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Old 09-12-2011, 02:53 AM   Top  -  End  -  #1
jiriku
Troll in the Playground
 
 
Join Date: Aug 2009
Default [3.5] Soulcrafter: a soulknife remix

SOULCRAFTER

“I thought my past had made me hard. As deadly in my own way as Wolverine.
But this is how I was BORN. My life merely served to temper and hone the steel that already existed.”


-- Psylocke






Soulcrafter is a flexible, front-line martial combatant, able reconfigure his feats, skills, and equipment to suit a variety of combat situations. A soulcrafter manifests soulcrafted weapons, armor, and tools to suit whatever enemy he faces or whatever obstacle he must overcome. Soulcrafter is a great class for players who want to play a powerful martial combatant who creates his own magical blade, but also want an extremely customizable class with many options. Soulcrafter is also a good choice for players who don’t want to be restricted by per-day or per-encounter limits on their powers such as power points, maneuvers, or spell slots. The soulcrafter replaces the soulknife class.

The soulcrafter recognizes that the world he perceives with his senses is merely a shadow of the idealized, true world, an existence populated by ideas in their truest and most perfect Forms. He devotes himself to contemplating the perfection of these Forms, which cannot be understood or observed, but must be grasped intuitively. Harnessing his psionic potential, he can manifest shadows of the true Forms of Creation, equipping himself with weapons, armor, and tools according to his needs.

Characteristics: A soulcrafter begins each day by readying a set number of augments, which are special properties he can grant to his conjured equipment. He then manifests one or more soulcrafts, which are psionically conjured masterwork weapons, armor, and equipment. Basic soulcrafts are just high-quality gear, but with the right augments, your soulcrafts become powerful magical items and may grant you enhanced sight, movement, skills, or bonus feats. An experienced soulcrafter can also manifest soulcrafts that can be used by others, although these lack the augments he applies to his own gear.

Alignment: Soulcrafters are a varied lot and can be of any alignment.

Role: A soulcrafter is a front-line martial combatant, able to go toe-to-toe with the toughest monsters his party faces. Depending on your augments and soulcrafts, you might be a traditional sword-and-board defender, or a striker who deals damage with paired melee weapons, a powerful two-handed weapon, or a ranged weapon. Outside of combat, a soulcrafter is a versatile character able to do a little bit of everything, much like a factotum, bard or rogue, although he lacks the bard's persuasive magic or the rogue's ability to handle traps. Experienced soulcrafters make decent scouts, and can almost always find a way to help out a party's specialists at any task that doesn't involve spellcasting.

Credits:
Spoiler


Change Log:
Spoiler


Class Variants:
Spoiler


GAME RULE INFORMATION
Soulcrafters have the following game statistics.

Abilities: Wisdom is a soulcrafter's most important ability, since it determines how powerful his augmented weapons and armor can be. Soulcrafters also tend to rely heavily on their physical abilities scores, since they relish combat. Intelligence and Charisma are not especially important for most soulcrafters.

Alignment: Any

Hit Die: d10

TABLE: SOULCRAFTER
LevelBase AttackFortRefWillSpecialSoulcraftsAugments
1st+1+0+2+2Augment soulcraft (least), soulcrafting, Weapon Focus (soulcraft weapons), Wild Talent11
2nd+2+0+3+3Empty mind, free draw, ranged soulcraft22
3rd+3+1+3+3Psychic strike23
4th+4+1+4+4Bonus feat34
5th+5+1+4+4Whisper from the soul35
6th+6/+1+2+5+5Augment soulcraft (lesser)36
7th+7/+2+2+5+5Bladewind47
8th+8/+3+2+6+6Bonus feat48
9th+9/+4+3+6+6Augment soulcraft (greater)49
10th+10/+5+3+7+7Evade burst410
11th+11/+6/+1+3+7+7Knife to the soul511
12th+12/+7/+2+4+8+8Augment soulcraft (dark), bonus feat512
13th+13/+8/+3+4+8+8Psychic strike (full attack)513
14th+14/+9/+4+4+9+9Hustle514
15th+15/+10/+5+5+9+9Augment soulcraft (fearsome)515
16th+16/+11/+6/+1+5+10+10Bonus feat616
17th+17/+12/+7/+2+5+10+10Bladestorm617
18th+18/+13/+8/+3+6+11+11Augment soulcraft (epic)618
19th+19/+14/+9/+4+6+11+11Fission619
20th+20/+15/+10/+5+6+12+12Bonus feat620

CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
A soulcrafter’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

CLASS FEATURES
Weapon and Armor Proficiency: Soulcrafters are proficient with all simple and martial weapons, and with light armor and shields.

Augment Soulcraft (Su): A soulcrafter can attune his soulcrafts, granting them augments which make them more like the perfect Forms on which they are based. Augments come in six grades: least, lesser, greater, dark, fearsome, and epic. When you first learn to attune your soulcrafts, you can attune only least augments. As you advance in level, you can attune more powerful augments, as shown on Table: The Soulcrafter. Some of your more powerful augments even allow you to create unique creations similar to your soulcrafts. Your manifester level for using augments is equal to your soulcrafter level.
Readying your augments requires 5 minutes of meditation, during which you contemplate the perfection of the ideal. You may ready a number of augments equal to your level. Once you have selected your augments, you manifest the augments whenever you manifest a soulcraft. To augment a soulcraft, you must a have a Wisdom score of at least 10 + the number of augments the soulcraft will have. You can apply any augment you have readied, although no soulcraft can have more augments than your maximum number of soulcrafts. Applying augments to a soulcraft does not increase the time required to manifest it.
Designer's Note:
Spoiler


Soulcrafting (Su): By contemplating the ideal Forms of creation, a soulcrafter can manifest shadows of these Forms as soulcrafts. As a move action, you can manifest a soulcraft, which appears as semisolid object composed of psychic energy distilled from your own mind. A soulcraft must be a solid object or collection of related objects no more than 25 pounds in weight, and can be any weapon or armor or any mundane piece of gear, including tools and skill kits. To manifest a weapon or armor, you must be proficient in its use. To manifest a tool or skill kit, you must have at least 1 rank in its associated skill. For example, you might soulcraft a longsword, a crossbow, a tent (complete with stays and pegs), a portable ram, a set of thieves’ tools, a sunrod, or 200 ft of silk rope with an attached grappling hook. A soulcrafted item must be nonmagical, though it can be alchemical in nature. "Edible" soulcrafts have no taste and do not provide sustenance. You cannot soulcraft a gas, liquid, or powder, nor can you soulcraft items made from exotic materials, such as darkwood or mithril (but see the exotic soulcrafting augment, below).

How it works:
Spoiler


Designer's Note:
Spoiler


Weapon Focus: A soulcrafter gains Weapon Focus as a bonus feat; it applies to any weapons he soulcrafts.

Wild Talent: A soulcrafter gains Wild Talent as a bonus feat.

Empty Mind (Ex): At 2nd level, a soulcrafter’s psionic discipline allows him to defend himself without thought. Add your Wisdom bonus to your AC when wearing light or no armor.

Free Draw (Su): At 2nd level, a soulcrafter gains the ability to manifest soulcrafts as a free action, instead of a move action. When combined with your ranged soulcraft ability (below), this allows you to use your full iterative attacks with thrown soulcraft weapons.

Ranged Soulcraft (Su): A soulcrafter of 2nd level or higher can throw his soulcraft weapons as ranged weapons with a range increment of 30 feet. Whether or not the attack hits, the thrown weapon then dissipates. If the soulcrafter is using a ranged soulcraft weapon that requires ammunition, the weapon now manifests masterwork ammunition for itself composed of the same semisolid psychic energy as his soulcraft items, and he no longer needs to spend actions to reload.

Psychic Strike (Su): As a move action, a soulcrafter of 3rd level or higher can charge himself with psychic energy. The next time you strike a living, nonmindless target with a soulcraft weapon, you can discharge your psychic strike to deal an extra 1d8 points of damage per point of enhancement bonus the weapon has.
At 13th level, when you discharge your psychic strike as part of a full attack action, the bonus damage affects every other strike you make that round, until the beginning of your next turn.
Bonus Feat: At 4th level, and again every four levels thereafter, you gain a bonus feat, which can be any psionic feat or any fighter bonus feat. You must meet any prerequisites, but you may take feats that require Weapon Focus as if you were a fighter with the weapon master fighting style of two levels lower than your soulcrafter level.

Designer's Note:
Spoiler


Whisper From the Soul (Su): In times of duress, a soulcrafter of 5th level or higher can draw on his psionic reserve to suddenly focus his energies. As a swift action, you may expend your psionic focus to either charge your psychic strike or replace one of your readied augments with a different augment of your choice. If you replace a readied augment, you may immediately reselect augments for all of your currently manifested soulcrafts.

Bladewind (Su): At 7th level, a soulcrafter gains the ability to fragment his soulcraft weapons into numerous identical blades, each of which strikes at a nearby opponent.
As a full attack action while wielding one or more soulcraft weapons, you give up your normal attacks to fragment your soulcraft weapons and make one melee or ranged attack at your full attack bonus with each soulcraft weapon you wield against each opponent within reach, and one ranged attack with each weapon against each opponent within 30 ft whom you do not threaten. If you are wielding more than one weapon, you take the normal penalties for two-weapon fighting. Each fragment functions identically to the regular weapon. You forfeit any bonus attacks granted to you by effects such as haste, but you may still make additional attacks triggered by conditional effects such as the Cleave or Improved Trip feats.

Your soulcraft weapons immediately revert to their previous forms after the attack.
Knife to the Soul (Su): Beginning at 11th level, when a soulcrafter makes a psychic strike, he can forfeit any number of psychic strike bonus dice to deal Intelligence, Wisdom, or Charisma damage (his choice) equal to point per die forfeited. You gain 5 temporary hit points each time you deal ability damage in this fashion. These temporary hit points last for 1 hour.
You can decide on each successful psychic strike how many dice of damage and how many points of ability damage to deal, but you can’t deal ability damage to the same creature with knife to the soul more than once per round.
Evade Burst (Ps): Upon reaching 10th level, a soulcrafter can enhance his own Form, and gains the ability to manifest evade burst as an at-will psi-like ability.

Hustle (Ps): Upon reaching 14th level, a soulcrafter continues to strengthen his own Form, and gains the ability to manifest hustle as an at-will psi-like ability.

Bladestorm (Su): A soulcrafter of 17th level can now use bladewind as a standard action, although it still counts as making a full attack.

Fission (Ps): Upon reaching 19th level, a soulcrafter learns the greatest feat of manipulating his own Form: the ability to create a shadow of himself. You can expend your psionic focus to manifest fission as an at-will psi-like ability. Neither you nor your duplicate can regain a psionic focus until you have recombined. While fissioned, you divide your readied augments and your maximum number of soulcrafts between you and your duplicate. Your duplicate does not receive copies of your currently manifested soulcrafts. If the fission renders any of your augment choices on your current soulcrafts illegal, the illegal soulcraft is immediately dismissed.

Example:
Spoiler



PLAYING A SOULCRAFTER
Advice for the novice soulcrafter.

Spoiler
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 08-30-2012 at 07:48 PM.
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Old 09-12-2011, 02:59 AM   Top  -  End  -  #2
jiriku
Troll in the Playground
 
 
Join Date: Aug 2009
Default Re: [3.5] Soulcrafter: a soulknife remix

SOULCRAFTER AUGMENTS



Readying your augments requires 5 minutes of contemplation, during which time you can do nothing else. If an augment requires you to select from a list of possible benefits, you make any decisions when you ready the augment. You may ready a particular augment more than once. Each time that you do, you must select a different benefit.

You can only apply an augment to soulcrafts for which it is a legal choice. For example, you cannot apply any special property to a nonmagical weapon or armor, apply an armor-specific special property to a weapon, or apply more than +10 in total enhancements to a non-epic soulcraft. If a special property requires a synergy property, sum the costs and benefits of all required synergies, and ready them as a single augment of the appropriate level. If a special property is usable a limited number of times per day, this limit is shared across all of your soulcrafts in common, regardless of how many soulcrafts you manifest or how many times you manifest a particular one.

Least Augments:
Attune special property
Attune vision
Augment crystal shard
Augment enhancement bonus
Augment skill bonus
Soulcraft twin

Lesser Augments:
Attune feat
Attune hearing
Exotic soulcrafting
Minor creation, psionic

Greater Augments:
Attune movement
Dark way, psionic
Mass soulcrafting
Perfect hardness

Dark Augments:
Wall of ectoplasm

Fearsome Augments:
Major creation, psionic

Epic Augments:
True creation, psionic


SOULCRAFTER AUGMENT DESCRIPTIONS:
Spoiler
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 09-16-2011 at 07:30 PM.
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Old 09-12-2011, 08:29 AM   Top  -  End  -  #3
jiriku
Troll in the Playground
 
 
Join Date: Aug 2009
Default Re: [3.5] Soulcrafter: a soulknife remix

SOULCRAFTER EXTRAS



SOULCRAFTER FEATS

EXPERT SHADOWCRAFTER [Shadow]
You can manifest and sustain more shadowcrafts than normal, and your shadowcrafts are more powerful.
Spoiler


EXPERT SOULCRAFTER [Psionic]
You can manifest and sustain more soulcrafts than normal, and your soulcrafts are more powerful.
Spoiler


POSITIVE ENERGY STRIKE [Psionic or Shadow]
Your midnight strike or psychic strike is dangerous to undead creatures.
Spoiler



PSYCHOTOXIC STRIKE [Psionic or Shadow]
Your midnight strike or psychic strike is dangerous to mindless creatures.
Spoiler



SOULCRAFT WARRIOR [Psionic]
You have learned to blend your soulcrafting talent with the martial psionics of your psychic warrior training.
Spoiler



TAINTED ASCETIC [Shadow]
When you empty your mind, the taint within you rises to fill the void.
Spoiler


TAINTED EIDOLON [Shadow]
Recognizing the taint of shadow within you, your deity has called you to abide in darkness.
Spoiler


TAINTED FOOTPAD [Shadow]
Your training in stealth and deception has involved you in something darker, and you have become tainted by the essence of shadow.
Spoiler


TAINTED SAVANT [Shadow]
You have learned to blend your shadowcrafting talent with the shadow magic of your shadowcaster training.
Spoiler



SOULCRAFTER ALTERNATE CLASS FEATURES AND CLASS VARIANTS

HIDDEN TALENT

SHADOWCRAFTER VARIANT CLASS

Spoiler



NEW POWERS
Spoiler
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 09-09-2012 at 09:37 AM.
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Old 09-12-2011, 02:31 PM   Top  -  End  -  #4
Pechvarry
Barbarian in the Playground
 
Join Date: Feb 2010
Default Re: [3.5] Soulcrafter: a soulknife remix

Really liking this, but i feel like i need to make sure of something: so the augments can only be attached to soulcrafts, right? Assuming I'm reading this right, a level 16 Soulcraft can have 6 Soulcrafts manifested at a time, and each one can be under the effect of up to 6 Augments (though of course, he has 20 augments and not 36).

As always, your power level is a bit higher than I prefer, so I can't really be a fan of the d12 HD (I don't see why they need anything higher than a d8/d10), and the at-will psi-like abilities are currently the things I'm not liking. An extra move action as a swift action, and a constant double, are just a bit too much for me.

Dark Way, Psionic makes mention of readying maneuvers.

Dark Way, Psionic says it functions as Psionic Minor Creation instead of Dark Way spell.

If an Augment requires another Augment, I assume this means functioning on the same item? e.g. You can only Attune Vision a pair of Spectacles that's also under the effect of Augment Skill Bonus (Spot)?

It feels, to me, like Blindsense is superior in every way to tremorsense. It seems like it'd be better to arrange Attune Hearing as 20' blindsight, 40' blindsense, or 60' tremorsense. But that's also me feeling like at will 30' blindsight/60 blindsense is a bit much for those levels, too (can only be snuck up on by a Darkstalker).

I would like to see a way to make higher numbers of mundane items. I'm extremely happy you included "...or collection of related objects, though. Perhaps a feat to let you create a few more things that you can't apply augments to, or a way to have an augment that splits one soulcraft slot into several, unaugmentable soulcrafts... I guess this is pretty far down the list. You can do a lot of utility with just a handful of slots.

Final question: Why Dark and Fearsome? It makes sense for the Warlock invocation grades, but I'm not getting a fearsome vibe from this class.
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Old 09-12-2011, 04:34 PM   Top  -  End  -  #5
jiriku
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Join Date: Aug 2009
Default Re: [3.5] Soulcrafter: a soulknife remix

Quote:
Originally Posted by Pechvarry View Post
Really liking this, but i feel like i need to make sure of something: so the augments can only be attached to soulcrafts, right? Assuming I'm reading this right, a level 16 Soulcraft can have 6 Soulcrafts manifested at a time, and each one can be under the effect of up to 6 Augments (though of course, he has 20 augments and not 36).
Correct, although a 16th level soulcrafter has 16 augments, not 20. So, for example, you could fully "magic up" your soulcraft sword by applying augment enhancement bonus and attune special property x5 (for 5 different +1 equivalent properties), producing a +10 equivalent weapon but allocating 6 of your 16 augments to do so. You'd have 10 other augments to play with in filling out your other 5 soulcrafts (although you can apply the same augment to several qualifying items, if you're dual-wielding, for example).

Quote:
Originally Posted by Pechvarry View Post
As always, your power level is a bit higher than I prefer, so I can't really be a fan of the d12 HD (I don't see why they need anything higher than a d8/d10), and the at-will psi-like abilities are currently the things I'm not liking. An extra move action as a swift action, and a constant double, are just a bit too much for me.
Well, you tend to have a better nose for balance than I do, so let's toss the ball around on this one. I set a d12 hit die because I envision the soulcrafter as a front-line fighter like the barbarian, warblade, or my knight-paladin or remixed fighter. All of those classes have a d12 hit die (although the barbarian lags behind the others). The soulcrafter is intended to be a stronger class than typical d8 or d10 classes like ranger, paladin, hexblade, regular fighter, or samurai. Still, with psychic strike, bladewind, and a better weapon, the soulcrafter does have a more offensive tilt than most d12 classes. I could see a d10 working. Crusader gets by fine with a d10, after all. Opinion?

I'll admit that hustle and fission are pretty much shots in the dark. Still, I felt hustle was at least a well-founded shot, since it closely emulates Perpetual Options, the bonus standard action a swiftblade gets around ECL 14-15. At-will hustle is less powerful, although available more freely, and it competes with two othe class features that have a swift-action activation: psychic strike and shift attunement. What am I missing?

I figured fission is reasonably limited since the soulcrafter has to divide his available soulcrafts and augments between himself and his double, but it's true that a fissioned soulcrafter can still produce hella DPS. What if fission required expending the psionic focus, and it couldn't be regained until after the doubles rejoined? This would further reduce a soulcrafter's options while fissioned.

OTOH, if these at-will abilities can't be nerfed into balance, then I guess I'll need to scrap them and replace them with something else. I'd like to avoid any sort of limited-use mechanic. Any suggestions?

Quote:
Originally Posted by Pechvarry View Post
Dark Way, Psionic makes mention of readying maneuvers.
Dark Way, Psionic says it functions as Psionic Minor Creation instead of Dark Way spell.
Typos corrected.

Quote:
Originally Posted by Pechvarry View Post
If an Augment requires another Augment, I assume this means functioning on the same item? e.g. You can only Attune Vision a pair of Spectacles that's also under the effect of Augment Skill Bonus (Spot)?
Correct. The "attune x" series of augments are all pretty powerful, so they require an investment of at least 2 specific augments readied and 2 specified augments applied against a soulcraft's augment cap.

Quote:
Originally Posted by Pechvarry View Post
It feels, to me, like Blindsense is superior in every way to tremorsense. It seems like it'd be better to arrange Attune Hearing as 20' blindsight, 40' blindsense, or 60' tremorsense. But that's also me feeling like at will 30' blindsight/60 blindsense is a bit much for those levels, too (can only be snuck up on by a Darkstalker).
Good point. I've adjusted to the ranges you mentioned. Even nerfed, do you think this augment would be more appropriate as a greater (9th level) augment rather than a lesser (6th level) augment?

Quote:
Originally Posted by Pechvarry View Post
I would like to see a way to make higher numbers of mundane items. I'm extremely happy you included "...or collection of related objects", though. Perhaps a feat to let you create a few more things that you can't apply augments to, or a way to have an augment that splits one soulcraft slot into several, unaugmentable soulcrafts... I guess this is pretty far down the list. You can do a lot of utility with just a handful of slots.
Reasonable desire, and appropriate for the class. I had hoped that access to major creation and minor creation would fill this need. What sorts of things would you want to do that couldn't be accomplished with those two?

Quote:
Originally Posted by Pechvarry View Post
Final question: Why Dark and Fearsome? It makes sense for the Warlock invocation grades, but I'm not getting a fearsome vibe from this class.
Umm, lack of creativity, mostly. Can you suggest better names? I was tempted to just number them, but I didn't want the various grades of augments to feel like spell levels.
__________________
3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 09-12-2011 at 04:45 PM.
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Old 09-12-2011, 10:35 PM   Top  -  End  -  #6
Pechvarry
Barbarian in the Playground
 
Join Date: Feb 2010
Default Re: [3.5] Soulcrafter: a soulknife remix

Quote:
Originally Posted by jiriku View Post
Well, you tend to have a better nose for balance than I do, so let's toss the ball around on this one. I set a d12 hit die because I envision the soulcrafter as a front-line fighter like the barbarian, warblade, or my knight-paladin or remixed fighter. All of those classes have a d12 hit die (although the barbarian lags behind the others). The soulcrafter is intended to be a stronger class than typical d8 or d10 classes like ranger, paladin, hexblade, regular fighter, or samurai. Still, with psychic strike, bladewind, and a better weapon, the soulcrafter does have a more offensive tilt than most d12 classes. I could see a d10 working. Crusader gets by fine with a d10, after all. Opinion?
"Fearless knight with thick armor and a thicker will" "Trained soldier and master of many battles" "unstoppable hulking berserker" ...
"magical crafter"

One of these does not sound like a d12 class. I don't know where it is, balance-wise (it's just a few HP, afterall). But I'm not a fan of giving d12s to classes that don't feel truly devoted to melee above all else.

Quote:
I'll admit that hustle and fission are pretty much shots in the dark. Still, I felt hustle was at least a well-founded shot, since it closely emulates Perpetual Options, the bonus standard action a swiftblade gets around ECL 14-15. At-will hustle is less powerful, although available more freely, and it competes with two othe class features that have a swift-action activation: psychic strike and shift attunement. What am I missing?

I figured fission is reasonably limited since the soulcrafter has to divide his available soulcrafts and augments between himself and his double, but it's true that a fissioned soulcrafter can still produce hella DPS. What if fission required expending the psionic focus, and it couldn't be regained until after the doubles rejoined? This would further reduce a soulcrafter's options while fissioned.

OTOH, if these at-will abilities can't be nerfed into balance, then I guess I'll need to scrap them and replace them with something else. I'd like to avoid any sort of limited-use mechanic. Any suggestions?
For Hustle, you make a good argument. And I'd rather see at-will Hustle than At-will pounce, for example. I look at it and think "I don't see what this class needs swiftblade mobility for". You look at it and say "all melee need help with mobility." So it's a hard thing to balance without stepping on the toes of classes designed for high end mobility. I think your best bet is really going to be what not-Pechvarries think on this one. Bring it up to your players by means of comparison ('cuz obviously saying "would you like free stuff" is going to push them into the affirmative) if need be.

Bee Tee Dubs, you have Psychic Strike as a move action, which seems ok to me due to the level 13 feature. And at-will Hustle.

For Fission, this comes down to preference at the table. It's a fine capstone (it's close enough to be its capstone). I could just see myself at 18th level saying "if I progress a level, I have to double my campaign awareness and double all of my decisions. If I take a level elsewhere, I'm severely nerfing myself for missing out on all those hot doublings."

I would consider tracking down a couple other powers that are powerful and thematically appropriate to let players choose from... but it's really hard to match just how good of a fit Fission really is.

One thing you could do: give them more than the PP they get from Wild Talent -- probably just 1 per class level. Then allow Knife to the Soul to grant you PP instead of HP, which you would use to manifest Hustle, Fission, etc (as free powers known instead of at-will psi-like abilities). It would be a neat dynamic, having to charge up your uses instead of watching them count down, but I can definitely understand it being just too much work for a class with so much going on already. That would also be a more ideal solution for Fission than Hustle.

Quote:
Good point. I've adjusted to the ranges you mentioned. Even nerfed, do you think this augment would be more appropriate as a greater (9th level) augment rather than a lesser (6th level) augment?
See, I want to say "Greater is a better fit" but this requires 2 augments stacked up. At level 6, 1/3rd of your augments. I feel like that is probably a big enough penalty.

Quote:
Reasonable desire, and appropriate for the class. I had hoped that access to major creation and minor creation would fill this need. What sorts of things would you want to do that couldn't be accomplished with those two?
My understanding is objects created through the use of augments (such as the creations) count against your soulcraft maximum. But really, I just liked the idea of having a character with a slew of semi-real objects at their disposal. Like a furnished bedroom (or at least the leisure to make yourself a foot stool without un-shaping the glowing weapons strapped to your back to make you look intimidating). Hmm. for that matter, the ability to not have to touch an item might be nice. But this sends us deeper into the "cool for RPing, but could have disastrous ramifications for combat" hole.

As-is, the class is chalked full of RP possibilities, and I absolutely love the direction you've taken with it. I had mentioned at one point wanting to see a soulknife who would prepare and manifest weapon special qualities similarly to how a wizard would prepare spells, but the idea was half-assed and chalked full of contradictions. You have made a robust system which encompasses all I wanted the class to achieve and more. So mad props, sir.

Quote:
Umm, lack of creativity, mostly. Can you suggest better names? I was tempted to just number them, but I didn't want the various grades of augments to feel like spell levels.
Nope.

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Old 09-13-2011, 06:51 PM   Top  -  End  -  #7
jiriku
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Default Re: [3.5] Soulcrafter: a soulknife remix

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"Fearless knight with thick armor and a thicker will" "Trained soldier and master of many battles" "unstoppable hulking berserker" ...
"magical crafter"

One of these does not sound like a d12 class. I don't know where it is, balance-wise (it's just a few HP, afterall). But I'm not a fan of giving d12s to classes that don't feel truly devoted to melee above all else.
Point made. D10 it is. I'm considering whether it needs further nerfing, but I'm a little leery of d8. If it needs further nerfing, I think I'd rather slow the progression of augments to 2/3 levels.



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Originally Posted by Pechvarry View Post
For Hustle, you make a good argument. And I'd rather see at-will Hustle than At-will pounce, for example. I look at it and think "I don't see what this class needs swiftblade mobility for". You look at it and say "all melee need help with mobility." So it's a hard thing to balance without stepping on the toes of classes designed for high end mobility. I think your best bet is really going to be what not-Pechvarries think on this one. Bring it up to your players by means of comparison ('cuz obviously saying "would you like free stuff" is going to push them into the affirmative) if need be.
Fair enough. I'll give this some more thought, as well.

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Bee Tee Dubs, you have Psychic Strike as a move action, which seems ok to me due to the level 13 feature. And at-will Hustle.
Derp derp. That was supposed to be a swift action. How did I screw that up? And yet... I think that was a fortuitous accident. Gonna leave it that way for now. So, somewhat reduced, the hustle does create a cycle of decisions. You can take a swift action to cycle an augment, but then you lose your psionic focus. You can hustle to regain focus as a move action if you have Psionic Meditation, but then you can't cycle an augment in the same turn. You can alternately hustle to charge your psychic strike, but that precludes either cycling or regaining focus with that action.

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I would consider tracking down a couple other powers that are powerful and thematically appropriate to let players choose from... but it's really hard to match just how good of a fit Fission really is.
Hmm. I was alternately considering shadow body, flavored as embracing the fact that you are really just a shadow of the ideal Form of yourself. I had picked fission because it was lower-level, but when used at will, maybe the ability to sneak around or avoid harm is less potent than the ability to be in two places at once. Thoughts?

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One thing you could do: give them more than the PP they get from Wild Talent -- probably just 1 per class level. Then allow Knife to the Soul to grant you PP instead of HP, which you would use to manifest Hustle, Fission, etc (as free powers known instead of at-will psi-like abilities). It would be a neat dynamic, having to charge up your uses instead of watching them count down, but I can definitely understand it being just too much work for a class with so much going on already. That would also be a more ideal solution for Fission than Hustle.
Yeah, this is already more complicated than I'd like it to be. I was originally just going to give a bonus pool and say "hey, go spend it!", but that didn't give me a good way to assign costs and benefits to other options. In fact, I still need to add one or two minor adjustments to this, like an augment for weapon and armor crystals, and some Wis-dependency.


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Originally Posted by Pechvarry View Post
My understanding is objects created through the use of augments (such as the creations) count against your soulcraft maximum. But really, I just liked the idea of having a character with a slew of semi-real objects at their disposal. Like a furnished bedroom (or at least the leisure to make yourself a foot stool without un-shaping the glowing weapons strapped to your back to make you look intimidating). Hmm. for that matter, the ability to not have to touch an item might be nice. But this sends us deeper into the "cool for RPing, but could have disastrous ramifications for combat" hole.
Huh. I had thought that the creation spells allowed you to create multiple items per casting, up to the volume limit, but now that I'm looking at them, they don't. I'll write an augment for that.

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As-is, the class is chalked full of RP possibilities, and I absolutely love the direction you've taken with it. I had mentioned at one point wanting to see a soulknife who would prepare and manifest weapon special qualities similarly to how a wizard would prepare spells, but the idea was half-assed and chalked full of contradictions. You have made a robust system which encompasses all I wanted the class to achieve and more. So mad props, sir.
Thank you! If I am able to create material that is even halfway good, it is only because I have learned so much from the feedback and advice I've received here in the Homebrew forum.
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Old 09-13-2011, 07:37 PM   Top  -  End  -  #8
NeoSeraphi
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Default Re: [3.5] Soulcrafter: a soulknife remix

Your "Playing a Soulcrafter" advice section has not been updated to your new d10 HD.

Positive Energy Strike has me hesitating...it's not an unbalanced feat but fluff-wise it seems like it would be healing everyone healed by positive energy from the feat on...so perhaps adding a clause that says "this does not affect how it damages other creatures" or something would be appropriate.

Free Draw comes so early in this class! I approve.

The Soulbow picture is decidedly Quincy-like. Very awesome.

I may be wrong, but I'm pretty sure that psi-like abilities are (Psi), not (Sp). Again, if I'm wrong, I'm sorry.

Knife to the Soul is listed as 11th level on the table and 12th level in the text.

In light of the infinitely superior Hidden Talent Alternate Class Feature I suggest you give this soulcrafter Hidden Talent instead of Wild Talent, or at least offer it as an ACF.

I don't really have a precedent, but in my personal opinion, any character who has Hide as a class skill should have Move Silently as well.

This class looks really good, and I owe you a lot for all the help you've given me, so I hope some of what I offered was useful.
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Old 09-13-2011, 07:51 PM   Top  -  End  -  #9
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Default Re: [3.5] Soulcrafter: a soulknife remix

"Your strongest form is that which you image!"

Am I the only one reminded of a certain Master in the Holy Grail War? Or a certain Servant.

Another hint:

"I am the bone of my sword..."

I like it quite well; at-will Fission is at 19th level; the game broke down 4 levels ago, and it isn't as if a person without anything else than crafting, really, will be able to do anything hellishly broken with a double at that level.

If nothing else, it is appropriate.
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Old 09-13-2011, 08:55 PM   Top  -  End  -  #10
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Default Re: [3.5] Soulcrafter: a soulknife remix

Corrections, clarifications, and additions made. KttS is granted at 11th level. Turns out the correct abbreviation is (Ps). And Move Silently should have been in there. My bad. Also added the expend-your-focus nerf to fission. This will prevent the soulcrafter and his duplicate from readying new augments for the duration of the fission, so a soulcrafter who wants to really benefit from fission will have to ready a lot of duplicate augments ahead of time - I think this should serve to place some restraint on abuse of fission.
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Old 09-13-2011, 09:26 PM   Top  -  End  -  #11
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Default Re: [3.5] Soulcrafter: a soulknife remix

Haven't looked at the augments yet, but the biggest issue I have: Why leave Psychic Strike as a move action to charge? At the very least it should be able to become a swift action at some point down the line. It's really really not worth the move action to get a little extra damage.
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Old 09-14-2011, 08:28 AM   Top  -  End  -  #12
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Default Re: [3.5] Soulcrafter: a soulknife remix

I wonder. Could you somehow come up with/squeeze in Hustle at a much lower level with limited use, and then turn it into at-will at level 14? This would allow pre-charging of psychic strike and occasional use of it in combat without much action cost. Once they get to level 14 and they have both, full attack psychic strike and at-will hustle, the player's decision-making shifts from resource expenditure to action expenditures.

I'd avoid per-day, so something as simple as 3/encounter or <Wisdom>/encounter or maybe more weird like Hustle once/encounter with a caveat that this use is refreshed whenever you obtain a new psionic focus.

It would probably just be easier to change psychic strike charging to a swift action, but if it can be made into a more interesting dynamic, seems like it should be pursued.
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Old 09-14-2011, 12:34 PM   Top  -  End  -  #13
jiriku
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Default Re: [3.5] Soulcrafter: a soulknife remix

I suppose I really don't see psychic strike as a major feature the way sneak attack or skirmish is. In my mind it's more like favored enemy: a nice source of extra damage when the situation warrants, but not your workhorse damage creator. Still, there's no harm in stirring the soup a little. I've upgraded Shift Attunement and renamed it to Whisper From the Soul. Now you can expend your psionic focus to charge your psychic strike as a swift action. I'm also considering some upgrade to knife to the soul at higher levels that might allow you to regain your psionic focus instead of picking up the temporary hit points. This could create a nice dynamic where you expend your psionic focus to charge a psychic strike, then hit with it to regain your focus. However, with hustle in the mix at high levels, this might not be necessary and might actually harm that action expenditure dynamic we've got going. Thoughts?


Also also, forgot to mention it earlier but I implemented Hidden Talent as an ACF, as suggested. Pechvarry, you'll find mass soulcraft on the augment list. Does this suit the angle you were going for? Can anybody think of a way mass soulcraft might be abused or broken?
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Old 09-14-2011, 02:35 PM   Top  -  End  -  #14
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Default Re: [3.5] Soulcrafter: a soulknife remix

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Originally Posted by jiriku View Post
I suppose I really don't see psychic strike as a major feature the way sneak attack or skirmish is. In my mind it's more like favored enemy: a nice source of extra damage when the situation warrants, but not your workhorse damage creator. Still, there's no harm in stirring the soup a little. I've upgraded Shift Attunement and renamed it to Whisper From the Soul. Now you can expend your psionic focus to charge your psychic strike as a swift action. I'm also considering some upgrade to knife to the soul at higher levels that might allow you to regain your psionic focus instead of picking up the temporary hit points. This could create a nice dynamic where you expend your psionic focus to charge a psychic strike, then hit with it to regain your focus. However, with hustle in the mix at high levels, this might not be necessary and might actually harm that action expenditure dynamic we've got going. Thoughts?
Do it anyway, look back on it when proven OP? That's what I'm leaning towards.


Quote:
Also also, forgot to mention it earlier but I implemented Hidden Talent as an ACF, as suggested. Pechvarry, you'll find mass soulcraft on the augment list. Does this suit the angle you were going for? Can anybody think of a way mass soulcraft might be abused or broken?
Probably broken somehow. Don't care. Makes me giddy >> Breaks my balance button. I've never felt so useless in the homebrew forums.
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Old 09-16-2011, 07:29 PM   Top  -  End  -  #15
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Default Re: [3.5] Soulcrafter: a soulknife remix

Rock'n'roll. One of my players jumped on this class right away, so playtest begins tomorrow with a 9th level soulcrafter.

Updates:
Added the following text to attune special property. Many weapon and armor special properties have low, non-scaling caster levels or save DCs that render them more or less worthless in high-level play. This addition ensures that those abilities will scale effectively, and also makes the soulcrafter's manifester level and Wisdom score more relevant to the effectiveness of his augments.

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Special properties that you attune are extremely potent. If you wish, special properties may use your manifester level instead of the item's manifester level or spellcaster level, and may use 10 + spell or power level + your Wisdom modifier (for effects based on spells and powers) or 10 + 1/2 your soulcraft level + your Wisdom modifier (for other effects) when determining save DC.
I also added attune soulcraft shard, a new augment allowing you to apply the effects of augment crystals to your soulcrafted weapons and armor.
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Old 09-17-2011, 07:43 PM   Top  -  End  -  #16
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Default Re: [3.5] Soulcrafter: a soulknife remix

It seems interesting enough, but I see some major balance issues.
I'm worried about the psychic strike ability and how it interacts with other abilities. You could deal between 5d6 to 7d6 with these strikes to every other strike in a fullround action by level 20. While not extreme in itself, combined with the damage of power attack and the at will ability of knife to the soul which allows you to deal up to 14 ability damage each turn instead of that extra damage (assuming only 3 hits), augments, and full damage from your attack, is where I see a problem.
None of the abilities in themselves are overpowered individually, but...
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Old 09-18-2011, 01:28 PM   Top  -  End  -  #17
jiriku
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Default Re: [3.5] Soulcrafter: a soulknife remix

It's actually considerably more potent than you think.

Psychic strike uses a d8 die, not a d6, although it's likely capped at 6 dice, since the soulcrafter will find it difficult to achieve a manifester level of 21+ at pre-epic levels. At 13th level, it's applicable to every hit a soulcrafter scores in a full attack, not every other hit. And Bladewind counts as a full attack, so a soulcrafter can easily deliver a psychic strike (or ability damage) to every opponent in a 30-ft. radius. Even on a regular full attack, a 20th level soulcrafter with the right build could hope to hit as many as 10 to 12 targets, gaining up to 60 temporary hit points in the process. But then, that's D&D at 20th level for you.

The primary limiter on this is AC and miss chance, since the soulknife has to hit. Also, the soulknife can't use knife to the soul against the same target more than once per round. However, it's true that a soulknife is also very accurate. I can think of a few ways we might nerf this, if it seems over-the-top.
  • You can’t deal psychic strike damage to the same creature more than once per round.
  • Knife to the soul offers a saving throw of 10 + 1/2 soulcrafter level + Wisdom modifier.

This would make the soulcrafter stronger against crowds of weak opponents (like a barbarian) rather than single strong opponents (like a warblade). Thoughts?
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Old 09-18-2011, 02:37 PM   Top  -  End  -  #18
Tacitus
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Default Re: [3.5] Soulcrafter: a soulknife remix

With a little jimmying with items a 20k ring can be made to +1 ML instead of +1 Arcane CL, and an Orange Ioun Stone would probably do it without much finagling due to Transparency. So with a DM that isn't super anal you can totally hit ML 21 before epic.

Hell, I could even see a line of feats to give ML bonuses (small ones, mind you) to individual augments. Feat wouldn't do much for most of the Augments, but its an interesting thought.
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Old 10-09-2011, 09:30 AM   Top  -  End  -  #19
InsiderTrading
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Default Re: [3.5] Soulcrafter: a soulknife remix

One thing I would like to clarify about the augments, for as far as I can tell this isn't addressed in the main write-up itself. (correct me if I'm wrong)

Say if a level 1 Soulcrafter readies "Augment Enchantment Bonus" and applies it to a longsword that he creates through Soulcrafting. Then, halfway through the day, he runs into a bunch of skeletons. So, he soulcrafts a Warhammer to deal with them, dismissing his longsword in the process. Does he regain the use of "Augment Enchantment Bonus", thus allowing it to be used on his Warhammer, or is it expanded when it was used on the Longsword, like a spell slot?
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Old 10-10-2011, 04:21 AM   Top  -  End  -  #20
jiriku
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Default Re: [3.5] Soulcrafter: a soulknife remix

Yeah, I haven't really explained that well in the writeup. Augments aren't assigned to a particular soulcraft, nor are they expended or "used up" when you manifest a soulcraft and attune it with a particular augment. In your example, the soulcrafter never lost the use of augment enhancement bonus (attack and damage). It remained readied and available for use even after he attuned his longsword to it.

This works like so:

1. Ready your augments. You can ready as many as you wish, up to a maximum equal to your soulcrafter level. For example, a 7th-level soulcrafter can ready 7 augments. He might choose augment enhancement bonus (attack and damage), attune special property (collision), attune special property (wounding), exotic soulcraft, and up to two other augments.

2. Manifest a soulcraft. You can attune your soulcraft to as many of your readied augments as you want, up to a maximum determined by your soulcrafter level, as shown in Table 1. For example, a 7th-level soulcrafter can manifest a longsword and attune it with the four augments mentioned above, creating an adamantine +2 collision longsword of wounding. Your readied augments aren't expended or limited in any way when you attune a soulcraft to them. The example soulcrafter still has his four augments available and can apply them to other items he soulcrats, without even needing to dismiss the longsword.

3. Keep manifesting more soulcrafts and attuning them to your readied augments according to your needs, up to a maximum simultaneous number of soulcrafts determined by your soulcrafter level, as shown in Table 1. For example, a 7th-level soulcrafter can sustain up to 4 simultaneous soulcrafts. In addition to his longsword, he might manifest a cold iron +2 collision shortsword of wounding and a mithril breastplate, while still having the option of manifesting one more soulcraft of his choice whenever the need arose.


Edit: Added some additional clarification to the OP describing what sort of items can and cannot be soulcrafted.
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Old 03-19-2012, 04:57 AM   Top  -  End  -  #21
Dumorimasoddaa
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Default Re: [3.5] Soulcrafter: a soulknife remix

I adore this class, but recently I've been thinking that the ability to "attune" a physical object to treat it as a soulcraft for augments would be a nice class feature or feat. It fits the fluff of the class and while it might up the power level of the character with the ability to add more to your magic sword, it also gives a nice reason to sink money in to things other than stat boosting trinkets.

I was thinks as the attuned item is physical you can't readily use blade wind or throw it. Though those abilities could easily be added on as some advancements. It also stands to reason to keep the current limit on max enchantments with attuned weapons. How ever this opens up the ability to one or two perfered weapons that you can just load feats and more specialist proprieties as needed.

I'm temped to have it as a feat, with the ability to throw and bladewind as an advancement to the feat to make it take up some of the bonus feats that a soulcrafter gets.
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Old 03-19-2012, 07:59 PM   Top  -  End  -  #22
jiriku
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Default Re: [3.5] Soulcrafter: a soulknife remix

I like this idea! How do these look?

SOULCRAFT TALISMAN [Psionic]
You can designate one of your items as a soulcraft talisman.
Spoiler


SOULCRAFT FORM [Psionic]
You can designate one of your items as a soulcraft form.
Spoiler
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Old 03-20-2012, 06:52 AM   Top  -  End  -  #23
Dumorimasoddaa
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Default Re: [3.5] Soulcrafter: a soulknife remix

I like the base mechanics of the feats, I'm a bit unsure on one talisman per feat taken. Though allowing to many will lead to it's own problems but still eat up wealth so it's not that huge an issue. The only other option would be using some faction of Soulcrafter or character level.

Then at most I can't see most characters "needing" more than 3-4 armour, shield or (offhand), main-hand and ranged weapon. Allowing a character to fully add customisation to all their major soulcraft "slots" easily with out a major expenditure in some other areas might make them too versatile. Plus those 2 used feats can easily allow the Soulcrafter to attune at least 4 to both their talismans and still let them swap out some qualities as and when needed.

The only other issue is I would possibly change time to reassign a talisman works to requiring a longer onetime meditation in exchange for a much shorter time to swap talismans likely just the same 5 minuets it takes to chose arguments.

Say a one off 4-8 hour meditation getting to know the item and from then on while assigning augments you can also assign witch items you can use as talismans out of the items you understand. It's a bit more book keeping but lets you keep a limit on the number of talismans up at once while still allowing mid dungeon/adventure "load-out" changes.
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Old 08-26-2012, 10:18 PM   Top  -  End  -  #24
jiriku
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Default Re: [3.5] Soulcrafter: a soulknife remix

Under the "Soulcrafter Extras" post, I have added rules for a variant soulcrafter called the shadowcrafter. The shadowcrafter is not psionic, but draws his power from elemental shadow, the same power source used by the shadowcaster. Extra feat support for the class variant is included in the same post. Enjoy!
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Old 08-27-2012, 12:11 AM   Top  -  End  -  #25
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Default Re: [3.5] Soulcrafter: a soulknife remix

When I first looked at this class, my thoughts were, in order a) I can be Psylock! b) I can be EZREAL. c) SOUL REAVER.
I haven't finished reading the mechanics, as of yet, but I do like how this class is shaping up. It seems like a very, very, VERY VARYING class that fits the player, rather than the game (Whatever that means).
I hope that I can make better comments later, but for now, goodnight. And goodluck. You deserve it.
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Old 08-30-2012, 08:25 PM   Top  -  End  -  #26
jiriku
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Default Re: [3.5] Soulcrafter: a soulknife remix

The more I consider Bladewind and Bladestorm, the more I wonder if they shouldn't require expending the psionic focus. Thoughts?
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Old 08-31-2012, 07:13 AM   Top  -  End  -  #27
Dumorimasoddaa
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Default Re: [3.5] Soulcrafter: a soulknife remix

Quote:
Originally Posted by jiriku View Post
The more I consider Bladewind and Bladestorm, the more I wonder if they shouldn't require expending the psionic focus. Thoughts?
By the current text they don't require you to expend focus and while a tad powerful when utterly swamped with foes bar those situations it works just fine. Requiring focus in my eyes might call for a regaining focus mechanic to deal with the extra drain on it.

Also in the Shadowcrafter variant you don't explain midnight strike at all, while I'm assuming a physic strike clone. Same with Wispier of the Night with no description and pisonic focus seemingly no longer available. These just need more rounding out at best.
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Old 09-09-2012, 09:37 AM   Top  -  End  -  #28
jiriku
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Default Re: [3.5] Soulcrafter: a soulknife remix

Added descriptions for the missing shadowcrafter features.
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3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!

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Old 09-18-2012, 10:46 AM   Top  -  End  -  #29
danzibr
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Default Re: [3.5] Soulcrafter: a soulknife remix

I'd like some clarification on soulcraft twin, if you will.

Suppose you're level 20 or whatever. You make a soulcraft kukri and choose to augment it with augment enhancement bonus, attune special property and soulcraft twin. So then... due to soulcraft twin you're treated as ML 17 for both weapons and both weapons have to have the same special properties from attune special property (and augment enhancement bonus)? But this doesn't affect anything else.

Anyways, looks awesome. I like it.
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Old 10-13-2012, 11:02 AM   Top  -  End  -  #30
jiriku
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Default Re: [3.5] Soulcrafter: a soulknife remix

Yes. soulcraft twin is mostly useful for TWF builds at very low levels where you don't have enough soulcrafts available to manifest a secondary weapon while still doing everything else you want to do. For example, without soulcraft twin you can't do TWF at 1st level without using a mundane weapon in your off hand.
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3.5 Homebrew: Remixes to rebalance nearly every base class, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!

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