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Old 12-21-2011, 10:15 AM   Top  -  End  -  #1
Deviston
Dwarf in the Playground
 
 
Join Date: May 2010
Default (Pathfinder) Ra-Seru Warrior (Base Class, PEACH)

Symbiont Bonded Warrior

"’To receive anything, mankind must first give something of equal value.’ Well, some laws are meant to be broken!"
Noah, Human Symbiont Bonded Warrior

The symbiont bonded warrior is a delver into acceptance. To allow another living being to survive off of your own life force and make a deal with them for mutual benefits. They learn special combat styles that are lost to the world but live on in the genetic memory of the symbionts. Through this symbiosis the genetic memories are awoken and a new fighting style is reborn.

There are any number of factions among the symbiont bonded warriors. The warriors themselves can strive to any goal they would without being bonded. The symbionts however have goals of their own; the resurgence of their species. Some believe this should be done through strength of arms and evil, other believe more peaceful means would accomplish the task properly. To each its own as they say.

The Symbiont Bonded Warrior's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering/the planes/history) (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Survival (Wis).
Skills Points at Each Level: 4 + int

Hit Dice: d10

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpirit Arts
1st
+1
+2
+2
+0
Lure Symbiont, Symbiont Weapon Form, Spirit Arts (normal), Spirit Charge +1
1
2nd
+2
+3
+3
+0
Conflict Resistance +2
2
3rd
+3
+3
+3
+1
Symbiont Evolution
2
4th
+4
+4
+4
+1
Spirit Charge +2
2
5th
+5
+4
+4
+1
-
3
6th
+6/+1
+5
+5
+2
Spirit Arts (hyper), Symbiont Evolution
4(+1)
7th
+7/+2
+5
+5
+2
Spirit Charge +3
4
8th
+8/+3
+6
+6
+2
Conflict Resistance +4
5
9th
+9/+4
+6
+6
+3
Symbiont Evolution
5
10th
+10/+5
+7
+7
+3
Spirit Charge +4
5
11th
+11/+6/+1
+7
+7
+3
-
6
12th
+12/+7/+2
+7
+7
+4
Symbiont Evolution
6
13th
+13/+8/+3
+8
+8
+4
Spirit Charge +5
6
14th
+14/+9/+4
+9
+9
+4
Spirit Arts (super)
7(+1)
15th
+15/+10/+5
+9
+9
+5
Conflict Resistance +6, Symbiont Evolution
7
16th
+16/+11/+6/+1
+10
+10
+5
Spirit Charge +6
7
17th
+17/+12/+7/+2
+10
+10
+5
-
8
18th
+18/+13/+8/+3
+11
+11
+6
Symbiont Evolution
8
19th
+19/+14/+9/+4
+11
+11
+6
Spirit Charge +7
8
20th
+20/+15/+10/+5
+12
+12
+6
Spirit Arts (miracle)
9(+1)


Weapon Proficiencies: A symbiont bonded warrior gains proficiency in all simple and martial weapons. They also gain proficiency in light, and medium armor and all shields (except tower shields).

Lure Symbiont: As you start to embrace your acceptance of the reliant ones, you can perform special rituals to lure certain symbionts to you for you to become the host of. It takes 1 hour per 100 gold to summon the symbiont you choose. You may only select from the level 1 list.
However, at higher levels you can submerge a symbiont into yourself for (1 hour per 100 gold of its market value). At the end of the duration you can evolve the submerged symbiont into another symbiont. You may then select new evolutions to apply to the symbiont which replace the evolutions the old symbiont possessed. If the new symbiont is of a higher tier than the original, reduce the number of evolutions by the number of tiers increased.

Symbiont Weapon Form: Upon selecting your symbiont, if it does not already function as a weapon, you must choose a weapon form for it to emulate. If the symbiont does not already function as a weapon, you must invest the cost of purchasing a masterworks version of the weapon it is emulating, and submerge it into yourself for the evolution that takes 1d4 days. At the end of the evolution, the symbiont is attached and function as the weapon you chose it to emulate. This can not be a double weapon, a weapon utilizing complicated parts (like a crossbow), or the ammunition for a ranged weapon (like arrows, it only emulates the bow and string). After this evolution, the symbiont may be enchanted like any weapon. Should the symbiont be killed or lost, the money invested for enhancement is lost aswell, unless the symbiont is returned to life in some way or found.
If your symbiont is killed or unconscious, it only functions as the base weapon it is emulating. You no longer gain any other benefits from it as it no longer is providing you with the chemicals in your body or whatever method it previously used to provide you its benefits.

Spirit Arts: At 1st level, a symbiont bonded warrior gains the knowledge of one normal level spirit art, chosen from the symbiont bonded warrior spirit art list based upon the damage type of their symbiont weapon form. At levels 6, 14, and 20 you gain a new level of spirit arts. Additionally, when a higher level of arts is learned, you automatically learn any one lower level of arts that you meet the prerequisites for.
Spirit arts are a combat style known to the symbionts from ages long past. The styles are locked in their genetic memory and only by bonding with a willing host can these arts be learned. They are difficult to master and as such each level has an inherent penalty to all attack rolls in the round they are used. Normal arts reduce attacks rolls by -1, hyper arts reduce attack rolls by -2, super arts reduce attack rolls by -3, and miracle arts reduce attack rolls by -4. These penalties stack and apply to all attacks made in the round as you begin to channel the art chain and stack with each other.
To start an art chain, even if there is only one art in the chain, one must first connect with a basic attack. To channel a miracle art, a super art must be channeled. To channel a super art a hyper art must be channeled. To chain a hyper art a normal art must be channeled. One does not need to hit with a normal art to continue the chain up to a hyper or super art, they must simply declare what arts will be in the chain before making their first basic attack. Some arts require the successful use of a lesser art for it to function. If the requirement misses, the art that the prerequisite was not met for is replaced with a regular attack and the chain is free to continue. Penalties for the higher level of arts still apply even if the higher art is replaced with a basic attack.
When an art calls for a (weapon type) attack, you may use any weapon that meets the requisites for that attack.

DC's for spirit arts are 10 + ½ class level + Intelligence modifier.

Spirit Charge (Ex): At first level you gain the knowledge of the spirit charge. This allows you to gain the extra attack needed to perform a normal art. As a full-round action you charge your spirit energy into your symbiont weapon. This gives you an additional attack the next time you make a full attack action. You may hold the charge for rounds equal to 2 * your spirit charge value. Additionally, you gain an insight bonus to all saves and Damage Reduction X/beyshk equal to your spirit charge value. As a free action you may expend this energy to gain the value as a insight bonus to attack rolls on all attacks made in the round in addition to the extra attack. All other insight bonuses last until the end of the round you expended your spirit charge energy. You may not charge your spirit if it is already charged.
Your spirit charge value is displayed on the class table above.

Conflict Resistance (Ex): You gain a +2 bonus on Will saves made during any personality conflict that might erupt between you and your symbiont. This increases by +2 at levels 8 and 15.

Symbiont Evolution (Ex): Your Lured symbiont begins to evolve into a more perfected form of itself. Beginning at 3rd level, you may select from the following lists as to how your symbiont evolves. You may not select an evolution more than once, but you may select a lower evolution when higher levels are available. To select a higher than tier I evolution you must have its precursor.

Spoiler



On Symbionts
WOTC created symbionts can be located in the following locations.
Spoiler

For some home brew symbionts should you not have access to this material, use this link.

Last edited by Deviston : 01-04-2012 at 04:00 PM.
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Old 12-21-2011, 10:16 AM   Top  -  End  -  #2
Deviston
Dwarf in the Playground
 
 
Join Date: May 2010
Default Re: (Pathfinder) Symbiont Bonded Warrior (Base Class, PEACH)

Spirit Arts


Acrobatic Arts (Piercing Symbiont Weapon Form) If an art does not specify damage type, it is of the element required or piercing. Element takes precedence.
Normal Arts
Spoiler

Hyper Arts
Spoiler

Super Arts
Spoiler

Miracle Arts
Spoiler


Vahnic Arts (Slashing Symbiont Weapon Form) If an art does not specify damage type, it is of the element required or slashing. Element takes precedence.
Normal Arts
Spoiler

Hyper Arts
Spoiler

Super Arts
Spoiler

Miracle Arts
Spoiler


Heavy Iron Arts (Bludgeoning Symbiont Weapon Form) If an art does not specify damage type, it is either of the element required and bludgeoning, or just bludgeoning.
Normal Arts
Spoiler

Hyper Arts
Spoiler

Super Arts
Spoiler

Miracle Arts
Spoiler

Last edited by Deviston : 01-03-2012 at 06:18 PM.
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Old 12-22-2011, 12:03 PM   Top  -  End  -  #3
Deviston
Dwarf in the Playground
 
 
Join Date: May 2010
Default Re: (Pathfinder) Ra-Seru Warrior (Base Class, PEACH)

Ra-Seru Bonded Warrior Feats

Extra Art
You have gained greater knowledge of your combat form from your Ra-Seru.
Perquisite: Know at least 1 hyper art
Benefit: Select an art from the list of available arts up to one grade lower that the highest tier you know. Your character now knows that art and can use it as any other art.
Special: This feat may be taken multiple times. Each time a new art is selected.

Extra Evolution
With great effort on you and your ra-seru's part, your ra-seru has evolved to greater heights of power.
Perquisite: Ra-seru must have at least one evolution at Tier III
Benefit: Select any Tier I evolution that you have access to. Your ra-seru now has evolved to have this evolution.
Special: This feat may be taken multiple times. Each time a new Tier I evolution is selected.

Enhanced Evolution
With great effort on you and your ra-seru's part, your ra-seru has evolved to greater heights of power.
Perquisite: Ra-seru must have at least one evolution
Benefit: Select any evolution that you have access to. Gain the benefits of that evolution at the next Tier.
Special: This feat may be taken multiple times. Any evolution may only benefit from this feat once. When you gain access to a new Tier of evolution and you elect to upgrade the evolution that benefits from this feat, calculate it as one higher as if you had just taken this feat. Any time that may select new evolutions for your ra-seru (i.e. replacing it after death, evolving it to a different symbiont) you may change the evolution that benefits from this feat.

Last edited by Deviston : 12-23-2011 at 12:15 AM.
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Old 12-22-2011, 12:44 PM   Top  -  End  -  #4
Vauron
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Join Date: Nov 2009
Default Re: (Pathfinder) Ra-Seru Warrior (Base Class, PEACH)

First, <3 Legend of Legaia. Second, could you please put a space between each of the evolutions and each of the arts? Third, I suggest that you both note in what books one can find symbionts, and include a few of your own for those who lack the requisite books.

Now, some questions
  • In the Spirit Arts column, what do the (+1)s indicate? If they refer to the lower level art you gain, that seems an odd way to indicate it. Just going by the table, you'd have that extra art for a single level, and than lose it once you level up.
  • Your spirit charge value denotes the number of extra attacks you make, right?

Also, you have a few extra close brackets in the table, and the Symbiont Weapon Form's bold tag was broken.

Last edited by Vauron : 12-22-2011 at 12:55 PM.
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Old 12-22-2011, 06:53 PM   Top  -  End  -  #5
Deviston
Dwarf in the Playground
 
 
Join Date: May 2010
Default Re: (Pathfinder) Ra-Seru Warrior (Base Class, PEACH)

Mkay, symbionts are from Eberron CS, Magic of Eberron, Fiend Folio, and in my homebrew are a bunch of symbionts in the "Daelkyr Conglomeration page.

The (+1) in the Spirit Arts column indicate the bonus "any lower level" art you game by learning the next tier of arts. This is above an beyond the ones on the table, so you gain a net +3 arts.

The spirit charge bonus does NOT indicate how many bonus attacks, it indicates the bonus to attack rolls on the round discharged, and the bonus to saves and DR while holding the charge. You only gain a SINGLE additional attack from that class feature, this is to allow using normal arts at level 1.

Edit: Btw thanks a lot for the formatting help and the suggestion for a space between arts, it looks a LOT better and i couldnt think of how to accomplish that :p

Last edited by Deviston : 12-22-2011 at 07:00 PM.
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Old 12-22-2011, 09:38 PM   Top  -  End  -  #6
Vauron
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Join Date: Nov 2009
Default Re: (Pathfinder) Ra-Seru Warrior (Base Class, PEACH)

That made the arts more readable, and it will make the evolutions readable once you get to them. Having glanced over the symbionts, now my main concern for this class is how the overwhelming majority of the symbionts are evil, which is a small concern for good characters.

I'm aware that that is largely in part due to how the Daelkyr are evil. At least since most of the alignments are 'usually X' it shouldn't be too difficult to get a DM to agree to letting you call for symbionts that are a set closer to good on the good/evil axis.

I haven't commented on balance, as I'm really not particularly good at noticing anything but the most obvious issues and, in any case, you still need to finish up the arts.
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Old 12-22-2011, 10:37 PM   Top  -  End  -  #7
Deviston
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Join Date: May 2010
Default Re: (Pathfinder) Ra-Seru Warrior (Base Class, PEACH)

ugh i know... this much took about 2 months. i enjoy creating classes, but it takes a long time for me for some reason. As for symbionts alignment, ur right. can be rule zeroed. but also, the conflict resistance helps.
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Old 12-22-2011, 10:59 PM   Top  -  End  -  #8
Vauron
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Join Date: Nov 2009
Default Re: (Pathfinder) Ra-Seru Warrior (Base Class, PEACH)

Quote:
Lure Symbiont: As you start to embrace your acceptance of the reliant ones, you can perform special rituals to lure certain symbionts to you for you to become the host of. It takes 1 hour per 100 gold to summon the symbiont you choose. It takes 1 hour per 100 gold to summon the symbiont you choose. You may only select from the level 1 list. However, at higher levels you may submerge your current symbiont into yourself and evolve it into another. You lose one symbiont evolution (and may change evolutions when evolving your symbiont) for every higher teir your symbiont falls on the list.
I just noticed something, the bolded line above appears to imply that you can only have a single symbiont at a time. While that is true to the heroes of Legend of Legaia, I can't help but wonder if that is the best idea.

If I have read too much into that line and having multiple symbionts is fine, perhaps it might be better put as something like:
"However, at higher levels you can submerge a symbiont into yourself for (Period of Time). At the end of the duration you can evolve the submerged symbiont into another symbiont. You may then select new evolutions to apply to the symbiont which replace the evolutions the old symbiont possessed. If the new symbiont is of a higher tier than the original, reduce the number of evolutions by the number of tiers increased."
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Old 12-22-2011, 11:10 PM   Top  -  End  -  #9
GuyFawkes
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Join Date: Jun 2011
Default Re: (Pathfinder) Ra-Seru Warrior (Base Class, PEACH)

Nice! Legend of Legaia! Alright, will comment on the more obvious things for now:

The BAB numbers are usually separated by forward slashes instead of commas. Makes it look more standard, more clean.

The Spirit Arts Column header is not in bold, also the Symbiont Weapon Form ability description title.

Saves are usually 12 for good and 6 for bad. 7 is intended? If so, why?

The +1 in the Spirit Charge ability description should be removed. Or is it really the name of the ability?

Also, yeah, you have to have a clear list of symbionts, reference book, page, etc.

The Conflict Resistance description is too short. You should put in the values, what are the pluses? When do you get them?

That's it for now. Looking forward to the finished class!
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Old 12-22-2011, 11:10 PM   Top  -  End  -  #10
Deviston
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Join Date: May 2010
Default Re: (Pathfinder) Ra-Seru Warrior (Base Class, PEACH)

@Vauron: The intent was that you may only have one symbiont derived from this class feature. Additionally, only that specific symbiont (evolved, changed into another, w/e) counts for the symbiont for the class features. You may have as many as you want! But no others can be evolved or count as your ra-seru. In our campaign, those are simply the seru.

@Guy Fawkes: Ty for the fixes and suggestions. Done.

Last edited by Deviston : 12-22-2011 at 11:26 PM.
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Old 12-24-2011, 09:15 AM   Top  -  End  -  #11
DiBastet
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Join Date: Feb 2011
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Default Re: (Pathfinder) Ra-Seru Warrior (Base Class, PEACH)

Legend of Legaia. That's amazing. Such a great game that never received big acclaim, or even middle acclaim, like Wild Arms.

Now, will you delve into the realm of ra-serus from the game, meaning, lesse creepy symbionts?
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Last edited by DiBastet : 12-24-2011 at 09:18 AM.
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Old 12-24-2011, 06:50 PM   Top  -  End  -  #12
Deviston
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Join Date: May 2010
Default Re: (Pathfinder) Ra-Seru Warrior (Base Class, PEACH)

Quote:
Originally Posted by DiBastet View Post
Legend of Legaia. That's amazing. Such a great game that never received big acclaim, or even middle acclaim, like Wild Arms.

Now, will you delve into the realm of ra-serus from the game, meaning, lesse creepy symbionts?
Well, I think I'll add some rules and turn symbionts "less creepy" and make their aligments normal ones. My theory aligns something like, just being in the world makes them normal symbiont alignment. Being generated by daelkyr holf bloods or this class as an example, would be aligned to the user. Cause what symbiont would come to the call of a good person? That type of thing.

In our world, seru are those that do not change at all. Ra-seru are those that evolve. Say for example this class, or through the Engineer of the Flesh feat.

So yes, the attempt will be to making them "less creepy". But it would be campaign specific type of thing. Couldn't really be a new mechanic unless we made a new creature type 'seru' versus 'symbiont'. At least imo.

Edit: Omg, loved Wild Arms/2, and Thousand Arms! That was a weird but great one!

Last edited by Deviston : 12-24-2011 at 08:14 PM.
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Old 01-03-2012, 06:20 PM   Top  -  End  -  #13
Deviston
Dwarf in the Playground
 
 
Join Date: May 2010
Default Re: (Pathfinder) Ra-Seru Warrior (Base Class, PEACH)

Done. Arts finished. As far as I can tell the class is totally completed (minus the reflavor junk for making ra-serus "less creepy") so let's get some balancers and such working on this for the PEACH process.
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Old 07-28-2012, 03:05 AM   Top  -  End  -  #14
Deviston
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Join Date: May 2010
Default Re: (Pathfinder) Ra-Seru Warrior (Base Class, PEACH)

Critiques please :)
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Old 07-28-2012, 04:53 PM   Top  -  End  -  #15
Vauron
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Join Date: Nov 2009
Default Re: (Pathfinder) Ra-Seru Warrior (Base Class, PEACH)

I had a massive post that commented on almost all the arts and a few issues I had, but it was eaten. So its undiplomatic cliff notes time.

First, when you say 'TYPE attack', do you include the STR modifier in that?* Second, the Super Arts in general look weak. When you gain them the casters are making the world quake under the weight of their eighth level spells, the Super Arts don't even compare. Third, Hyper Arts have very unimpressive damage, especially the Acrobatic Arts. Fourth, it took me a long while to realize that by 'Must have' your probably meant "Must have channeled during this series of attacks". For a long while I had assumed that that was not the case. Fifth, Charging Scorch says that you 'Must make a 10 foot move before making the attack roll for this art' but does not give you the ability to do so and Fire Tackle has the same problem. All of the 'make attack at range of BLAH' arts are awkward, as they do not actually increase your range, due to the need to lead with a basic attack. More detailed comments on arts may come when I stop wanting to tear my hair out.

How do Passive Arts work? Do they only apply to combos in which they are channeled? If you channel a Passive Art, does that decrease the number of attacks per turn you can make? Do they apply to earlier parts of the combo or only one that come after?



On more general concerns, what is the tier of a symbiont? It is not mentioned in ECS, and the thread you link to does not use the word at all. This is still a class that works best for Evil characters due to the overwhelming majority of symbionts being evil.

Suggestions: Consider letting a Symbiont Bonded Warrior gain the ability to make a full attack when charging. A feat to reduce the action cost of Spirit Charge might be a good idea. The ability to spend Spirit Charge to get another attack during a standard action seems like a good idea to me, perhaps as a class feature in the level 7-10 range.

I'm certain I forgot things, but too frustrated to think now.

*
Spoiler
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