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Old 07-01-2012, 03:38 AM   Top  -  End  -  #1
Road_Runner
Barbarian in the Playground
 
Griffon
 
Join Date: Sep 2010
Gender: Male
Default The Life Disciple(3.5 Base Class, PEACH)

The Life Disciple


"Necromancers are masters of death. I am the master of life."






Description:
Life Disciples are masters of positive energy. They control positive energy as a pyromancer controls flame, or a necromancer controls death. Life Disciples manifest positive energy in the form of channels, which are almost at will spell like abilities, similar to the invocations of a warlock. They also have the ability to create spirit wisps, tiny beings of positive energy. Life Disciples recieve their powers innately, like a sorcerer or warlock. It is rumored that many have ancestry tracing back to denizens of the positive energy plane. Although some serve a diety, many simply stand for good ideals.

Races: Non-undead, non-construct races.

Alignment: Any non-evil. Only the rarest of life disciples are neutral, and those that are are heavily good inclined.

Starting Gold: As a cleric.

Starting Age: As a cleric.

NOTE: Charisma Variant

Spoiler



Class Skill List: Concentration(Con), Decipher Script(Int), Diplomacy(Cha), Heal(Wis), Knowledge(arcana), Knowledge(the planes), Knowledge(religion), Sense Motive(Wis), Spellcraft(Int), Spot(Wis), Use Magic Device(Cha)

Skill Points: 4 + Int modifier (x4 at first level)

Hit Dice: d8
Life Disciple
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialChannels Prepared
1st
+0
+2
+0
+2
Energy Pool, Least Channels, Meditate, Summon Spirit Wisps, Healing Wave 1d61
2nd
+1
+3
+0
+3
Bonus Feat2
3rd
+2
+3
+1
+3
Healing Wave 2d63
4th
+3
+4
+1
+4
Positive Energy Affinity4
5th
+3
+4
+1
+4
Healing Wave 3d65
6th
+4
+5
+2
+5
Lesser Channels6
7th
+5
+5
+2
+5
Meditation +2, Healing Wave 4d67
8th
+6/+1
+6
+2
+6
Wisp Mastery I8
9th
+6/+1
+6
+3
+6
Healing Wave 5d6, Bonus Feat9
10th
+7/+2
+7
+3
+7
Swift Meditation10
11th
+8/+3
+7
+3
+7
Greater Channels, Healing Wave 6d611
12th
+9/+4
+8
+4
+8
Positive Energy Aura12
13th
+9/+4
+8
+4
+8
Meditation +3, Healing Wave 7d613
14th
+10/+5
+9
+4
+9
Summon Spirit Dragon14
15th
+11/+6/+1
+9
+5
+9
Healing Wave 8d6, Bonus Feat15
16th
+12/+7/+2
+10
+5
+10
Radiant Channels16
17th
+12/+7/+2
+10
+5
+10
Healing Wave 9d617
18th
+13/+8/+3
+11
+6
+11
Wisp Mastery II18
19th
+14/+9/+4
+11
+6
+11
Healing Wave 10d6, Bonus Feat19
20th
+15/+10/+5
+12
+6
+12
Spirit Transformation20

Class Features:


Weapon and Armor Proficiency: Life Disciples are proficient with all simple weapons and light armor.

Channels: A life disciple does not prepare or cast spells as other wielders of divine magic do. Instead, he posses a repertoire of abilities known as channels that require him to focus the positive energy that suffuses his soul. A life disciple can use any channel at will, however focusing on a channel is difficult and as such a specific channel can only be used once every four rounds. Channels are spell-like abilities; using a channel is a standard action that provokes attacks of opportunity. Channels have somatic but no verbal components and a Concentration check can be used to cast defensively or prevent a channel from being disrupted by an attack just as a spellcaster could. The save DC for a channel is equal to 10 + equivalent spell level + the life disciple's Wisdom modifier. The four grades of channels are least channels, lesser channels, greater channels, and radiant channels. Life disciples begin with knowledge of least channels, gaining access to lesser, greater, and radiant channels at levels 6, 11, and 16 respectively. As a life disciple levels, he gains access to more channel slots. By meditating for one hour, a life disciple can prepare any channels in these slots from the life disciple channel list. However, only channels of an equal or lower grade to the highest grade channel available when a life disciple gained that slot can be prepared in that slot. For example, a 7th level life disciple can prepare a maximum of 2 lesser channels, since lesser channels were only available at levels 6 and 7.

Energy Pool(Su): A life disciple has a maximum number of energy points equal to their life disciple level + Wisdom modifier. Energy points are used to power channels and are regained by meditate (see below). Energy points can be used in any of the effects below.

Still Channel: By spending 1 energy point, you can modify a channel so it has no somatic components.

Overchannel: By spending 5 energy points, you can cast a channel and meditate at the same time. Consider the net change in energy points and spirit charges as a result of casting this channel and then apply the changes to your energy pool and total spirit charge number.

Metamagic Feats: Energy points are used to fuel metamagic feats for channels. These feats are described in the feats section below.

Energy Cost: Some channels have a cost to cast.
Meditate(Su): In the heat of battle, you can focus to collect positive energy and clear your mind. As a standard action, you can recover 1 energy point and also gain what is called a spirit charge. Each spirit charge grants a +1 insight bonus to AC, saving throws and concentration checks. These charges last for 1 minute, after which they dissipate. If you meditate again, the bonuses stack and the duration refreshes. At 7th level you recover 2 points from your energy pool and gain 2 spirit charges with each meditation. At 13th level you recover 3 points and gain 3 charges. Charges do not accumulate out of combat. You can have a maximum number of spirit charges equal to 1/3 your level + Wisdom modifier.

Healing Wave(Sp) One of the first abilities a life disciple learn is healing wave. As a standard action at will a life disciple generates an arc of positive energy to heal allies and harm undead foes. A healing wave is a ray with a range of 60 feet. It is considered a channel for the purposes of class features and feats and has an equivalent spell level equal to half the life disciple's class level (rounded down), with a minimum spell level of 1st and a maximum of 9th. A healing wave heals 1d6 points of damage at first level and increases every two levels beyond that. Against undead foes a ranged touch attack is necessary (not needed for allies). Although there is no saving throw, spell resistance applies normally.

Summon Spirit Wisp: Life Disciples have the unique ability to summon Spirit Wisps. A Life Disciple can summon a Spirit Wisp as a standard action that provokes attacks of opportunity, as a channel with an effective level of class level/2. It is compatible with Still Channel and Overchannel. Unlike normal Channels, you may summon Spirit Wisps at will instead of once every four rounds, although they cost spirit charges to summon.

Spirit Wisps can be summoned up to 5ft/level away and last for one round/level. They are very small incorporeal beings made of positive energy, and appear as a glowing spark of light of about 5 inches in diameter. Spirit Wisps are not considered summoned creatures for the purposes of effects that target summoned creatures, and as such do not wink out in the presence of an antimagic field. Although all Spirit Wisps have the same base statistics, they have special abilities based on color. A Life Disciple can also communicate telepathically with Spirit Wisps within 100ft/level.

All Spirit Wisps have the ability to guard allies. When guarding an ally the Spirit Wisp occupies their square and floats around them, not dissimilar to an ioun stone. Guard bonuses from wisps stack twice, and additional wisps are considered one grade less for the purpose of the standard guard bonus. All Spirit Wisps also have a sacrifice ability. The sacrifice ability destroys the Wisp but provides an immediate benefit to the guarded target. To begin with, a Life Disciple can summon only least spirit wisps, but gain access to lesser/greater/radiant spirit wisps at level 6/11/16 respectively. A Disciple can summon Wisps at will but must expend 1/2/3/4 spirit charges to summon a least/lesser/greater/radiant Spirit Wisp respectively. Spirit Wisps also have three extra abilities listed in their description. Lesser Spirit Wisps gain access to the first ability, greater Spirit Wisps gain access to the first two abilities, and radiant Spirit Wisps gain access to all three abilities. You gain access to three Spirit Wisps at level 1 (blue, red, and green), and three more at level six (yellow, orange and violet). Spirit Wisps are described in further detail below.

Least Spirit Wisp:
Spoiler

Lesser Spirit Wisp:
Spoiler

Greater Spirit Wisp:
Spoiler

Radiant Spirit Wisp
Spoiler


Wisp Types:
Spoiler


Bonus Feat: You gain a bonus feat, which can be any feat from the life disciple feat list.

Positive Energy Affinity At 4th level, you suffer none of the negative effects of the positive energy plane. You also gain one energy point per round on the Positive Energy Plane.

Wisp Mastery(Sp): At 8th level you gain the ability to summon a spirit wisp without expending spirit charges. With this ability you can summon a spirit wisp that lasts indefinitely. You can only have 1 wisp summoned at a time with this ability. Summoning a wisp in this way takes 3 rounds. Summoning a new wisp with this ability causes the old one to be destroyed. At 18th level you can summon 2 wisps at a time with this ability.

Swift Meditation: At 10th level, you can meditate as a move action. However, you only recover 1 energy point and gain 1 charge.


Positive Energy Aura: At 12th level, you radiate an aura that affects all allies within 60 ft. This aura protects them from the negative effects of the positive energy plane. Each time an ally is hurt by negative energy damage, reduce the amount damage by your healing wave heal amount. Additionally, allies get a bonus on saving throws vs death effects equal to the number of die of your healing wave.

Summon Spirit Dragon(Su): At 14th level a life disciple is able to summon a spirit dragon. A spirit dragon is a powerful being of positive energy. Despite its name and appearance, a spirit dragon has no relation to actual dragons, it just chooses to take their form. Summoning a spirit dragon takes 10 minutes and can be done 1/day. A lot of energy is required to summon a spirit dragon, and so a life disciple must expend 4 energy points to do so. These energy points are invested in the spirit dragon, effectively permanently reducing the maximum amount of points a life disciple can have by 4. If the spirit dragon dies the disciple does not recover the invested points but the maximum number of energy points they can have returns to normal. A life disciple can communicate telepathically with its spirit dragon on the same plane within 1 mile/level. Spirit dragons are not considered summoned creatures for the purposes of effects that target summoned creatures. Spirit dragons last until they are killed. You can only have 1 spirit dragon at a time. Summoning a new one returns the old one back to the positive energy plane. A spirit dragon is described below.

Spirit Dragon:
Spoiler


At levels 16, 18, and 20 the deflection bonus granted by scintellating scales increases by 1 and all the spirit dragon's base saves increase by 1. At levels 15, 17, and 19 it gains an additional +2 bonus to all attributes and increase the amount of chromatic bolts to 1d3+1, 1d4+1, and 1d3+2, respectively.

Spirit Transformation(Ex): At 20th level, you become a celestial being of positive energy. You transform as if by Visage of the Deity, Greater (SC 231), except the effect is permanent.




Channels:


Cost: Some life disciple channels have an energy point cost to use.

Healing Wave Modifiers: These life disciple channels modify the life disciple's healing wave. These channels have an effective spell level equal to the effective spell level of healing wave (which is one half disciple level rounded down).


Least Channels:
Empowered Healing Wave
Eyes of Light
Flare
Healing Arrow
Light Wave
Lesser Restoring Wave
Orbs of Light
Refraction
Remove Fear
Resurgence
Spiritual Weapon


Lesser Channels:
Blinding Radiance
Celestial Wings
Chain Healing Wave
Clarity of Mind
Dispel Magic
Maximized Healing Wave
Greater Restoring Wave
Panacea
Resurgence, Mass
Vitality Shield
Siphon Link
Spirit Bane
Wall of Light

Greater Channels:
Heal
Lifesight
Quickened Healing Wave
Magic Breaker
Plane Shift
Spirit Breaker
Spirit Dance
Shadow Breaker
Shadow Wisp
Siphon Vortex
Sword of Revealing Light


Radiant Channels:
Chaos Infliction
Dual Healing
Energize
Flash
Freedom
Radiant Storm
Spirit Binding
Spirit Storm
Undeath's Eternal Foe


Least Channels
Spoiler

Lesser Channels
Spoiler

Greater Channels
Spoiler

Radiant Channels
Spoiler
__________________
optimization is like salt. a pinch here and there can't hurt, but too much will spoil everything.

Wailing Death - Ryenos Shadowflare / Tyrael Lightbringer


My Homebrew: The Life Disciple

Last edited by Road_Runner : 03-22-2013 at 04:40 PM.
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Old 07-01-2012, 04:48 AM   Top  -  End  -  #2
Road_Runner
Barbarian in the Playground
 
Griffon
 
Join Date: Sep 2010
Gender: Male
Default Re: The Life Disciple(3.5 Base Class, PEACH)

Feats


Channel Penetration
Benefit: Your channels penetrate spell resistance more easily, granting a +2 bonus to beat a creature's spell resistance.

Greater Channel Penetration
Prerequisite: Channel Penetration
Benefit: Your channels penetrate spell resistance even more easily, granting an additional +4 bonus to beat a creature's spell resistance. Does not stack with Channel Penetration.

Intuitive Accuracy
Benefit: You can use your Wisdom modifier instead of your Dexterity modifier for the purpose of ranged attack rolls when using channels or your healing wave.

Spirit Resilience
Benefit: Your spirit wisps and spirit dragon become more resilient, granting a +1 increase in SR and +3 insight bonus to AC and saves.

Improved Spirit Resilience
Prerequisite: Spirit Resilience
Benefit: Your spirit wisps and spirit dragon become more resilient, granting a +2 increase in SR and +6 insight bonus to AC and saves. Does not stack with Spirit Resilience.

Spirit Summoning Mastery
Prerequisite: Improved Spirit Resilience, Wisp Mastery I
Benefit: You can summon 1 extra wisp than normal with the Wisp Mastery ability. However, this extra spirit wisp comes at a cost, and requires an energy point investment equal to the normal spirit charge cost (energy point investment described in summon spirit dragon class feature). In addition, you gain the abillity as a standard action to teleport any spirit wisp you have summoned adjacent to you. This ability costs 2 energy points.

Extra Channel
Benefit: In addition to your normal channels you can prepare one extra channel. This channel can be any grade you had available three levels ago. If you take this feat more than once, you only get a channel you had six levels ago with the second feat, and so on. If you only have access to least channels you get an extra least channel.
Special: You can take this feat multiple times.

Increased Capacity
Benefit: Increases the maximum number of energy points and spirit charges you can have by 2
Special: You can take this feat multiple times

Empower Channel
Prerequisite: 6th level disciple
Benefit: By expending 2 energy points, you can empower one channel. You can only empower a channel of one grade less than the maximum grade channel you can cast. You can only use this ability once every four rounds.

Maximize Channel
Prerequisite: 9th level disciple
Benefit: By expending 3 energy points, you can maximize one channel. You can only maximize a channel of one grade less than the maximum grade channel you can cast. You can only use this ability once every four rounds.

Quicken Channel
Prerequisite: 12th level disciple
Benefit: By expending 4 energy points, you can quicken one channel. You can only quicken a channel of one grade less than the maximum grade channel you can cast. You can only use this ability once every four rounds.
__________________
optimization is like salt. a pinch here and there can't hurt, but too much will spoil everything.

Wailing Death - Ryenos Shadowflare / Tyrael Lightbringer


My Homebrew: The Life Disciple

Last edited by Road_Runner : 03-22-2013 at 02:45 PM.
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Old 07-01-2012, 06:38 AM   Top  -  End  -  #3
silphael
Bugbear in the Playground
 
RedKnightGirl
 
Join Date: Jul 2011
Location: 
Moselle, France
Gender: Male
Default Re: The Life Disciple(3.5 Base Class, PEACH)

I think you're missing an HD... Otherwise, that seems like an interresting class.
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Old 07-01-2012, 07:32 AM   Top  -  End  -  #4
Noctis Vigil
Barbarian in the Playground
 
Join Date: Aug 2011
Location: 
lost in my own mind
Default Re: The Life Disciple(3.5 Base Class, PEACH)

Looks pretty interesting. Still needs a lot of polish, though. My biggest note at the moment is that very few of the class abilities of spirit wisp abilities have an action time listed at the moment. Is my healing wave a full round action? A standard action? Does augmenting a channel increase the casting time? Does a spirit wisp sacrifice itself as a move action? An immediate action?

Other things: can you talk to spirit wisps? Is shadow breaker a ranged burst or is it centered on you? How does siphon link effect two undead or a living and an undead? As written, vitality shield currently makes you immortal for 24 hours. Flash is not worth radiant level, Ardents get a 1st level psionic power with a greater effect; I suggest making this lesser. Absorption field is also leveled a bit high in my opinion; I'd make it greater, and also specify if it effects you and your ally's healing powers or not. Oh, and define an area of attack for the red spirit wisp's sacrificial attack.

Also there are plenty of dead levels here; if you can't think of anything to put in them, you can always give them a scaling bonus to the Heal skill, or the item creation ability Warlocks gain at level 12 or 14 (I forget which off the top of my head). Oh, and these guys are suffused with positive energy, giving them fast healing that they can activate or deactivate at will is in no ways overpowered or out of line, and is quite thematic (heck, granting everything in their aura fast healing 1 or two isn't broken either). Also, as written the first two sacrificial abilities for blue wisps are the same with different wording.

As for spirit wisps, they're cute and all, but I'd make them a separate ability from channels (just give them a daily pool of spirit points) and increase their power drastically. Keep meditation as letting you get more points, but as of right now, I just don't see them being useful enough. As for the current setup with meditation, it forces you to sacrifice a turn in combat for a miniscule bonus, which you must then sacrifice to grant a different miniscule bonus. This is an incredibly inefficient setup. For how long it takes to get spirits out, you could double the bonuses they offer and they still wouldn't be worth it, or just let the party Wizard cast multiple castings of mass buff spells on the whole lot of you. Further, after all that effort just to bring them into play (a minimum of two turns wasted meditating and summoning, three if you're going for the strong ones) you give them abilities for sacrificing themselves that are just laughable. I mean, really, The green wisp's sacrifice could be the equivalent of raise dead and it wouldn't be broken. Finally, what is your reasoning for not letting you have these wisps out of battle? I mean, I can think of several new wisp varieties off the top of my head that grant powers that are useless in combat but great out of combat (like a bonus on skill checks, for example).

Aside from the spirit wisp's questionable usefulness, the class looks like good. High tier 4/low tier 3, about on par with the Warlock. I look forward to the finished product!
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Last edited by Noctis Vigil : 07-01-2012 at 07:36 AM.
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Old 07-06-2012, 07:30 PM   Top  -  End  -  #5
Road_Runner
Barbarian in the Playground
 
Griffon
 
Join Date: Sep 2010
Gender: Male
Default Re: The Life Disciple(3.5 Base Class, PEACH)

Just posting to say the class is now finished! (I fixed a lot of errors, added in clarification in some spots and changed a lot of class features and abilities). I still appreciate any comments and suggestions!

Thanks Noctis Vigil and silphael for the comments so far.

Quote:
Originally Posted by Noctis Vigil View Post
...

As for spirit wisps, they're cute and all, but I'd make them a separate ability from channels (just give them a daily pool of spirit points) and increase their power drastically. Keep meditation as letting you get more points, but as of right now, I just don't see them being useful enough. As for the current setup with meditation, it forces you to sacrifice a turn in combat for a miniscule bonus, which you must then sacrifice to grant a different miniscule bonus. This is an incredibly inefficient setup. For how long it takes to get spirits out, you could double the bonuses they offer and they still wouldn't be worth it, or just let the party Wizard cast multiple castings of mass buff spells on the whole lot of you. Further, after all that effort just to bring them into play (a minimum of two turns wasted meditating and summoning, three if you're going for the strong ones) you give them abilities for sacrificing themselves that are just laughable. I mean, really, The green wisp's sacrifice could be the equivalent of raise dead and it wouldn't be broken. Finally, what is your reasoning for not letting you have these wisps out of battle? I mean, I can think of several new wisp varieties off the top of my head that grant powers that are useless in combat but great out of combat (like a bonus on skill checks, for example).

Aside from the spirit wisp's questionable usefulness, the class looks like good. High tier 4/low tier 3, about on par with the Warlock. I look forward to the finished product!
I took your advice and added in some class features and wisps are now a separate ability. I actually intended meditation to be used largely with overchannel; this allows you to summon your wisps without sacrificing significant combat time, because you can get spirit charges while casting other channels. You definitely have enough energy points to be overchanneling for the first few rounds of combat, meditation by itself is only intended for when you run out of energy points later on in a fight. Having wisps that help out of combat is an interesting idea, maybe I'll add some of those later.

I'm curious what people think of the power level/tier of this class is now. Any estimations?
__________________
optimization is like salt. a pinch here and there can't hurt, but too much will spoil everything.

Wailing Death - Ryenos Shadowflare / Tyrael Lightbringer


My Homebrew: The Life Disciple
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Old 07-09-2012, 12:52 AM   Top  -  End  -  #6
Noctis Vigil
Barbarian in the Playground
 
Join Date: Aug 2011
Location: 
lost in my own mind
Default Re: The Life Disciple(3.5 Base Class, PEACH)

Looks very good now, I love Wisp Mastery. I do have a bunch of stuff I saw that needs some work though.

For Spirit Dragon, you need to specify if it has a duration or not, if you can have only one summoned at a time or not, and if there is a limited distance on their telepathy. As written you can sacrifice 16 energy points to have two of them summoned at the same time, they last indefinitely, and you can communicate telepathically with them at any distance (even across planes), meaning you never actually have to go anywhere again, you can just send a dragon in your place and you'll always know where they are and be able to control them perfectly via telepathy. Also, the trait "incorporeal" is misspelled. Oh, and his Touch and Flat-Footed ACs should be 24 (pretty sure you forgot to subtract the size mod off them). And where is the +5 armor AC coming from? I don't see it listed in the abilities anywhere. The "attack" line for him is empty (although if it's the same as an actual dragon it would probably be a bite, two to four claws, two wings and a tail, though he's incorporeal so he wouldn't be able to hit corporeal creatures). Also, pretty sure incorporeal creatures don't have a Strength score, and use their Dexterity score instead. Space/Reach section is borked, you need to fix that (large-size dragon would be 10 feet wide and 15 long, I think, but sizes have always messed me up). For Chromatic Bolts, why must every bolt be a different color? And why not let the number of bolts scale with level? For Mist Breath, why only one use per encounter, instead of every 1d4 rounds like a normal dragon's breath?

Under feats, you have a copy pasta error under Maximize Channel. Also, you should specify that Greater Channel Penetration and Improved Spirit Resilience stack with their earlier versions.

Lastly, a suggestion: a feat (or feat chain) to lower the cost of summoning spirits, or perhaps one color of spirits. Also, you should probably make a few more Channels of each strength, as there's only 35 of them at the moment.

Anyways, looks good! An interesting class. Still ranks in the T3-4 level by my estimates. Most invocation users are in this range, because the cost of unlimited uses is weaker powers most of the time. If you want it T2, you'll need a lot more Channels to choose from.

EDIT: Hoo boy, just went through the list of Channels and that needs to be rePEACHed. Will go through them a bit later in depth, but the one thing that jumps out immediately is that Lesser and Greater Restoring Wave are in the Lesser Channel section. I saw some other errors, but I'll go over them all in depth before posting about them.
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Old 07-13-2012, 12:26 AM   Top  -  End  -  #7
Road_Runner
Barbarian in the Playground
 
Griffon
 
Join Date: Sep 2010
Gender: Male
Default Re: The Life Disciple(3.5 Base Class, PEACH)

Quote:
Originally Posted by Noctis Vigil View Post
Looks very good now, I love Wisp Mastery. I do have a bunch of stuff I saw that needs some work though.

For Spirit Dragon, you need to specify if it has a duration or not, if you can have only one summoned at a time or not, and if there is a limited distance on their telepathy. As written you can sacrifice 16 energy points to have two of them summoned at the same time, they last indefinitely, and you can communicate telepathically with them at any distance (even across planes), meaning you never actually have to go anywhere again, you can just send a dragon in your place and you'll always know where they are and be able to control them perfectly via telepathy. Also, the trait "incorporeal" is misspelled. Oh, and his Touch and Flat-Footed ACs should be 24 (pretty sure you forgot to subtract the size mod off them). And where is the +5 armor AC coming from? I don't see it listed in the abilities anywhere. The "attack" line for him is empty (although if it's the same as an actual dragon it would probably be a bite, two to four claws, two wings and a tail, though he's incorporeal so he wouldn't be able to hit corporeal creatures). Also, pretty sure incorporeal creatures don't have a Strength score, and use their Dexterity score instead. Space/Reach section is borked, you need to fix that (large-size dragon would be 10 feet wide and 15 long, I think, but sizes have always messed me up). For Chromatic Bolts, why must every bolt be a different color? And why not let the number of bolts scale with level? For Mist Breath, why only one use per encounter, instead of every 1d4 rounds like a normal dragon's breath?

Under feats, you have a copy pasta error under Maximize Channel. Also, you should specify that Greater Channel Penetration and Improved Spirit Resilience stack with their earlier versions.

Lastly, a suggestion: a feat (or feat chain) to lower the cost of summoning spirits, or perhaps one color of spirits. Also, you should probably make a few more Channels of each strength, as there's only 35 of them at the moment.

Anyways, looks good! An interesting class. Still ranks in the T3-4 level by my estimates. Most invocation users are in this range, because the cost of unlimited uses is weaker powers most of the time. If you want it T2, you'll need a lot more Channels to choose from.

EDIT: Hoo boy, just went through the list of Channels and that needs to be rePEACHed. Will go through them a bit later in depth, but the one thing that jumps out immediately is that Lesser and Greater Restoring Wave are in the Lesser Channel section. I saw some other errors, but I'll go over them all in depth before posting about them.
Oops... I looks like I could have read a little more carefully before I posted

Here are mistakes/clarifications/small adjustments I did (as per your suggestions):

-fixed typos/feats not stacking
-clarified spirit dragons to be limited to 1 at a time with unlimited duration and 1 mile/level telepathy on the same plan
-AC/strength/space and reach/lack of attack fixed and scaled chromatic bolts slightly and mist breath 1d4 round cooldown as normal for dragons
-lesser and greater restoring waves in right section

I also changed to Medium BAB... I like Sword of Revealing Light and I want the life disciple to be able to use it and I also think the life disciple might have issues landing healing wave on enemies with poor bab at high levels anyways.

I also have come up with several new channels:

Least:
flare
orbs of light
spiritual weapon

Lesser:
blinding radiance
wall of light

Greater:
shadow wisp
sword of revealing light

Radiant:
Chaos Infliction
Spirit Binding

Thank you Noctis for the comments and catching those mistakes, I really appreciate it

More comments are welcome!
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Old 07-13-2012, 02:46 AM   Top  -  End  -  #8
Noctis Vigil
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Default Re: The Life Disciple(3.5 Base Class, PEACH)

If you'd like, I can take the time to go through, review all your Channels one by one, and tell you what I think of them from the perspective of both a player and a GM. I love the class, it's a concept I've toyed with myself several times but never got a class nailed down for, and if any info I can give you would help make it better, I'm game.
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Old 07-13-2012, 04:19 PM   Top  -  End  -  #9
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Default Re: The Life Disciple(3.5 Base Class, PEACH)

It remembers me of someone who posted a similar thing on another forum.

In my opinion, infinite healing is never a good thing. Sure, that's the way fast healing works, but except if you're a monster with a high LA you can't have it before epic level (even then, it only works for yourself).

There's actually one class that lets you heal at will : the Dread necromancer, although it won't increase a lot by level, and the class is already weird otherwise. Even then, it's negative energy, so you loose a feat or your constitution score.

But, I admit, this class is still better than the other one I saw... I myself find it interesting.
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Old 07-13-2012, 04:38 PM   Top  -  End  -  #10
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Originally Posted by Network View Post
In my opinion, infinite healing is never a good thing. Sure, that's the way fast healing works, but except if you're a monster with a high LA you can't have it before epic level (even then, it only works for yourself).

There's actually one class that lets you heal at will : the Dread necromancer, although it won't increase a lot by level, and the class is already weird otherwise. Even then, it's negative energy, so you loose a feat or your constitution score.
It's not tremendously difficult to set up Persistent (Mass) Lesser Vigor to get all-day fast healing, and even short of that, a fairly modest investment in wands of (Lesser) Vigor will get you quite far.

Nigh-infinite out-of-combat healing isn't as hard to get as you'd think.
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Old 07-13-2012, 05:19 PM   Top  -  End  -  #11
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Default Re: The Life Disciple(3.5 Base Class, PEACH)

Quote:
Originally Posted by Noctis Vigil View Post
If you'd like, I can take the time to go through, review all your Channels one by one, and tell you what I think of them from the perspective of both a player and a GM. I love the class, it's a concept I've toyed with myself several times but never got a class nailed down for, and if any info I can give you would help make it better, I'm game.

Yeah that would be great if you could review the channels, I'm glad you like the class!

Quote:
Originally Posted by tuggyne View Post
It's not tremendously difficult to set up Persistent (Mass) Lesser Vigor to get all-day fast healing, and even short of that, a fairly modest investment in wands of (Lesser) Vigor will get you quite far.

Nigh-infinite out-of-combat healing isn't as hard to get as you'd think.
Yes, this was definitely an issue that occurred to me with making an invocation based healing class. If it's an issue with the DM I could see making a houserule that except in combat you can only heal up to half of max hp, and maybe this disappears at 6th level or something when out of combat healing become much more accessible?
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Old 07-13-2012, 08:12 PM   Top  -  End  -  #12
Noctis Vigil
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Yeah that would be great if you could review the channels, I'm glad you like the class!

Yes, this was definitely an issue that occurred to me with making an invocation based healing class. If it's an issue with the DM I could see making a houserule that except in combat you can only heal up to half of max hp, and maybe this disappears at 6th level or something when out of combat healing become much more accessible?
Frankly, healing in D&D is a joke anyways. It's an incredibly inefficient use of resources during combat. If you're healing during battle, it's because the battle went way too far south and you're probably screwed anyways. I can count the number of times in-battle healing has happened at my table on one hand, and almost all of them were the spell Close Wounds. As for out-of-battle healing, big deal. You now have a few more HP each encounter, meaning the GM can throw tougher baddies at you to up the challenge without making it just mean, and you can face more stuff per day (and maybe actually force the party Wizard to use all his spells for once).

As for the Channels, a comprehensive PEACH will take time, something I sorely lack for at least a few days. I will post one, but not till at least Monday.
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Old 07-13-2012, 10:14 PM   Top  -  End  -  #13
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Default Re: The Life Disciple(3.5 Base Class, PEACH)

The other class was in many ways a better version of the Healer (from Miniature Handbook), and gained the same class features at a former level. It wasn't even intentional, but I didn't need more to point how the class was powerful.

As I said, the Life Disciple class is interesting. It remembered me of a bad class, but the features are way different.

To answer to Tuggyne, the vigor spell can't become permanent because it has a variable duration (it doesn't last 10 rounds, but 10 rounds + level up to 15 rounds) and isn't a personal spell. Otherwise, I won't argument on it.
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Old 07-14-2012, 05:11 AM   Top  -  End  -  #14
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Default Re: The Life Disciple(3.5 Base Class, PEACH)

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To answer to Tuggyne, the vigor spell can't become permanent because it has a variable duration (it doesn't last 10 rounds, but 10 rounds + level up to 15 rounds) and isn't a personal spell. Otherwise, I won't argument on it.
Did I say permanent? I coulda sworn I said Persistent. I.e., all-day mass out-of combat healing for one spell slot plus metamagic reduction of some sort.
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Old 07-14-2012, 10:59 AM   Top  -  End  -  #15
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Default Re: The Life Disciple(3.5 Base Class, PEACH)

Ok, I though the feat only applied to spells with a fixed duration, but it says a fixed range. My mistake.

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Old 07-27-2012, 04:28 AM   Top  -  End  -  #16
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Default Re: The Life Disciple(3.5 Base Class, PEACH)

Just posting about a few more minor changes:

-a lot of abilities were reworded better/slightly altered
-spirit storm now more on par with radiant storm
-siphon vortex changed a bit
-extra channel feats consolidated into a single version that parallels the warlock version
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Old 07-28-2012, 04:09 PM   Top  -  End  -  #17
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Default Re: The Life Disciple(3.5 Base Class, PEACH)

First off, I really like the class!
Second off, a couple of formatting bits:
There's no comma between Summon Spirit Wisps and Healing Wave at first level, and Healing Wave isn't capitalised. Also, ay 9d6 and 10d6 it isn't Italicised.

Onto actual comments...
I don't like alignment requirements. Healing doesn't automatically mean good. Hurting things isn't evil, else every good character would need a Vow of Peace. Why should the reverse be true?
Imagine a selfish man with the power to heal, who lives in a mansion he bought with the profits of selling his divine touch. Why not make that possible?

Do channels suffer Arcane Spell Failure? SLAs normally don't, but Warlocks do.
I love Spirit Wisps. They are my single favourite part of the class. Like... ♥
However, they could use a little cleaning up. First off, it'd be easier (IMO) to put the Spirit Wisp spoilers underneath their ability.
Second, it's kinda... untidy. If I may...
Spoiler


Now, through to spirit dragon is shiny, but the Spirit Dragon needs a little more. It needs its HD specified (I assume it's a Dragon, Incorporeal, but this needs to be said. It should also really have Incorporeal Traits and Dragon Traits seperately. (Also Scintillating is spelt wrong)
It also seems to scale badly. I feel like it might be a bit strong when you first get it, but will become irrelevant quickly. Whoops didn't see the bit under the spoiler.

But overall, awesome, just needs cleaning up.
I didn't look at the channels, I admit. There's a long list.
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Old 07-30-2012, 11:55 AM   Top  -  End  -  #18
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Default Re: The Life Disciple(3.5 Base Class, PEACH)

Quote:
Originally Posted by Lix Lorn View Post
First off, I really like the class!
Second off, a couple of formatting bits:
There's no comma between Summon Spirit Wisps and Healing Wave at first level, and Healing Wave isn't capitalised. Also, ay 9d6 and 10d6 it isn't Italicised.
Thanks for noticing, fixed.
Quote:
Originally Posted by Lix Lorn View Post
Onto actual comments...
I don't like alignment requirements. Healing doesn't automatically mean good. Hurting things isn't evil, else every good character would need a Vow of Peace. Why should the reverse be true?
Imagine a selfish man with the power to heal, who lives in a mansion he bought with the profits of selling his divine touch. Why not make that possible?
Good point, I changed from good only to non-evil. In the spirit of clerics being limited to what energy they can channel based on their alignment, I still would like to restrict the evil alignment, but I agree that there's no reason the class should be good only.

Quote:
Originally Posted by Lix Lorn View Post
Do channels suffer Arcane Spell Failure? SLAs normally don't, but Warlocks do.
I thought about it, but I decided since the life disciple is a divine caster instead of arcane like the warlock, I thought it would make sense that they wouldn't have spell failure like other divine casters.

Quote:
Originally Posted by Lix Lorn View Post
I love Spirit Wisps. They are my single favourite part of the class. Like... ♥
However, they could use a little cleaning up. First off, it'd be easier (IMO) to put the Spirit Wisp spoilers underneath their ability.
Second, it's kinda... untidy. If I may...
Spoiler
Yes, spirit wisps are my favorite part too! Thanks for the formatting /rewording suggestions, I have implemented them so it looks better.

Quote:
Originally Posted by Lix Lorn View Post

Now, through to spirit dragon is shiny, but the Spirit Dragon needs a little more. It needs its HD specified (I assume it's a Dragon, Incorporeal, but this needs to be said. It should also really have Incorporeal Traits and Dragon Traits seperately. (Also Scintillating is spelt wrong)
It also seems to scale badly. I feel like it might be a bit strong when you first get it, but will become irrelevant quickly. Whoops didn't see the bit under the spoiler.

But overall, awesome, just needs cleaning up.
I didn't look at the channels, I admit. There's a long list.
Oops, yeah I forgot monsters need a type. I also forgot to write this in: "despite their name and appearance, spirit dragons have no relation to actual dragons, they simply choose to take their form." I made it an incorporeal outsider instead.

Thanks for the comments, I appreciate it!
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Old 07-30-2012, 02:35 PM   Top  -  End  -  #19
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Thanks for noticing, fixed.

Good point, I changed from good only to non-evil. In the spirit of clerics being limited to what energy they can channel based on their alignment, I still would like to restrict the evil alignment, but I agree that there's no reason the class should be good only.
Certainly better!
I've never been fond of that ruling. I don't use any alignment restrictions at all in my games because I think they're dumb.

Quote:
I thought about it, but I decided since the life disciple is a divine caster instead of arcane like the warlock, I thought it would make sense that they wouldn't have spell failure like other divine casters.
Makes perfect sense, but you may want to spell it out. I'[ve always claimed that homebrew should be written as if the reader is dumb enough to need EVERYTHING explained, and smart enough to pounce on ANYTHING abusable.

Quote:
Yes, spirit wisps are my favorite part too! Thanks for the formatting /rewording suggestions, I have implemented them so it looks better.
Glad to help!

Quote:
Oops, yeah I forgot monsters need a type. I also forgot to write this in: "despite their name and appearance, spirit dragons have no relation to actual dragons, they simply choose to take their form." I made it an incorporeal outsider instead.

Thanks for the comments, I appreciate it!
Helps, no problem.
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Old 08-01-2012, 10:25 AM   Top  -  End  -  #20
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Default Re: The Life Disciple(3.5 Base Class, PEACH)

The chart should list when they get access to each grade of channel.
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Old 08-03-2012, 02:04 PM   Top  -  End  -  #21
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The way that the wisp's HD are calculated is odd, it seems to include racial hit-dice, which is nice since it levels the playing field, but maybe you meant for it to be based on class levels?

The sacrifice on the first color of wisps may need to be clarified as to if it is the Disciple's wisdom modifier or the wisp's. Then again, it could just be my tiredness.

On the sacrifice for the ones that can counterspell, it sounds like it creates a permanent duration, single use protective effect, rather than being something that goes off instantly.
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Old 08-04-2012, 12:00 PM   Top  -  End  -  #22
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Default Re: The Life Disciple(3.5 Base Class, PEACH)

Quote:
Originally Posted by DracoDei View Post
The chart should list when they get access to each grade of channel.
Thanks, fixed.

Quote:
Originally Posted by DracoDei View Post
The way that the wisp's HD are calculated is odd, it seems to include racial hit-dice, which is nice since it levels the playing field, but maybe you meant for it to be based on class levels?
Eh, you're right, that's not how I intended. Since its not unbalanced I'll just leave it.

Quote:
Originally Posted by DracoDei View Post
The sacrifice on the first color of wisps may need to be clarified as to if it is the Disciple's wisdom modifier or the wisp's. Then again, it could just be my tiredness.
Thanks, fixed.

Quote:
Originally Posted by DracoDei View Post
On the sacrifice for the ones that can counterspell, it sounds like it creates a permanent duration, single use protective effect, rather than being something that goes off instantly.
I'm not really sure what you mean, maybe it's just me but when I read it I don't understand how it could be construed that way.

Thanks for the comments, I appreciate it!
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My Homebrew: The Life Disciple

Last edited by Road_Runner : 08-04-2012 at 12:06 PM.
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Old 10-10-2012, 07:20 PM   Top  -  End  -  #23
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Default Re: The Life Disciple(3.5 Base Class, PEACH)

Hey guys, just posting to say that I made a an alternate version to the life disicple:

I present The Death Disciple..

Also I've made these changes to the life disciple:

10/10/12
-radiant storm damage changed to be more consistent, (1d4-1 rays to 1d2+1)
-spirit storm is changed; now deals more damage but doesn’t curse enemies, and provides a beneficial protective effect to allies.
-shadow wisp channel name changed to shadow reflection, now creates a wisp as per the death disciple class.
-red wisp changed so that damage scaled slightly better (to parallel the damage scaling that shadow wisps have for their sacrifice)
-changed spirit binding to be a permanent curse instead of 1 round/level.
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Old 10-20-2012, 01:12 PM   Top  -  End  -  #24
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Default Re: The Life Disciple(3.5 Base Class, PEACH)

While I'll probably post an actual opinion on the class later (as I really like it) I have one question right from the start:

Do healing wave modifying channels also fall under the "once in four rounds" rule or are they exempt as they are just modifiers?
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Old 10-20-2012, 10:17 PM   Top  -  End  -  #25
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Default Re: The Life Disciple(3.5 Base Class, PEACH)

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Originally Posted by Re'ozul View Post
While I'll probably post an actual opinion on the class later (as I really like it) I have one question right from the start:

Do healing wave modifying channels also fall under the "once in four rounds" rule or are they exempt as they are just modifiers?
I originally had them as specifically exempt from the "once in four rounds" rule, but at the request of my DM (since I was playing the class) I deleted that exemption. I don't think it would be too strong to play it with that exemption. I'm glad you like the class!
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Old 03-22-2013, 02:50 PM   Top  -  End  -  #26
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Default Re: The Life Disciple(3.5 Base Class, PEACH)

Changes:

-wisps can stack now, but after 1 they count as 1 grade less for the purpose of the standard guard bonus.
-positive energy aura class feature
-some bonus feats and positive energy aura class feature added.
-wisp mastery feat has callback ability
-shadow reflection changed (this was changed a while ago, forgot to link the class).
-magic breaker can now be used as break enchantment or a slightly better version of dispel magic.
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