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Re: The better man? There is no such thing [3.5 base class]
Ya, but at the larger adjustments, it becomes less favorable with taking +2 strength for -2 ac and attack (for huge to gargantuan) and possibly only +2 strength for -4 to ac and attack. I was wondering why the ability score adjustments were linear while the rest of the adjustments weren't.
Not that you have to listen to me, but this is my suggestion.
Base Size
End Size
Str Adj
Dex Adj
Fine
Diminutive
+4
-8
Diminutive
Tiny
+2
-4
Tiny
Small
+1
-2
Small
Medium
+1
-2
Medium
Large
+2
-1
Large
Huge
+2
-1
Huge
Gargantuan
+4
-2
Gargantuan
Colossal
+8
-4
I came up with the numbers by multiplying the modifier to attack and AC by 2 to get the STR adjustment, and using the modifier to determine the DEX penalties. Alternatively, if you feel that it would be overpowered, the penalties could equal the bonuses. The chart for going smaller would use the same numbers, just flip the words Str and Dex, and flip the size changes (Fine-> Diminutive would be changed to Colossal->Gargantuan). Most characters won't get to Colossal or Fine sized due to needing 4 size changes when only having access to 3.
Re: The better man? There is no such thing [3.5 base class]
In regards to the disease extraordinary ability, you may wish to specify that it gives you immunity to all its effects, not simply the negative ones. Right now you've got cancer mage powers from it. Festering Anger time, yay !
Re: The better man? There is no such thing [3.5 base class]
Quote:
Originally Posted by Mithril Leaf
In regards to the disease extraordinary ability, you may wish to specify that it gives you immunity to all its effects, not simply the negative ones. Right now you've got cancer mage powers from it. Festering Anger time, yay !
Ah. Yes. The derpsome diseases of the Book of Vile Darkness (I like the book, but its diseases were only matched in stupid by stuff such as ravages, afflictions and positoxins). One moment.
Edit: Actually. Upon checking The Book of Vile Darkness again, its diseases are all supernatural and thus not eligible for that mutation. The change was made either way because I just thought of an Outsider mutation.
Re: The better man? There is no such thing [3.5 base class]
query on both anomalus mutation and the chimerisms:
if say a charicter choses the evolve skills mutation... on the anomulous does it let the evolutionist reasingn thoses skill points once per 24 hours, and with the chimerism, do the ranks need to be selected when he selects the mutation?
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Re: The better man? There is no such thing [3.5 base class]
With anomalous, yes, you would get to reassign the skills any time (... Hmm... I might end up removing innates from the Anomalous Mutation).
With Chimerisms, each of the mutations you pick with Chimerism is <set> for each package, including whatever choices they give (skills taken, damage resistance types, elemental damage types, etc). But I might end up removing Innates from the Chimerism options purely for the sake of chassis interactions.
Re: The better man? There is no such thing [3.5 base class]
Additional problem with chimerisms:
SLAs/PLAs, just use a chimerism as a spell mode, then drop it once you have cast all the spells per day for another set of abilaties.
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avatar by Szilard, thank you sir for the fine work!
Re: The better man? There is no such thing [3.5 base class]
Quote:
Originally Posted by bobthe6th
Additional problem with chimerisms:
SLAs/PLAs, just use a chimerism as a spell mode, then drop it once you have cast all the spells per day for another set of abilaties.
Doesn't work like that. The whole thing is still limited by your mutator limit. So 20 spell-likes tops.
So while you can have your "caster mode" you are pretty much just a Warlock with more decent options.
Re: The better man? There is no such thing [3.5 base class]
Here is the deal.
Your chimerisms all draw from one pool of avaiable mutations. This pool is equal to your mutator level, so for an Evolutionist 5/Anomaly 15, this is 20.
Between your basic mutations and all your chimerisms, you can have up to 20 separate spell-like abilities. This is in no way different from what an evolutionist of the same level would have.
The Anomaly is, as such, no better a spellcaster than a normal evolutionist would be (which isn't that great to begin with, because 6th level spells, it can be argued tht he is worse, because the pure evolutionist could be Fey).
The advantage of the Anomaly is that, when spells fail, he can change into doom-charger mode, or turtle mode or some other mode.
Re: The better man? There is no such thing [3.5 base class]
Just a note, but if I read the elemental lance mutation right, at level 1 you could (if you focused solely on it) have a 4d8 damage ray with 240ft range. and at level 20 it could (potentially) be 71d8 (or thereabouts if my math is wrong) damage with 3720ft range.
There doesn't seem to be a cap. Sure, your DM could put a monster which has immunity to the energy damage but he can't do that all the time without gimping your character entirely (since all your resources are pooled into this one ability).
May I suggest a cap to the amount of times a particular ray may be improved per level?
Last edited by Cloudsmeet : 05-12-2012 at 12:29 AM.
Re: The better man? There is no such thing [3.5 base class]
Quote:
Originally Posted by Cloudsmeet
Just a note, but if I read the elemental lance mutation right, at level 1 you could (if you focused solely on it) have a 4d8 damage ray with 240ft range. and at level 20 it could (potentially) be 71d8 (or thereabouts if my math is wrong) damage with 3720ft range.
There doesn't seem to be a cap. Sure, your DM could put a monster which has immunity to the energy damage but he can't do that all the time without gimping your character entirely (since all your resources are pooled into this one ability).
May I suggest a cap to the amount of times a particular ray may be improved per level?
Key part bolded.
Quote:
Originally Posted by Draken
Mutations
Mutations are split into six groups: Basic, Innate, Extraordinaire, Supernatural, Spell-like and Psi-like. All evolutionists have access to these mutations. In addition to these, there are a number of special lists of mutations accessible only to evolutionists of specific creature types or who take specific feats. Unless otherwise noted, a character can only take the same mutation up to a number of times equal to his mutator level. A character’s mutator level is equal to the sum of his levels in mutation-granting classes plus any racial hit dice or levels in racial paragon classes he might have. Mutator level also determines the power of some mutations, and whenever a mutation allows a save, the DC is 10 + half the character’s mutator level + relevant ability modifier (see the specific mutation for this).
Owrtho
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Re: The better man? There is no such thing [3.5 base class]
Quote:
Originally Posted by Cloudsmeet
Ah, I'm blind. Still feels pretty powerful though.
It is roughtly on part with a Warlock's Eldritch Blast early on, but can't receive blast shapes or essences, so eventually EB surpasses it for utility.
Re: The better man? There is no such thing [3.5 base class]
Might be trying this soon, I love the idea, since I saw the Summoner class in PF and thought, "I wish there was a class that did that to the PLAYER instead of his summon." And now I find this.
Looking forward to outsider mutations too.
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Re: The better man? There is no such thing [3.5 base class]
On the construct mutation, you might want to specify that constructed weapons actually use up your hands to wield them, because it doesn't specify, though you do have a vague "as he is capable of weilding". Also, how would this intereact with multi-handed weapons? Is an integrated weapon capable of being dsarmed, sundered, ect?Is their any way to "re-gain" it without losing the mutation if you do?
Re: The better man? There is no such thing [3.5 base class]
Quote:
Originally Posted by Necroticplague
On the construct mutation, you might want to specify that constructed weapons actually use up your hands to wield them, because it doesn't specify, though you do have a vague "as he is capable of weilding". Also, how would this intereact with multi-handed weapons? Is an integrated weapon capable of being dsarmed, sundered, ect?Is their any way to "re-gain" it without losing the mutation if you do?
Re: The better man? There is no such thing [3.5 base class]
Questions relating to how this class interacts with certain races:
If a race has spell resistance and wish to increase it, would you just go with the 'additional mutations' entry? Or is an Evolutionist unable to improve non-evolutionist traits?
This question can be extended to other things: Such as boosting a Half-dragons breath weapon(if someone chose to be a half-dragon), for Spell absorbtion(Karsites have this) and the like.
Also: If one has Spell reversal and Spell Absorbtion, one can only do one or the other right? Or can they both absorb the spell and reflect it at the same time(I doubt this but had to ask)?
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Name: Theroc
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Systems Known: D&D 3.5 edition mostly, some 4E and some PF
Re: The better man? There is no such thing [3.5 base class]
Quote:
Originally Posted by Theroc
Questions relating to how this class interacts with certain races:
If a race has spell resistance and wish to increase it, would you just go with the 'additional mutations' entry? Or is an Evolutionist unable to improve non-evolutionist traits?
This question can be extended to other things: Such as boosting a Half-dragons breath weapon(if someone chose to be a half-dragon), for Spell absorbtion(Karsites have this) and the like.
Also: If one has Spell reversal and Spell Absorbtion, one can only do one or the other right? Or can they both absorb the spell and reflect it at the same time(I doubt this but had to ask)?
My last change to spell resistance ended up with a rewrite that does not properly function with existing SR, that was a mistake and has been rectified. But these types of mutations are always meant to boost any existing abilities of the same name. A similar change has been made to Damage reduction.
Spell Reversal, Spell Absorption and Spell Containment all take an immediate action to activate and are not the same ability, so you can only use one on any given spell.
Re: The better man? There is no such thing [3.5 base class]
Another question which might just have been my eyes playing tricks on me and skipping bits: The things like Breath Weapon don't outright state that they allow a save. Is the "Ability: Con" section to imply that a saving throw is allowed and con is the modifier that affects the DC? If so, does one choose what save the breath weapon targets(I think there were a few dragons who targetted will, not reflex), or is it always reflex?
Same with poisons, only fortitude only?
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Name: Theroc
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Posting Frequency: Every day or so.
Systems Known: D&D 3.5 edition mostly, some 4E and some PF
Re: The better man? There is no such thing [3.5 base class]
Quote:
Originally Posted by Theroc
Another question which might just have been my eyes playing tricks on me and skipping bits: The things like Breath Weapon don't outright state that they allow a save. Is the "Ability: Con" section to imply that a saving throw is allowed and con is the modifier that affects the DC? If so, does one choose what save the breath weapon targets(I think there were a few dragons who targetted will, not reflex), or is it always reflex?
Same with poisons, only fortitude only?
Breath weapons that target will don't do damage, usually, they are cone attacks that inflict ability damage or other status effects.
That said, breath weapon is supposed to list that it allows a reflex for half and poison is supposed to mention that a fortitude save negates it. THis has been rectified.