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Old 07-03-2012, 08:59 AM   Top  -  End  -  #1
Morph Bark
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Default Son of Man, I'll make a man out of you! [3.5 base class, PEACH]

Introduction

The class you see before you and below this introduction is the Son of Man, my entry for the 12th installment of the Base Class Challenge. The original entry can be found here and you can vote for it and other entries here.

Please note that the class below will be different from the original entry as I overshot the balance a little. The original entry is High Tier 3, bordering on Tier 2 depending on the domains and power of the soul-linked ally. I intend to lower its power a bit and increase the amount of trickles available. I hope you enjoy'll it!


Changelog
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Old 07-03-2012, 09:02 AM   Top  -  End  -  #2
Morph Bark
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Son of Man

Art by Lujji


“Look to the sky! Lift your spirit, set it free! Someday, you will walk tall with pride. Son of Man, a man in time you’ll be.” ~ Cole Philkins, Epic Bard


Adventures: The world is at your feet! A son of Man looks to the sky and feels a fire burning within, one that burns with the desire to explore, break beyond the heavens and fly over the horizon. Travel and meeting new people is one of the things that can drive a son of Man, ensuring that races are treated equally.

Characteristics: GENOCIDE. Or, y’know, the usual partying and such. Sons of Man are flexible in their spellcasting, quick to act and are strong bonds to hold a group together. They are leaders, they are friends and they are lovers. If you dare call yourself an enemy of one, you will be befriended, which occasionally can be lethal.

Alignment: Sons of Man are more often chaotic than lawful, while being evenly spread across good and evil. Curiously enough, the evil ones sometimes seem to act in ways that might seem good where the treatment of other races is concerned.

Religion: Sons of Man tend to not follow racial deities, curiously enough. This is most likely because they feel like they are more a part of more than one race, which distances them from those deities, especially ones that treasure racial purity such as Zarus.

Background: Humans have a diverse racial history. Deep within the heart of their ancestry lie lines traced to many other races or creatures of greater inherent power. A son of Man is someone who can tap into that distant powerful ancestry, whether it is because they are human themselves or because they have a close human ancestor, usually no more distant than a grandparent.

Races: Any race that can interbreed with humans can potentially become a son of Man. This includes all humanoids (minus those with the reptilian subtype), all dragons, all outsiders, all elementals, all fey, all giants, minotaurs and doppelgangers.

Other Classes: Most classes have a rather neutral view of sons of Man, their race influencing their opinion of members of this class much more. Dwarves and goblins especially don’t seem to like them for their mixing with humans, whether it is because they find mixing itself a bad thing or humans in particular, while orcs think their powers are pretty cool, in a similar way to totem animals granting powers, though not on the same level, as other races obviously aren’t revered as the spirits are.

Role: Sons of Man are leaders, up-front fighters and utility casters.

Adaptation: If there is humans in a campaign setting, sons of Man aren’t that far away as a possibility.

GAME RULE INFORMATION
Sons of Man have the following game statistics.
Abilities: Charisma should be your numero uno concern for your spells and social skills. After this, Intelligence is also an ability score you won’t want to have low, as it determines some of your melee capacities. Constitution is always important to everyone, everywhere, ever.
Alignment: Any.
Hit Die: d8.
Starting Age: Simple.
Starting Gold: 6d4 x 10 (150 gp).

Class Skills
The son of Man’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disguise (Cha), Knowledge (arcane, geography, history, local, nature, religion, the planes) (Int), Perform (Cha), Profession (Wis), Speak Language (None) and Spellcraft (Int).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Son of Man
LevelBase Attack BonusFortRefWillSpecial
1st+0+2+2+2Fist of Man, Man’s versatility, Social Link (tactical defense), X The Y
2nd+1+3+3+3Face of Many Races, Trickle
3rd+2+3+3+3Keep Up The Pace (+10 ft/+1)
4th+3+4+4+4Social Link (distracted defenses)
5th+3+4+4+4Spell Charge
6th+4+5+5+5Keep Up The Pace (+20 ft/+2)
7th+5+5+5+5Social Link (tactical movement)
8th+6/+1+6+6+6Double Trickle
9th+6/+1+6+6+6Keep Up The Pace (+30 ft/+3), Searing Spell Charge
10th+7/+2+7+7+7Social Link (improved distracted defenses)
11th+8/+3+7+7+7Improved Trickle, Spell Refreshment (1st-3rd)
12th+9/+4+8+8+8Keep Up The Pace (+40 ft/+4)
13th+9/+4+8+8+8Social Link (tactical teleportation), Trickle Fusion
14th+10/+5+9+9+9Spell Pounce
15th+11/+6/+1+9+9+9Keep Up The Pace (+50 ft/+5)
16th+12/+7/+2+10+10+10Social Link (greater distracted defenses)
17th+12/+7/+2+10+10+10Spell Refreshment (1st-6th)
18th+13/+8/+3+11+11+11Keep Up The Pace (+60 ft/+6)
19th+14/+9/+4+11+11+11Social Link (shared glory), Triple Trickle
20th+15/+10/+5+12+12+12Greater Trickle, Loved by Life

Weapon and Armor Proficiencies
A son of Man is proficient with all simple weapons, light armor and shields (but not tower shields).

Spellcasting
“You ain’t never had a friend like me!”
A son of Man casts divine spells, which are drawn from the son of Man spell list. When you gain access to a new level of spells, you automatically know all the spells of that level on the son of Man’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your list of spells known.

To cast a son of Man spell, you must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The DC for a saving throw against a son of Man’s spell is 10 + the spell’s level + the son of Man’s Cha modifier. Like other spellcasters, a son of Man can cast only a certain number of spells of each level per day. The base daily spell allotment is given on the table below. In addition, you receive bonus spells for a high Charisma score.

Spoiler


Fist of Man
“...”
At level 1 a son of Man gains Improved Unarmed Strike and Superior Unarmed Strike as bonus feats.

Man’s Versatility
“Let’s get down to business.”
At level 1 you may pick two skills that aren’t class skills for the son of Man. These skills become class skills for you for your son of Man levels. Once chosen, these cannot be changed.

Social Link
“I’ll make a man out of you!”
You can forge a special bond with an ally, of brotherhood, of sisterhood, of strength and honour and the promise of watching each other’s backs. You can forge this bond, this social link, with only one creature at a time and they must have an Int score of at least 3 and they must be able to understand you. Forging the social link takes 10 minutes, after which it lasts until you recreate it with a different creature, though you must wait at least 24 hours to do so after forging a social link. While the social link is active, you can choose one of the following benefits, appropriate for your class level (as shown on the table), which you may change as a swift action on your turn.
Tactical Defense (Ex)
“If you want to have a go, I just want to let you know: get off of my back and into my game!”
While you and the ally you forged a social link with are within 30 ft of each other, you gain your Intelligence modifier to AC and your ally gains half the bonus. If your ally is adjacent to you, he gains the full bonus. If you are wearing any armor heavier than light, the maximum bonus you can get from this ability is +1. If your ally is wearing any armor heavier than light, he cannot gain the bonus.

Distracted Defenses (Ex)
“Can you sing with all the voices of the mountains? Can you paint with all the colors of the wind?”
A 4th-level son of Man can use this ability. Whenever you and an ally flank a creature, DCs of any abilities used by you or your ally increase by 2 against that creature. This includes spells, powers, maneuvers, supernatural abilities and so on. Furthermore, any attacks made against the flanked creature deals an additional 1d6 damage.
At level 10 this bonus to DCs increases to 4 and the bonus damage increases to 3d6. At level 16 it increases to 6 and the bonus damage increases to 5d6.

Tactical Movement (Ex)
“With the sun beating down I am on my way and I can’t beat the smile off my face!”
A 7th-level son of Man can use this ability. Whenever you use two move actions during your turn, your soul linked ally may use a single move action as well. Whenever your soul linked ally uses two move actions during his turn, you may use a single move action as well.

Tactical Teleportation (Su)
“I will find my way. I can go the distance.”
A 13th-level son of Man can use this ability. Once per day per point of your Intelligence bonus (minimum 1) you may use dimension door as a supernatural ability to appear next to your soul linked ally if he is in range or come as close as possible if he isn’t. As a swift action you may grant your soul linked ally this ability for one round. Caster level equals your son of Man caster level.

Shared Glory (Ex)
“I see the path from this dark place, I see my future. Your forgiveness has set me free and I can see another way, I can fight another day!”
A 19th-level son of Man can use this ability. To activate this ability, your soul linked ally must be willing and within 30 ft of you. While this ability is active, your hit point totals are added up and become a shared pool of hit points. Any single attack, spell or effect against either of you cannot deal more than 50 points of damage. Spells or effects that deal damage over time cannot deal more than 50 points of damage each time it deals damage. Attacks, spells or effects that would deal damage to you and your ally at the same time cannot deal more than 50 points of damage in total. You also both become immune to any damage that isn’t intentionally and willfully inflicted upon either of you, including falling damage, environmental damage and ability damage inflicted by disease (but not poison). You also both gain your full Int bonus to AC regardless of what armor either of you are wearing and both gain a resistance bonus to saves equal to your Int bonus. After activating this ability it remains in effect for 10 rounds, after which it cannot be used again until you have rested for 8 hours.
X The Y (Ex)
“And once you're watching every move that I make, you got to believe that I got what it takes! To stand out!”
A son of Man may make a Perform check in place of a Bluff, Diplomacy or Gather Information check. He may not use Perform (weapon drill) for this. He may make a Perform (weapon drill) check in place of an Intimidate check. However, if he does this, the amount of time required for the check is doubled.

Face of Many Races (Ex)
“When will my reflection show who I am inside?”
A son of Man of 2nd level or higher gains half his class level (rounded up) as a bonus to Disguise checks.

Trickle (Su)
“I will find my way, I can go the distance.”
A son of Man has the power to call upon through links of ancient ancestries through the trickling of blood of distantly related races through his own. At the start of each day he can concentrate on this inner power for 5 minutes as he slowly traces a performance of those ancestors whose powers he calls upon. At first a son of Man can only have one trickle active, which remains active for 24 hours, but he can gain the ability to use more of them and access their stronger abilities at higher levels.

Keep Up The Pace (Ex)
“Gotta go faster, keep up the pace, just to stay in the human race!”
At third level and every three levels afterwards the son of Man’s base land speed increases by 10 ft and he gains a +1 increase to his initiative modifier. These increases are untyped bonuses and stack with themselves.

Spell Charge (Ex)
“…”
As a full-round action a son of Man of 5th level or higher may move up to twice his base land speed and cast a spell with a casting time of a standard action or less at the end of this movement. If he expends a second spell slot of a level equal to the spell’s level minus 1 or higher as a free action (known as the sacrificial spell), the spell’s area is doubled, its DC is increased by 2, you get a +2 bonus on attack rolls with it and a +2 bonus on caster level checks to overcome spell resistance and it deals 2 points of extra damage per damage die.

Double Trickle
“I’ll be there someday, if I can be strong.”
At 8th level a son of Man becomes able to have two trickles active at once.

Searing Spell Charge (Su):
“In the man behold the child on the trail we blaze!”
Whenever a son of Man of 9th level or higher uses spell charge, he deals 1d6 points of damage per level of the sacrificial spell to anyone attempting to attack him with an attack of opportunity, whether they hit him or not. Furthermore, spells cast at the end of a spell charge ignore energy resistances and still deal half damage to creatures with immunity to the energy type of the spell cast.

Spell Refreshment (Ex)
“…”
When a son of Man reaches 11th level he gains the ability to refresh his spells once per day. With a 15-minute performance he can sacrifice a single spell slot of level 4 or higher and regain an equivalent number of spell levels in spell slots of level 3 and lower, arranged as he wishes. However, he cannot refresh an amount of spells that would put any of his spell levels per day over his maximum per day amount.

At 17th level the son of Man becomes able to also refresh spell slots of up to level 6 by sacrificing a single spell slot of level 7 or higher.

Trickle Fusion
“Two worlds, one family.”
A son of Man of 13th level or higher learns how to merge the trickling bloodlines of distant ancestries and fuse their power together. The son of Man now gains the Trickle Fusion abilities of the combinations of trickles he has active.

Spell Pounce (Ex)
“Nants ingonyama bagithi baba!”
A son of Man of 14th level or higher can cast two spells at the end of a spell charge, though he needs to sacrifice an extra spell for both of them to grant them the benefits of spell charge. If he sacrifices two spells in this manner, his searing spell charge damage becomes 1d8 points of damage per level of the highest level sacrificial spell.

Triple Trickle
“I know every mile will be worth my while. I can go most anywhere to feel like I belong.”
At 19th level a son of Man becomes able to have three trickles active at once.

Loved by Life (Ex)
“It’s the Circle of Life!”
At level 20, a son of Man reaches the peak. As an immediate action he can expend a spell slot to heal 20 times the spell’s level in hit points, simultaneously curing himself off all ability damage and ability drain and any negative spell effects and conditions affecting him. He cannot use a 0-level spell for this purpose.


Spell list
Spoiler





Trickles
Trickles come in two kinds: ethnic trickles and ancient trickles. Ethnic trickles encompass bloodlines that are less powerful and often mean that that ancestor is nearer in the family tree than others, while an ancient trickle is a bloodline that can lie dormant for dozens, hundreds or even thousands of generations before manifesting its power in a son of Man. An ancient trickle takes up two trickle ‘slots’, which means they aren’t available until level 8 and even then don’t allow you to have a second trickle active alongside it until level 19.

Other trickles than these are possible, these are merely the most common ones, by far.


Ethnic Trickles
Spoiler


Ancient Trickles
Spoiler


Trickle Fusions
Spoiler
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Last edited by Morph Bark : 07-03-2012 at 05:07 PM.
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Old 07-03-2012, 09:04 AM   Top  -  End  -  #3
Morph Bark
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Default Re: Son of Man, I'll make a man out of you! [3.5 base class, PEACH]

Reserved, just in case.
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Old 07-03-2012, 09:09 AM   Top  -  End  -  #4
kanachi
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Default Re: Son of Man, I'll make a man out of you! [3.5 base class, PEACH]

I'm really pleased to see you taking this class on further. I will try to give you a proper write up later, but I think you have a solid start to work from.

Anyway, cracking stuff and I look forward to seeing how it evolves.
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Old 07-03-2012, 05:11 PM   Top  -  End  -  #5
Morph Bark
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Default Re: Son of Man, I'll make a man out of you! [3.5 base class, PEACH]

I changed the spell progression. I am currently thinking about what other races to make Ethnic Trickles for. Goblins sound like a solid addition, but what would their bonuses be? Increasing Dex and Ride and Move Silently and... improved movement speed or something?

There isn't a Goblin Domain either, so I'd need to figure out a fitting domain for them. In fact, any races other than the ones I already got up here don't have specific cleric domains for them, so I'm kinda stumped for most as to what domains to use for them, if they'd get a trickle at all.
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Old 07-03-2012, 06:14 PM   Top  -  End  -  #6
kanachi
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Default Re: Son of Man, I'll make a man out of you! [3.5 base class, PEACH]

I would like to see Ethnic Trickles for:

Ogres: There are half-ogres after all, so it makes sense.

Xeph: I like psionics and these guys seem likely to have mixed with humans, I assume they are biologically combatable.

Synads: Psionic once again and its implied that they mix with humans a lot and it seems likely that they are biologically combatable from what i remember.
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Old 07-03-2012, 07:40 PM   Top  -  End  -  #7
zetsu1919
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Default Re: Son of Man, I'll make a man out of you! [3.5 base class, PEACH]

one problem i see is with your Infinite supply of 0-level spells, cause spamming cure minor wounds should not be possible for anyone, so i would either put a limit on his casting of 0-level spells, or take some spells out of his spell list
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Old 07-04-2012, 04:26 AM   Top  -  End  -  #8
Morph Bark
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Default Re: Son of Man, I'll make a man out of you! [3.5 base class, PEACH]

Quote:
Originally Posted by kanachi View Post
I would like to see Ethnic Trickles for:

Ogres: There are half-ogres after all, so it makes sense.

Xeph: I like psionics and these guys seem likely to have mixed with humans, I assume they are biologically combatable.

Synads: Psionic once again and its implied that they mix with humans a lot and it seems likely that they are biologically combatable from what i remember.
Funnily enough, I remember the psionic races other than Dromites, Half-Giants and Elans not being all that interesting. I'll take a look though. Ogres are certainly a good idea. I had originally thought of adding them and Trolls as well, but in the end just kept it to only Giants for now due to time constraints.

Quote:
Originally Posted by zetsu1919 View Post
one problem i see is with your Infinite supply of 0-level spells, cause spamming cure minor wounds should not be possible for anyone, so i would either put a limit on his casting of 0-level spells, or take some spells out of his spell list
If by level 13 you're having trouble healing, you probably might want to consider changing tactics. Healing out of combat is incredibly easy from level 2 onwards, level 1 if you're a Dread Necromancer, who can do it at will. Really, 0-level spells are really weak. In fact, in Pathfinder you get at-will casting of 0-level spells from the get-go for all classes and Pathfinder has less high-Tier classes than 3.5!
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Old 07-04-2012, 04:39 AM   Top  -  End  -  #9
kanachi
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Default Re: Son of Man, I'll make a man out of you! [3.5 base class, PEACH]

Quote:
Originally Posted by Morph Bark View Post
Funnily enough, I remember the psionic races other than Dromites, Half-Giants and Elans not being all that interesting. I'll take a look though. Ogres are certainly a good idea. I had originally thought of adding them and Trolls as well, but in the end just kept it to only Giants for now due to time constraints.
I agree that Xephs and Synads are not the most "stand out" races ever (though I've played as both) but they are written in a way which makes it seem likely that they have had relationships with humans, especially Synads and its likely that they have mated as a result. I cant see humans and Dromites getting it on and Elans are symbiotic and thus I didn't feel as though they really fitted.

Psionic humans exist and thus could come from one blood line or another... this of course depends on if you believe psionic ability is something a person is born with or learns (I tend towards a bit of both).

Anyway, hope that helps.
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Old 07-04-2012, 05:12 AM   Top  -  End  -  #10
Morph Bark
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Default Re: Son of Man, I'll make a man out of you! [3.5 base class, PEACH]

Quote:
Originally Posted by kanachi View Post
I agree that Xephs and Synads are not the most "stand out" races ever (though I've played as both) but they are written in a way which makes it seem likely that they have had relationships with humans, especially Synads and its likely that they have mated as a result. I cant see humans and Dromites getting it on and Elans are symbiotic and thus I didn't feel as though they really fitted.
Oh, I didn't mean to say I intended making trickles for Dromites or Elans, just that they are more interesting races than Synads and Xephs, generally speaking at least. I agree that if they tried to couple with a human they either simply couldn't (Dromite) or would produce a normal human (Elan).

Hmmm... since these are psionic races, I could either do them with granting access to powers-as-spells, a bunch of psi-like abilities, or only make them accessible as part of an ACF. I had intended to create a martial adept variant of the son of Man, so I could try see if I could create a psionic variant as well, both as ACFs.

Such things to think about.
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Old 07-04-2012, 10:31 AM   Top  -  End  -  #11
kanachi
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Default Re: Son of Man, I'll make a man out of you! [3.5 base class, PEACH]

Quote:
Originally Posted by Morph Bark View Post
Hmmm... since these are psionic races, I could either do them with granting access to powers-as-spells, a bunch of psi-like abilities, or only make them accessible as part of an ACF. I had intended to create a martial adept variant of the son of Man, so I could try see if I could create a psionic variant as well, both as ACFs.

Such things to think about.
A psionic variant to the class would be a nice touch.

Anyway, moving back to the class as a whole... My problems with the class have never been mechanical, merely thematic.

To be honest, I'm starting to think of this class as more of a gene splicer, like out of bioshock. You could adapt your system to fit this theme and then have all kinds of unusual mash ups (beyond simply human ones).

I would find a theme like that a lot stronger than a humanoid drawing on an ancestral heritage, which feels quite vague and leans a little more towards shamanism - but then that's not really the flavor I'm getting from the class, which is why I feel the disconnect from it thematically. If that makes sense?

The above is not supposed to put down your work in any way and is probably a demonstration of my lake of similar wave length or imagination than any flaw in the classes theme itself. Also as theme quibbles aside its a wonderful build.
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Old 07-12-2012, 12:55 PM   Top  -  End  -  #12
Morph Bark
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Default Re: Son of Man, I'll make a man out of you! [3.5 base class, PEACH]

New trickle ideas, Beta version.


Ogre/Ogre Mage
While the ogre trickle is active the son of Man gains a +2 bonus to Strength, a +2 bonus to Concentration and Intimidate checks and access to the following spells:
1st: sleep.
2nd: darkness, invisibility.
3rd: gaseous form.
Improved trickle: The son of Man can use the darkness and invisibility spells as spell-like abilities at will, gains fast healing 3, and the bonuses to his Strength score, Concentration and Intimidate checks increase to +4.
Greater trickle: The son of Man can use fly as a spell-like ability at will, gains regeneration 5 (acid and fire deal normal damage), as well as increasing the bonuses to his Strength score, Concentration and Intimidate checks increase to +6. He loses the Powerful Build ability he acquired with the giant trickle’s improved trickle.


Merfolk
While the merfolk trickle is active the son of Man gains a +2 bonus to Dexterity, a +2 bonus to Perform and Swim checks and access to the Water domain. He can also use his Dexterity modifier in place of his Strength modifier for Swim checks.
Improved trickle: The son of Man's bonuses to his Dexterity score, Perform and Swim checks increase to +4.
Greater trickle: The son of Man's bonuses to his Dexterity score, Perform and Swim checks increase to +6.


Also working on psionic ACF.
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