for this, Relations with other classes vary on the individuals.
There should be a space between the semi-colon and "There". In addition, you need to specify what you are talking about. Changing it to "There is no specific way that the Solstream reacts with other classes. Their relations with others varies depending directly on the individual." should work.

Quote:
Originally Posted by Role
Caster, The Solestream's spellcsting is limited. However, they make up for it
First of all, this sentence is just awkward. Proper grammar, young lady! "The Solstream's role is that of a caster. Although the Solstream's spellcasting is limited, they make up for it..." with the ellipses being replaced with the rest of the description.

Quote:
Originally Posted by Spellcasting
The Solstream can cast spells as shown on the Table, Each 2* marks the end point in Spells Known progression while the chart keeps going to show Spells per Day.
Comma should be replaced with a period. The second sentence (from "each 2*" onward) is awkward, and I would provide some explanation (for instance, the Solstream gains 1 third level spell known at 5th level, and another at sixth level, but at seventh level, when the Solstream gains an additional third level spell per day, the Solstream does not gain an additional spell known for third level.)

Quote:
Originally Posted by Spellcasting
As a free action at the start of each day, the Solstream can decide what two spells she wishes that day to replace two spells of the same levels that were ready before hand.
This isn't a grammar/spelling error, but I would change it to something longer, like an hour, or half an hour. Just a free action is kind of... really really really freaking short? Funny thing; bards don't have a listed spell regaining method. Apparently they only get those spell slots for their entire career. Anyway; you also need to describe how the Solstream regains spell slots.

Quote:
Originally Posted by Spellcasting
Otherwise, all other spells remain the same. She is a Spontaneous caster who uses her Charisma modifier to determine casting.
Slight nitpick, but she doesn't use her modifier, but her Ability score itself. Otherwise, it is massively lower extra spells compared to every single other casting class, as well as weird save DCs, etc etc.

Quote:
Originally Posted by Solar Songs
a Solstream could walk up to you saying
"a" should be capitalized.

Quote:
Originally Posted by Solstream
The Solstream is named after its Signature ability: Solstream.
Signature isn't supposed to capitalized. You should simply use a comma instead of a semi-colon.

Quote:
Originally Posted by Solstream
This "Solstream" deals 1d4 damage every two levels,
Every two levels should be changed to "for every two levels of the Solstream class the Solstream possesses." Yeah, it's a nitpicky revision, but I can only barely understand the current wording.

Quote:
Originally Posted by Solstream
However, a Creature needs to be Immune or Resistant to both energies to have any impediment on it.
If they have different levels of resistance for each, does the energy type become that of the weakest resistance? It doesn't say.

Quote:
Originally Posted by Fast Healing
Despite the name, This is not just Fast Healing.
"This" shouldn't be capitalized.

Quote:
Originally Posted by Fast Healing
and Half the listed as Cold vulnerability.
"Half" shouldn't be capitalized. Round that percentage up or down? Also, what exactly is "Cold vulnerability"? The only similar ability causes cold damage dealing effects to deal 50% more damage, which doesn't seem what you want.

Quote:
Originally Posted by Detect Gold and Outsiders
Outsiders are often assosiated with the Sun
I still don't understand the point of this ability, but "assosiated" is correctly spelled "associated."

Quote:
Originally Posted by Detect Gold and Outsiders
and through her connection with the sun, the Solstream is always aware of any gold or Outsiders within 10ft.
You should make this its own sentence. Just remove the "and" and put a period right after "entities" and capitalize "through" and you are good.

Quote:
Originally Posted by Solar Defense
Stuff
This actually has quite excellent wording, but it seems more appropriate as a Solar Song, IMO.

Quote:
Originally Posted by Lightmote
Stuff
This also has some good wording, but I have a question. Can the ability be used to avoid a sword, since the sword doesn't allow light through? This goes for any weapon, really, or at least ones not made out of glass. Also, can the Lightmote travel through force effects, since they allow light through? Could you go through a Wall of Force? That could be pretty cool, not sure about the balance, but yeah.

Quote:
Originally Posted by Eyes of the Sun
Stuff
I love the change you made. So fluffy.

Quote:
Originally Posted by Banishment
Stuff
Still doesn't say what your caster level for the effect is.

Quote:
Originally Posted by Brightshadow
Stuff
Can you change from Brightshadow to Lightmote in the middle of the duration of the ability? If so, what is the action for that? Can you do it while in Darkness in Brightshadow form? Do you take damage? I personally would recommend that you cannot change while the duration remains, and must spend another use in order to change forms, but it could be read as the former, from the wording.

Quote:
Originally Posted by True Resurrection
You can Channel your Solstream ability into the suns life giving energies, Your Solstream ability can now manifest as Positive energy.
Both bolded items shouldn't be capitalized. Is this ability Spell-like? It doesn't seem like it at all, but the ability descriptor says "(Sp)".

Quote:
Originally Posted by True Resurrection
( AKA: It heals instead of damages living creatures, and deals extra (d8's rather then d4's) to Undead or creatures weak against Positive energy.), in addition: Once a day, you can use True Resurrection as the spell.
There shouldn't be a space between the first parenthesis and "AKA". You should remove the comma, and capitalize "in".


Done on that front.
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Old 08-18-2011, 06:21 AM   Top  -  End  -  #10
jiriku
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Default Re: [Base Class] Solstream

Quote:
Originally Posted by Cipherthe3vil View Post
A Solstream's most important ability is charisma, as it determines her spellcasting, and all Solstreams just love to be the sexy one in any group.

A Solstream could walk up to you saying "Hey there, You, me, tonight?" suddenly under the effects of a Charisma boost or effecting them with a Charm.

If the Solstream is Heavily Clothed (Like say in Winter Gear) this Fast Healing is halved (assuming there is any visible part of her skin.) and doubled when ever she is sparsely clothed (Say, in just an undergarment)
I lol'd again and again reading this. Very entertaining! You actually turned a skimpy costume into a class feature!


Feedback:

I know you're trying to appease the clamoring masses with your changes in table design, but the current one is...nasty. It doesn't look good, and it's a puzzle to figure out. You were doing better when you were ignoring your critics.

I'm also seeing a conflict between the fluff of a sun-based power source and an invocation set that includes abilities with earth, cold, storm, and negative energy themes. It's not that you shouldn't have these abilities from a balance perspective, but rather that it makes no sense for you to have these abilities.

Voodoo Doll is confusing and needs some editing. As written, the doll transfers conditions to its target, but is immune to conditions. This sense makes no.

Fast healing is overly front-loaded. Fast healing of 20 - 28 at 20th level is a spiffy, excellent ability, but a fast healing of 4 at 1st level is unbalanced -- at that level, some classes only have 4-6 hit points. I get that you have no armor, but with both spells, invocations, and an autodamaging at-will ranged attack, a 1st-level solstream who full-heals every other round is more powerful even than members of your other homebrew classes, which are themselves mostly Tier 1/2 or Tier 0.
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Old 08-18-2011, 06:32 AM   Top  -  End  -  #11
Phosphate
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Default Re: [Base Class] Solstream

I like the class overall, but I do have to ask you something.

How will you stop people from taking a 1-level dip in this class just for the Fast Healing?
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Old 08-18-2011, 09:11 AM   Top  -  End  -  #12
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Default Re: [Base Class] Solstream

Fix'd


Quote:
Originally Posted by Phosphate View Post
I like the class overall, but I do have to ask you something.

How will you stop people from taking a 1-level dip in this class just for the Fast Healing?
Hahahha, funny story, really, your gonna love it haha. You see this bat?

hehe, well, This bat meets they're head! Problem solved

Each class comes with a free non-optional Angry-kid-with-a-bat, all your problems are solved.

Warning: Angry bat wielding kids are known to detest people who level dip with no attempt at covering with an actual roleplaying character design in this wonderful roleplaying game. They are also known to hate on metagamers, powerplayers, and godmodders.
Side effects may include, but are not limited to: Bruises, cuts, scrapes, broken limbs, ruptured organs, headaches, loss of candy, pierced ear drums, soaked collection of rare trading cards, and even loss of LIFE (So don't play any COD or Halo around 'em)

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Old 08-18-2011, 10:04 AM   Top  -  End  -  #13
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Default Re: [Base Class] Solstream

Quote:
Originally Posted by Cipherthe3vil View Post
Fix'd all thats been said.
You missed some shadow-based invocations.
(Nightmares Made Real, Painful Slumber of Ages, Pulse of Terror and some others don't really fit this class either.)

Can the character switch lesser invocations on the high levels?

Balancewise, the only invocation that bothers me is "Unlimited meteor swarms at level 15"!!

The abilities:

The Solstream seams rather uninteresting specifically for the ability after which the whole class is named.
However, is it intentional, that it requires neither an attack roll (as a line, this is nothing I would expect) nor allows a reflex save for half damage (That is something I would definitely expect.)
I'd prefer it with d6s - but also with a reflex save for half damage.

True Resurrection (Sp) - as one has to ask with all those spell-likes: Material component: Does he need them, or not?
Usually not but having a character, who can save 25,000 gold in diamonds ... that's easily a character who can refuse many adventuring plots, because he can easily make 20,000 gold a day in a big city offering a true resurrection service for the wealthy.

But then:
Sun's Gift ...
Without it, it's a warlock upgraded with some arcane spells and a few nifty special abilities in exchange for the BAB dropping from med to bad and a few less impressive special abilities.
But if I understand this correct (I hope I'm misunderstanding it), this is "a class feature, better then your entire class".
Let me put the special abilities in a Level 20 summary:

Wild:
+30ft to all movement speeds
+6 initiative
+6 charisma!!!

Vital:
+300 hp
+18 fast healing * or +12 fast healing/AC
+6 constitution

Martial:
+10 base, +6 insight attack bonus
+6 insight damage bonus
+6 strength

* = includes the +100% bonus each from running around nekkid and the "being a dragon/outsider" bonus (another +100% or AC)

Although I'm not exactly sure I would take the vital option.
The martial option makes every martial class cry. Add to that the not (or not so much) save depending invocations and some good low level wizard's buff spells like mirror image, and you have a combat monster.

And +6 charisma untyped! He can not use it to the same potential a sorcerer could but it's still really, really powerful to increase by 3 the save DCs for his invocation and spells (and Banishment but meh)
Well, at least the 3 options are well balanced against another but a character with one of them PLUS the rest, that the class has to offer sure does not fit into every game. (I can't think of reasonable ways to tone them downs now, and I'm in a hurry, sorry)


Two other things:
The total Fast healing at level 20 with much skin exposed, the dragon and the vital option is (10+6)*2 = 32.
That is a +32 deflection bonus? Sure the character has to use a mage armor spells or bracers of protection, but +32 forces the DM to make every combat encounter either sure hit everybody else or happen where or when no sun shines. Nothing against a little bonus to AC for a character that already has arcane spellcasting, invocations and mediocre direct damage ability but this is to much.


Oh, you should state, that
Bright Elemental Orb - You can use Bright Orb of Acid, etc.
actually means
Lesser Elemental Orb - You can use Lesser Orb of Acid, etc.
And Retributive Invisibility and Spellcaster's Bane reference Brighter Invisibility and Brighter Dispel Magic.
Search and replace all, hm?
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Old 08-18-2011, 10:34 AM   Top  -  End  -  #14
Kobold-Bard
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Default Re: [Base Class] Solstream

Does Solstream offer a Save, like a Dragon's breath weapon?

And why not just have dashes in the empty spaces in the table. Much better to look at.

What do you mean by "estimated power" of Outsiders?

Solar Defence: except, not accept. Does it deal 2d6 electric & 2d6 fire, or 2d6 total (ie. 1d6 apiece).

The middle Suns Gift gives +6hp/level inc. the con bonus. That's a lot. Should it be so much?

Does the 15ft burst Flashfire need a ranged touch attack? If not what does it use?

So they get 2 spells known of each level? And are they able to take shadow based spells? Darkness?
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Old 08-18-2011, 10:54 AM   Top  -  End  -  #15
jiriku
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Default Re: [Base Class] Solstream

@ Maraxus: This is a Cipher class. Casual crushing of Tier 1 classes is what her classes do. They're meant (as near as I can tell) to compete with builds that use all the broken tricks in the game. They're not meant for play with T2 and lower classes.
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Old 08-18-2011, 11:11 AM   Top  -  End  -  #16
Cipherthe3vil
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Default Re: [Base Class] Solstream

EDIT: I'd like to point out that I meant the bat-post to be entirely comical.


Quote:
Originally Posted by Maraxus1 View Post
Two other things:
The total Fast healing at level 20 with much skin exposed, the dragon and the vital option is (10+6)*2 = 32.
That is a +32 deflection bonus? Sure the character has to use a mage armor spells or bracers of protection, but +32 forces the DM to make every combat encounter either sure hit everybody else or happen where or when no sun shines. Nothing against a little bonus to AC for a character that already has arcane spellcasting, invocations and mediocre direct damage ability but this is to much.
... a half-Nekkid Solstrea lv 20 with the Vitality option: 26 fast healing 20 deflection.... Vitality offers a total of +6 to your fast healing. not the class feature itself or I would have mentioned it going to the "Fast Healing class ability" or just "the Solstream's Fast Healing ability"
Quote:
Oh, you should state, that
Bright Elemental Orb - You can use Bright Orb of Acid, etc.
actually means
Lesser Elemental Orb - You can use Lesser Orb of Acid, etc.
And Retributive Invisibility and Spellcaster's Bane reference Brighter Invisibility and Brighter Dispel Magic.
Search and replace all, hm?
I do love Search and Replace, but things like this come up often with it :3

Quote:
Originally Posted by Kobold-Bard View Post
Does Solstream offer a Save, like a Dragon's breath weapon?
Hm? Oh, I thought I mentioned a Reflex save. mybad.
Quote:

What do you mean by "estimated power" of Outsiders?
A little fly
Much weaker then you
Weaker then you
Rival with you
Stronger then you
Much Stronger then you
Will fsk'ing kill you f00
Quote:
Solar Defence: except, not accept. Does it deal 2d6 electric & 2d6 fire, or 2d6 total (ie. 1d6 apiece).
Look at Solstream... Its both. 2d6.
Quote:
The middle Suns Gift gives +6hp/level inc. the con bonus. That's a lot. Should it be so much?
yep :D
Quote:
So they get 2 spells known of each level? And are they able to take shadow based spells? Darkness?
The sun-based connection just infuses you with magic, Using that magic is a Solstream's choice. If you want, Refluff such spells from "Filling with Darkness" to "Removing light"
Quote:
Originally Posted by jiriku View Post
@ Maraxus: This is a Cipher class. Casual crushing of Tier 1 classes is what her classes do. They're meant (as near as I can tell) to compete with builds that use all the broken tricks in the game. They're not meant for play with T2 and lower classes.
Regrettably true in many most almost all cases.

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Old 08-18-2011, 12:51 PM   Top  -  End  -  #17
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Default Re: [Base Class] Solstream

You must have NO REGRETS, Cipher! Boldly strike down that path, and laugh at the fools who say it can't be done! YOU ARE BEAUTIFUL IN EVERY SINGLE WAY -- WORDS CAN'T BRING YOU DOWN! (with apologies to Christina Aguilera)
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Old 08-18-2011, 04:06 PM   Top  -  End  -  #18
Maraxus1
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Default Re: [Base Class] Solstream

Quote:
Originally Posted by jiriku View Post
@ Maraxus: This is a Cipher class. Casual crushing of Tier 1 classes is what her classes do. They're meant (as near as I can tell) to compete with builds that use all the broken tricks in the game. They're not meant for play with T2 and lower classes.
But that should not be that way. If you build a class that, casually played, meets min-maxed power classes power, then the same class min-maxed itself has a high potential to set new benchmarks for overpowered.

Just, that a class can not do, what a wizard unhindered by a lassie-fair DM can do with timestop, wish and gate, that does not mean, that the class can not be overpowered, for example, when it dominates the game on the levels 1-16.

What is the point of creating a class that is overpowered, it won't see the gaming table, it does not help other readers to get a better understanding for their game and their own homebrewn ideas?

Now this class is not so far of.
Reduce the Deflection bonus, nerf the Meteor (check. Oh, it happened. 20d4, now. Sounds good.) and minimize the Gift of the sun and the class is really workable for the right campaign.
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Old 08-19-2011, 12:21 PM   Top  -  End  -  #19
enderlord99
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Default Re: [Base Class] Solstream

Quote:
Originally Posted by unosarta View Post
Charisma =/= being physically attractive. It has to do with personality.
IT'S BOTH, PEOPLE! LIKEWISE (IN A WAY THAT MAKES EVEN LESS SENSE), WISDOM IS BOTH COMMON SENSE AND PERCEPTIVE ABILITY! Why can people grasp the nonsensical second one, but not the relatively reasonable first one?
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Old 08-19-2011, 12:25 PM   Top  -  End  -  #20
Cipherthe3vil
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Default Re: [Base Class] Solstream

Quote:
Originally Posted by Maraxus1 View Post
But that should not be that way. If you build a class that, casually played, meets min-maxed power classes power, then the same class min-maxed itself has a high potential to set new benchmarks for overpowered.

Just, that a class can not do, what a wizard unhindered by a lassie-fair DM can do with timestop, wish and gate, that does not mean, that the class can not be overpowered, for example, when it dominates the game on the levels 1-16.

What is the point of creating a class that is overpowered, it won't see the gaming table, it does not help other readers to get a better understanding for their game and their own homebrewn ideas?

Now this class is not so far of.
Reduce the Deflection bonus, nerf the Meteor (check. Oh, it happened. 20d4, now. Sounds good.) and minimize the Gift of the sun and the class is really workable for the right campaign.
So the Meto-semi-nerf was alright?

I still don't get how your getting 32 Deflection. I get only a 20 and thats with a more-then-half-nekkid Solstream. Sun's Gift was already reduced... +4 at 20 rather then 6 :P


(would have posted earlier but I kept getting "Forbidden" but only for this thread )

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Old 08-19-2011, 08:37 PM   Top  -  End  -  #21
unosarta
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Default Re: [Base Class] Solstream

Quote:
Originally Posted by Pokemon-freak89 View Post
IT'S BOTH, PEOPLE! LIKEWISE (IN A WAY THAT MAKES EVEN LESS SENSE), WISDOM IS BOTH COMMON SENSE AND PERCEPTIVE ABILITY! Why can people grasp the nonsensical second one, but not the relatively reasonable first one?
Quote:
Originally Posted by http://www.d20srd.org/srd/theBasics.htm#abilityScores
force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness.
You notice those other four items before physical attractiveness? Yes it is both, but one could most certainly argue that it has to do with strength of personality on a higher basis than attractiveness. For instance, I would like you hear your argument for how attractiveness helps you with the Bluff, Disguise, Handle Animal, Intimidate, or Use Magic Device in any way. The other skills that Charisma helps with, Diplomacy, Gather Information, and Perform, might have something to do with physical attractiveness, but only with creatures who would be physically attracted to that character. Charisma is just as likely to help you with Diplomacy, Gather Information, and Perform against asexuals as it is with any other demographic. Therefore it is hard (nearly impossible, as far as I can see it), to argue Charisma as being something closely related to physical attractiveness.
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Old 08-19-2011, 08:45 PM   Top  -  End  -  #22
enderlord99
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Default Re: [Base Class] Solstream

Quote:
Originally Posted by unosarta View Post
You notice those other four items before physical attractiveness? Yes it is both, but one could most certainly argue that it has to do with strength of personality on a higher basis than attractiveness. For instance, I would like you hear your argument for how attractiveness helps you with the Bluff, Disguise, Handle Animal, Intimidate, or Use Magic Device in any way. The other skills that Charisma helps with, Diplomacy, Gather Information, and Perform, might have something to do with physical attractiveness, but only with creatures who would be physically attracted to that character. Charisma is just as likely to help you with Diplomacy, Gather Information, and Perform against asexuals as it is with any other demographic. Therefore it is hard (nearly impossible, as far as I can see it), to argue Charisma as being something closely related to physical attractiveness.
I agree. How someone looks isn't as large a component as most make it out to be. HOWEVER, it's still a component.

EDIT: In other words, "my thoughts exactly"
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Old 08-19-2011, 08:54 PM   Top  -  End  -  #23
unosarta
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Default Re: [Base Class] Solstream

Quote:
Originally Posted by Pokemon-freak89 View Post
I agree. How someone looks isn't as large a component as most make it out to be. HOWEVER, it's still a component.

EDIT: In other words, "my thoughts exactly"
I guess I can agree. Still, the line that was in the fluff made me go, "NO, THAT ISN'T HOW THIS WORKS". Sorry if I was being a little aggressive.
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Old 08-20-2011, 11:01 AM   Top  -  End  -  #24
NeoSeraphi
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Default Re: [Base Class] Solstream

Thematically speaking, I think this class should have a familiar. It's not much of a power boost, but it definitely adds to a roleplaying experience, and arcane casters just don't feel complete without a familiar.
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Old 08-20-2011, 11:04 AM   Top  -  End  -  #25
Cipherthe3vil
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Default Re: [Base Class] Solstream

Quote:
Originally Posted by NeoSeraphi View Post
Thematically speaking, I think this class should have a familiar. It's not much of a power boost, but it definitely adds to a roleplaying experience, and arcane casters just don't feel complete without a familiar.
Easy enough. Added.

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Old 08-20-2011, 11:57 AM   Top  -  End  -  #26
dogfish44
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Default Re: [Base Class] Solstream

Your table hurts my eyes... and seems to indicate level 6 gets less than level 5 xD

Look at solar songs - Level 5 deems to get 3 dim and 1 Bright/Brighter/Brightest. It's easier for people to read if you make it a full table (AKA - ON all the spell lists where multiple spell levels have a value of - , make a box for each of them). Thanks, looks p.good as a class =)
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Old 08-20-2011, 12:43 PM   Top  -  End  -  #27
Domriso
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Default Re: [Base Class] Solstream

Well, I dunno about hurting peoples eyes, but it did strike me as rather odd looking when I first looked at it. That being said, as I've looked the class over a few more times, I have to admit that I like the change. I agree, the empty space indicates a lot more than a bunch of dashes, and it actually lets you follow the line more easily than not.

So, for my part, I like what you've done.
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Old 08-20-2011, 12:44 PM   Top  -  End  -  #28
Cipherthe3vil
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Default Re: [Base Class] Solstream

Quote:
Originally Posted by Domriso View Post
Well, I dunno about hurting peoples eyes, but it did strike me as rather odd looking when I first looked at it. That being said, as I've looked the class over a few more times, I have to admit that I like the change. I agree, the empty space indicates a lot more than a bunch of dashes, and it actually lets you follow the line more easily than not.

So, for my part, I like what you've done.
Thank you. Yes, it makes things much easier. Both for coding and for following. It creates a sorta diagonal line outlining the spell growth.
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Old 08-20-2011, 12:58 PM   Top  -  End  -  #29
dogfish44
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Default Re: [Base Class] Solstream

Quote:
Originally Posted by Cipherthe3vil View Post
No, No it isn't any harder. Anyone who thinks so is just being a prissy princess.


I hate this comment almost as much as:




On this matter I don't care what anyone says, its easier to make. and makes reading easier.
It can't hurt anyones eyes, thats just the mentality of a prissy princess. Think about it. When you glaze over a table you are taking the minuscule extra effort of reading a bunch of extra lines and dashes. Now its just an empty space.

So please, from this comment on do not comment on my table harming your gazers.
The point of my post was so you would sort out your 5th level songs, which you have done (It incidentally looks better now - As a computer person I'm better with patterns visible like that, now I can see the pattern correctly it's perfectly fine to look at imho).

How it's easier is beyond me - it takes more time to add the {colsp=X} things than copy/pasting a series of -|'s. Again, it's a personal preference thing, don't mind me. And Sorry if I sounded kinda pushy beforr (E: I Notice the quoted post has been deleted, drop me a PM/VM (Dunno if you have VMs here) if you want me to delete this post).
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Last edited by dogfish44 : 08-20-2011 at 12:59 PM.
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Old 08-20-2011, 01:35 PM   Top  -  End  -  #30
Cipherthe3vil
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Default Re: [Base Class] Solstream

Quote:
Originally Posted by dogfish44 View Post
(E: I Notice the quoted post has been deleted, drop me a PM/VM (Dunno if you have VMs here) if you want me to delete this post).
I just notice my ghost-post sounded rude, so I deleted it.
I meant it more "Che, what a pain"~Shikimaru then "RAWR"~Katzilla.
That is: I meant it with a mixture of half-sarcasm and half-annoyance. Not Rude offensive angry-person.

*cough* moving on...

Last edited by Cipherthe3vil : 08-20-2011 at 02:56 PM.
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