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Old 08-11-2012, 03:49 PM   Top  -  End  -  #1
bindin garoth
Ogre in the Playground
 
 
Join Date: Jan 2011
Default "Let the magics come to my soul....." [3.5, Base Class, PEACH]

THE SPELLBOUND

Changelog:
Spoiler




1. Introduction
2. Spellbound: A unique casting class
3. ACFs: Other masters of the arts
4. Feats for the masters of the binds

"May you hold on your spells forever." Nix, master Spellbound

This is a project I'm working one, having worked on this on and off for months now. The inspiration came from a manga, although it took a while for the idea to actually take off in my head. Originally, the class was much more complex, breaking down spells into the different subtypes, such as summoning and fire. However, between time constrains and having to go through all of the types, I ended up dropping it to just the different schools to keep my sanity.

What am I saying, none of us who play d&d are sane.....

And eventually, I was able to finish this class! Right now, only the basics are up. I hope to eventually write the fluff up for this class, but I also have several ACF's in mind, such as a dual-progression with Soul Binding, switching over to maneuvers, powers or even Formula. In addition, I plan on writing feats to make multiclassing easier, although that probably won't come until much later.

However, as always, comments and critiques are most certainly welcome, and feedback from playtesting is even more welcome. Right now, I'm currently debating between Spells Known and just making a spell list where they know all of their spells, thoughts on this are greatly appreciated!

The aim for this is a flexible tier 3 class, whose main limit is the number of spells they can bind/cast in a day.

Spoiler


Alignment: Any

Class Skills
The Spellbound's class skills (and the key ability for each skill) are Balance (Dex), Bluff(Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide(Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently(Dex), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each Level: 4 + int (x4 at first level)

Hit Dice: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial 0 1 2 3 4 5 6
1st
+0
+2
+0
+2
Spellcasting, Armored Caster(Light), Spell Bind 2 1 - - - - -
2nd
+1
+3
+0
+3
Burst 3 1 - - - - -
3rd
+2
+3
+1
+3
Enhanced Bindings I 3 2 - - - - -
4th
+3
+4
+1
+4
Mystic Eyes 4 3 1 - - - -
5th
+3
+4
+1
+4
Spell Resistance I, Binding Mastery 1/Day 4 4 2 - - - -
6th
+4
+5
+2
+5
Spell Bind II 4 4 3 - - - -
7th
+5
+5
+2
+5
Knowledge of the Arcanes, Spell Reserves 4 4 3 1 - - -
8th
+6
+6
+2
+6
Enhanced Bindings II 4 4 4 2 - - -
9th
+6
+6
+3
+6
Mettle 4 4 4 3 - - -
10th
+7
+7
+3
+7
Binding Mastery 2/Day, Reserve Burst 4 4 4 3 1 - -
11th
+8
+7
+3
+7
Spell Resistance II 4 4 4 4 2 - -
12th
+9
+8
+4
+8
Counter Bind 4 4 4 4 3 - -
13th
+9
+8
+4
+8
Enhanced Bindings III 4 4 4 4 3 1 -
14th
+10
+9
+4
+9
Spell Bind III 5 4 4 4 4 2 -
15th
+11
+9
+5
+9
Binding Mastery 3/Day 5 5 4 4 4 3 -
16th
+12
+10
+5
+10
Counter Burst 5 5 5 4 4 3 1
17th
+12
+10
+5
+10
Eyes of the Archmage 5 5 5 5 4 4 2
18th
+13
+11
+6
+11
Spell Attraction 5 5 5 5 5 4 3
19th
+14
+11
+6
+11
Repressing Spell 5 5 5 5 5 5 4
20th
+15
+12
+6
+12
Magic Conversion, Binding Mastery 4/Day 5 5 5 5 5 5 5

Weapon Proficiencies: A Spellbound has proficiency with all Simple and Martial weapons, and with light armor. A Spellbound is not proficient with any shields.

Spells: A Spellbound casts arcane spells, which are drawn from the
sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Spellbound must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Spellbound’s spell is 10 + the spell level + the Spellbound Charisma modifier.

Like other spellcasters, a Spellbound can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score. The Spellbound selection of spells is limited. A Spellbound begins play knowing 3 0-level spells, and 2 level 1 spells of his choice. At most new Spellbound levels, he gains one or more new spells, as indicated below.

A Spellbound can learn any sorcerer/wizard spell. Upon reaching 8th level, and at every three class levels afterwards, a Spellbound can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged. A Spellbound may swap only a single spell at any given moment, and must choose whether or not to swap the spell at the same time that he gains new spells known for the specified level. (1st-6th level spells, spells per day should be similar to a bard)

Spells Known:
Spoiler


Spell Bind (Su): A Spellbound is a student of the arcane, but in a more unique way than most. He has learned to take the energies in a spell and bind them to himself, granting himself some of it’s power! At level 1, whenever the Spellbound casts a spell, he may spend a swift action to bind the spell to himself, granting him the benefits as described below. The spell cast disappears, its normal effects lost and the spell slot is lost. If the spell is cast from an item or otherwise does not use a spell slot gained from the Spellbound class, the spell may not be bound. The spell bind remains until he regains his spells or he dismisses the effect as a free action (or uses the bind’s burst ability, as described below). He may either bind it as an arcane spell or as a spell of it’s school, gaining the benefits described below.

Binding a spell requires a large amount of arcane energies, and in order to advance the strength of the binds, he must continue to sacrifice larger amounts of arcane energies. If a Spellbound sacrifices one of his highest spell slots that he has access to from this class, he gain the benefits described below. However, if he sacrifices a spell lower than the highest he currently has access to from this class, he suffers a penalty to the abilities granted by the spell bind. A spell slot 1 level below the highest suffers a minor penalty, but any lower than this begin to suffer major penalties.

Penalties:
Spoiler


At level 6, you knowledge of spell bindings has increased. You may now bind two spells at once, gaining both of their benefits. Furthermore, you may now gain access to the Double Bind abilities. Whenever you bind two spells of the same school, you may sacrifice one of the normal effects you would gain access to (Meaning you gain access to 3 total effects instead of 4), instead gaining the effects of the double bind.

At level 14, you are near your maximum potential. You main now bind three spells at once. However, this is straining on your body. Whenever you bind a third spell, it only lasts for a number of rounds equal to it’s spell level. Should the number of spells you have bound be reduced during this time period, it is instead treated as a normal spell bind.

Armored Caster (Ex): A Spellbounds spells are simpler to cast then a Wizard’s spells, and can be cast while in light armor. A Spellbound casting any spell gained from this class may ignore the Spell Chance Failure of light armor while casting the spell.

Burst (Su): A Spellbound who as achieved 2nd level has learned to build up magical pressure from the bound spell, and to release it in a burst attack against one foe. You gain the ability to perform a bound spell’s burst ability as a standard action (normally), which causes you to lose the spell bound.

Enhanced Bindings (Su): A Spellbound of at least 3rd level has learned to enhance the powers behind the spell, granting himself even more power. His caster level increases by 1 whenever he has a spell bound.

At level 8, your powers grow even more. Choose one of your spells bound. Treat it as if your character level was 2 levels higher for the purposes of it’s abilities. You may change the spell bound you selected as a full-round action.

At level 13, your powers are at their peak. Whenever you have a specific school bound to you, all spells you cast from that school have their DC’s (if any), and all effects you use from it's bind increased by 1.

Mystic Eyes (Su): Due to the nature of your spell binds, your sight changes at level 4. You are able to cast the detect magic spell at will as a supernatural ability with a caster level equal to your class level.

Spell Resistance (Su): A Spellbound of at least level 5 has become infused with magics from his spell binds, to the point where spells cast at him get caught up and absorbed by the magics within him. Whenever the Spellbound has at least 1 spell bound to himself, he gains SR equal to his class levels + 5. He may voluntarily lower his SR as a free action. If the Spell Bound is has achieved level 11, then he instead gains SR equal to his class levels + 10.

Binding Mastery (Su): As you binding abilities continue, you learn little tricks that help you with your binds in combat. Once per day, you may perform one of the following as a full-round action. At 5th level, and every 5 levels thereafter, you gain another daily use of this ability (Note: if you have the ability to bind 3 spells, then the third spell bound is not affected by any of these abilities):
-If you have more than one spell bound, you may use the burst abilities of both. You lose the benefits of both spells bound, as normal for using a burst ability.
-You may use the burst ability of one spell bound and bind another spell in the same action. You still sacrifice a spell slot, as normal for binding a spell.
-You may bind two spells in the same action, if you can bind more than one spell.
-When binding a spell, you may spend a daily use of this ability to regain the spell slot lost from binding the spell.

Knowledge of the Arcanes(Ex): By level 7, you have gained insight into the studies of the arcane arts due to your constant binding of spells. You gain an +4 insight bonus to the spellcraft and Knowledge(Arcane) skills. Furthermore, if you fail a check to identify a spell by 5 or less, you still know what school it is from.

Spell Reserves(Ex): Because of your studies with holding onto arcane energies, you have learned to make use of the reserve abilities many other mages use at level 7. However, despite your limited arcane spells, you can use them just as well as many mages can. You qualify for Reserve Feats as if you could cast spells of the same level as a Wizard could. Furthermore, as long as you have at least one spell bound, you may use a Reserve feat as if you had a spell in reserve whose level was equal to ½ of your class levels.

Reserve Burst(Su): Your masteries over the use of Burst effects allow you to combine them with your Reserve feats. As a standard action, you may sacrifice any one spell bound in order to empower the Reserve feat. This counts as a Burst ability for any other ability based off of Burst effects. A Reserve feat may either:
-Have all damage done increased by 50%.
-The DC increased by 1 + ¼ class levels (rounded down)
Or it may be affected by one of the following, as long as the bind sacrificed is of that type:
Spoiler


Mettle (Ex): You can resist magical attacks with greater effectiveness than other warriors. Beginning at 13th level, by drawing on your boundless energy and dedication to your cause, you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.

Counter Bind(Su): A Spellbound, at level 12, has learned to take the spells cast at them to power up. Whenever a spell fails to overcome a Spellbound’s Spell Resistance, the Spellbound may spend an Immediate Action to bind the spell. If he already has his maximum number of spells bound, he must dismiss one of them as a free action.

Counter Burst(Su): At level 16 the Spellbound has learned bind a spell and release one already bound at the same time. Whenever a Spellbound uses their Counter Bind ability, they may use the Burst ability of one of their spell’s already bound (or the spell that was just cast at them) in the same action. If you have the maximum number of spells bound,this does not affect them (unless you use one of their burst abilities instead of the spell cast at you).

Eyes of the Archmage (Su): Your eyesight has improved yet again at level 17, due to the spell binds. You are now able to cast the arcane sight spell at will as a supernatural ability with a caster level equal to your class level.

Spell Attraction (Su): By level 18, your experiments with binding spells have attuned you to the flow of magic. A number of times per day equal to your Charisma modifier, as an immediate action, may redirect a spell towards yourself. If an ally is targeted by a single target or ray spell, it is instead hits you. If it is a ray attack, it automatically hits you. Furthermore, you may use your Counter Bind or Counter Burst abilities at the same time you use this ability, despite it also taking an immediate action.

Spell Repression (Su): Once per day, as an immediate action, you may suppress a spell which targets you. The spell is negated, as if it had failed to overcome your spell resistance, even if it doesn't normally allow for spell resistance. Furthermore, you may bind the spell as a free action, as if you had used you Counter Bind ability.

Magic Conversion Su): By level 20, the Spellbound has mastered his art. He can now temporarily push his spell binds past there limit. Once per encounter, you may push your spell binds to the limit. For a number of rounds equal to your charisma modifier, you may treat you character level as being multiplied by 1.5 for determining your effects.
__________________
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Interesting Stuff: Spellshapers, Metroid as Incarnum



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Last edited by bindin garoth : 10-25-2012 at 04:52 AM.
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Old 08-11-2012, 03:50 PM   Top  -  End  -  #2
bindin garoth
Ogre in the Playground
 
 
Join Date: Jan 2011
Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

Spell Binds:
Spoiler



NOTE: THE SPELLBOUND AND PRESTIGE CLASSES
Spoiler
__________________
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Interesting Stuff: Spellshapers, Metroid as Incarnum



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Last edited by bindin garoth : 10-26-2012 at 06:17 AM.
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Old 08-11-2012, 03:51 PM   Top  -  End  -  #3
bindin garoth
Ogre in the Playground
 
 
Join Date: Jan 2011
Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

ACF’s:
Pact-Bound Adept: Binder/Spellbound dual progression.

Lose: Reduced spellcasting progression and spells know, as shown below. In addition the Spellbound losses access to all of his Enhanced Spellbind class features.

Spells per Day:
Spoiler


Spells Known:
Spoiler


Gain:
Limited Soulbinding: A Pact-Bound Adept learns several arts at once, in an attempt to combine them all into a single source of power. At level 1, a Pact-Bound Adept learns to bind Vestiges to his soul in a limited fashion. He may select any level 1 Vestige, binding it to his soul like a binder would. However, due to his multiple focuses, he only gains 1 benefit of the Vestige, chosen at the time of the binding. His binding level equals his levels in the Soulbound.

Soulbinding(Su):By level 3 a Pact-Bound Adept has learned the arts of soulbinding, just like the binder class feature. This functions the same way as the binder class feature, except the Pact-Bound Adept can never bind more than one vestige.

Focus of the Vestiges (Su): You have begun to learn to combine your two powers at level 3, by sacrificing a little of a Vestiges energies, you can empower a spell bind. As a free action, you may sacrifice the use of a Vestige’s once per 5 rounds ability (treating it as if it had been used, and waiting 5 rounds before you can use it again), and either:

-Empower one of your effects from a spell bind. An effect empowered deals 1.5 times it’s normal amount of damage.

-Make the effect harder to resist, adding ½ (min 1) of the vestige’s level to the DC of the effect used.

Spell-Bound Void(Su): At level 8, you have learned how to empower your vestige with the powers from you spell binds. Chose one spell bind effect currently affecting you. You lose access to this effect, as well as all benefits from it, for 5 rounds. In turn, you may increase your soulbinding level by 1 + 1/3 (rounded down) of your soulbound levels for one round. Activating this is a free action.

Void-Driven Burst(Su): At level 13, you have learned the final ability of the Pact-Bound Adept. You may sacrifice all of the abilities of the vestige for the remainder of the encounter to raise you spellbound levels by an amount equal to the Vestige’s level, for the purposes of you spell bind effects only. This lasts for one round.
__________________
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Interesting Stuff: Spellshapers, Metroid as Incarnum



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Old 08-11-2012, 03:52 PM   Top  -  End  -  #4
bindin garoth
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Join Date: Jan 2011
Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

Feat Reserve post
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Interesting Stuff: Spellshapers, Metroid as Incarnum



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Old 08-11-2012, 03:54 PM   Top  -  End  -  #5
bindin garoth
Ogre in the Playground
 
 
Join Date: Jan 2011
Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

FEATS

Feat Name Brief Description
At One with Spells Advance you spellcasting and binding abilities.
Binding Focus Focus on the Bind of one school, gain slight benefits with it
Bound to the Shadows Advance your mysteries and spell binding
Mastery of the Binds Gain more uses of your Binding Mastery class ability
Spell-Bound Auras Advance your auras and spell binding abilities.

At One With Spells
Prerequisites: Spell Bind class feature, Ability to spontaneously or prepare Arcane or Divine spells.
Benefits: Chose any one spellcasting class other than you Spellbound class. Level in this class stack with levels of your Spellbound class to determine you caster level for each class. In addition, you may treat you levels in this spellcasting class for determining the effects of spells bound, and sacrifice spells from this class for spell binds (also use the highest level spell you can cast from either to determine penalties, you may bind spells from either class freely, unlike normal). However, you do not gain any other features of the spellbound class unless you advance levels in it (such as the ability to bind multiple spells).


Binding Focus:
Requirements: Spell Focus(Any School)
Benefits: Chose one school for which you possess Spell Focus. Any time you bind a spell of that school, you may treat your levels as being 2 higher for the purpose of it’s effects and burst ability.

Bound to the Shadows
Prerequisites: Able to cast 2nd level mysteries, Spell Bind class feature
Benefits: You levels in Shadowcaster (or other homebrew shadowcasting class) and Spell Bound stack for the purpose of caster levels for both classes, the effects of spells bound, and your Sustaining Shadows class feature. In addition, you gain the ability to bind mysteries as if they were spells, gaining the effects below. Treat the mystery as a spell of one level higher for determining the penalties (if any). (Only in here because of the power difference between spells and mysteries.)
Spoiler



Mastery of the Binds
Requirements: Binding Mastery class feature
Benefits: You gain one more daily use of your Binding Mastery class feature.


Spell-Bound Auras
Prerequisites: Ability to project one or more auras, Spell Bind ability, ability to cast 2nd level arcane spells
Benefits: Chose one class that gives you the ability to project auras (if you have one). It’s levels stack with your Spell Bound levels for determining your caster level, the effects of your spell binds, and for the bonuses of the auras you can project. You do not, however, advance any other class abilities, such as learning more auras or gaining access to higher tiers of auras. In addition, as a swift action, choose one ally who is affected by one of your aura(s), and then one of the effects of a spell bind that you are currently under the effect of. That ally gains the ability of the effect while under the effects of your aura, using your statistics for determining the benefits of that effect. If you should loss the effect of that spell bind, this ability does not work until you take another swift action to designate another effect and/or ally. The effect and/or ally may be changed as a swift action.
__________________
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Interesting Stuff: Spellshapers, Metroid as Incarnum



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Last edited by bindin garoth : 10-09-2012 at 11:20 AM.
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Old 08-11-2012, 04:12 PM   Top  -  End  -  #6
bindin garoth
Ogre in the Playground
 
 
Join Date: Jan 2011
Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

The Discipline Bound

Designer notes:
Spoiler

Alignment: Any

Class Skills
The Spellbound's class skills (and the key ability for each skill) are Balance (Dex), Bluff(Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide(Dex), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (local) (Int), Listen (Wis), Martial Lore, Move Silently(Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each Level: 6 + int (x4 at first level)

Hit Dice: d8

LevelBase Attack BonusFort SaveRef SaveWill Save 
1st
+0
+2
+0
+2
Maneuvers, Discipline Bind
2nd
+1
+3
+0
+3
Battle Guidance
3rd
+2
+3
+1
+3
Enhanced Bindings I
4th
+3
+4
+1
+4
Nimble-Bodied
5th
+3
+4
+1
+4
Spell Resistance I
6th
+4
+5
+2
+5
7th
+5
+5
+2
+5
Heard it All
8th
+6
+6
+2
+6
Enhanced Bindings II
9th
+6
+6
+3
+6
Mettle
10th
+7
+7
+3
+7
Dual-Focus
11th
+8
+7
+3
+7
Spell Resistance II
12th
+9
+8
+4
+8
Skilled Disciple
13th
+9
+8
+4
+8
Enhanced Bindings III
14th
+10
+9
+4
+9
Mettle
15th
+11
+9
+5
+9
Weapons of the Bound
16th
+12
+10
+5
+10
 
17th
+12
+10
+5
+10
Martial Profectionist
18th
+13
+11
+6
+11
19th
+14
+11
+6
+11
20th
+15
+12
+6
+12
Ultima

Spoiler


Weapon Proficiencies: A Spellbound has proficiency with all Simple and Martial weapons, and with light armor. You are not proficient with shields of any kind.

Maneuvers: You begin your career with knowledge of four martial maneuvers. You have access to any four disciplines of your choice, however, once the disciplines have been chosen, you cannot change your choices.
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by Bound Disciples is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on the table below. You must meet a maneuver's prerequisite to learn it. See Table 3—1, page 39, to determine the highest-level maneuvers you can learn.
Upon reaching 4th level, and at every even-numbered Bound Disciple level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest- level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all of your maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended (except a bound maneuver, see the Bind Discipline class feature below), regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).
You can recover an expended maneuver by using a move action to quickly meditate. Doing this does not provoke attacks of opportunity. You may still attack or perform other actions with your standard action, however, you may not initiate any maneuver the same round you recover maneuvers. If you complete your meditation, you can recover all of your maneuvers. It is now available for use in a subsequent round. In addition, if you have a discipline bound (see Bind Discipline class feature below), you may recover all maneuver from the discipline that is bound as a swift action. However, you still may not initiate any maneuvers in the same round you recover them.

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 5th, 10th, 15th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Bind Discipline (Su):Bound Disciples are particularly attuned to the disciplines they have trained under, to the point where they can visibly manifest the Ki normally used for maneuvers from that discipline. As a standard action, chose any one maneuver you currently have readied and unexpended. You lose access to the maneuver, and cannot recover it until you end the bind as a free action. You use the Ki normally used for that maneuver to energies yourself, usually changing the appearance of one of the items you are currently wearing. This Ki helps you to focus in on the fighting style of the discipline, and grants you several benefits. You may chose any 2 effects of that discipline; you gain the benefits of these effects as long as you remain in the bind.

Battle Guidance: Starting at 2nd level, you can add your Charisma modifier as a bonus to Armor Class, so long as you wear light armor (or no armor), are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.

Enhanced Bindings (Su): A Spellbound of at least 3rd level has learned to enhance the powers behind his maneuvers, granting himself even more power. His Initiator level increases by 1 whenever he has a discipline bound.
At level 8, your bind with the disciplines and their ideals increases even more. Treat yourself as being two levels higher for the purposes of your Discipline Bind.
By level 13, many mistake you as a master of the discipline, as your command over it is much greater than your peers. For any maneuver used of the same school as the one bound, increase the DC by 1.

Nimble-Bodied (Ex): Thanks to your ever-difficult training, you’ve learned to twist and turn your body in ways none would think possible. You gain a +4 competence bonus to Tumble, Jump, and Climb checks.

Spell Resistance (Su): A Discipline Bound is protected by the very ideals he embodies. For many, their own Ki starts to ward them from other mystic effects. Whenever a Discipline Bound is bound to a discipline, he gains SR equal to his class levels + 5. He may voluntarily lower his SR as a free action. If the Discipline Bound is has achieved level 11, then he instead gains SR equal to his class levels + 10.

Heard it All(Ex): By level 7, you’ve developed a keen eye with maneuvers. You gain a +4 bonus to Martial Lore checks.

Dual-Focus: You have finally done it. You can finally focus on two disciplines at once. However, such a split does have it’s price. When binding a second discipline, you must sacrifice an additional maneuver, which as the first, may not be recovered as long as the bind is held. In addition, you only gain one effect from this bind, as it is difficult to hold both binds with their Ki’s clashing.

Skilled Disciple(Ex): The ki from you bind enhances your body, allowing you to perform what would take years of training to do! Of course, this is only if you’ve bound the right discipline. You gain a competence bonus equal to ½ of your Initiator level on skill checks involving the Discipline Skill of any discipline bound.

Mettle (Ex): You can resist magical attacks with greater effectiveness than other warriors. Beginning at 14th level, by drawing on your boundless energy and dedication to your cause, you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.
Weapons of the Bound(Su): You very ki is deadly to the touch, why not add it to your weapon? Whenever you are in a discipline bind, and wielding the chosen discipline’s weapon, you deal additional damage equal to ½ of your Initiator level. You may only gain this benefit once per weapon.

Martial Perfectionist(Ex): You maneuvers are not the same as others. Enhanced by your Ki, they are much, much more. Whenever you execute a strike or boost, you may expend a readied and unexpended maneuver to enhance the maneuver. You may either:
1. Increase the damage done (if any) by 1d8 per level of the maneuver sacrificed or
2. Increase the save DC (if any) by the level of the maneuver sacrificed.
This effect does nothing if the maneuver does not deal damage nor has a save DC.

Ultima(Su): You are no longer a merely a practitioner of the arts. You are a master; a god amongst men. And for this, you have master the final secret of each discipline. You gain the Ultima effect of each discipline; however you may only benefit from one at a time. Switching between the Ultima of you bound disciplines is a swift action.

Bound abilities:
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Old 08-11-2012, 06:06 PM   Top  -  End  -  #7
bindin garoth
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Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

Alright! Everything is finally up! Ready for PEACHES
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Old 08-11-2012, 08:46 PM   Top  -  End  -  #8
fye121
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Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

I like the spellbinding you have made.I want to play a specialist Of enchantment with this class. for Now i'm not the best person for peach but i can tell i like what i have read.
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Old 08-12-2012, 01:57 PM   Top  -  End  -  #9
God Imperror
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Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

Okay some peaching, bear it with me as I lack practice. My comments would be first impressions, as I start reading it now

Quote:
Originally Posted by bindin garoth View Post
THE SPELLBOUND

Changelog:
Spoiler


1. Introduction
2. Spellbound: A unique casting class
3. ACFs: Other masters of the arts
4. Feats for the masters of the binds

"May you hold on your spells forever." Nix, master Spellbound

This is a project I'm working one, having worked on this on and off for months now. The inspiration came from a manga, although it took a while for the idea to actually take off in my head. Originally, the class was much more complex, breaking down spells into the different subtypes, such as summoning and fire. However, between time constrains and having to go through all of the types, I ended up dropping it to just the different schools to keep my sanity.

What am I saying, none of us who play d&d are sane.....

And eventually, I was able to finish this class! Right now, only the basics are up. I hope to eventually write the fluff up for this class, but I also have several ACF's in mind, such as a dual-progression with Soul Binding, switching over to maneuvers, powers or even Formula. In addition, I plan on writing feats to make multiclassing easier, although that probably won't come until much later.

However, as always, comments and critiques are most certainly welcome, and feedback from playtesting is even more welcome. Right now, I'm currently debating between Spells Known and just making a spell list where they know all of their spells, thoughts on this are greatly appreciated!
Great to see that you have plans for the class!

Quote:
Originally Posted by bindin garoth View Post
Spoiler
That is truly light armor.

Alignment: Any
Quote:
Originally Posted by bindin garoth View Post
Class Skills
The Swiftblade's class skills


Quote:
Originally Posted by bindin garoth View Post
(and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)

Skills Points at Each Level: 4 + int
Diplomacy, Intimidate, Sleight of hand but not bluff?

It has a really wide list for only 4 skill points, unless it is Int based. It has somehow a list similar to a bard, solving some of the bard problems (as lack of spot)

Hit Dice: d8

Quote:
Originally Posted by bindin garoth View Post
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial 0 1 2 3 4 5 6
1st
+0
+2
+0
+2
Spellcasting, Armored Caster(Light), Spell Bind, Mystic Caster 3 2 - - - - -
2nd
+1
+3
+0
+3
Burst 4 3 - - - - -
3rd
+2
+3
+1
+3
Enhanced Bindings I 4 3 1 - - - -
4th
+3
+4
+1
+4
Mystic Eyes 5 4 1 - - - -
5th
+3
+4
+1
+4
Spell Resistance I, Combine Assault 1/Day 5 4 2 - - - -
6th
+4
+5
+2
+5
Spell Bind II 6 5 2 1 - - -
7th
+5
+5
+2
+5
Armored Caster(Medium) 6 5 3 1 - - -
8th
+6
+6
+2
+6
Enhanced Bindings II 6 6 3 2 - - -
9th
+6
+6
+3
+6
Mettle 6 6 4 2 1 - -
10th
+7
+7
+3
+7
Combine Assault 2/Day 6 6 4 3 1 - -
11th
+8
+7
+3
+7
Spell Resistance II 6 6 5 3 2 - -
12th
+9
+8
+4
+8
Counter Bind 6 6 5 4 2 1 -
13th
+9
+8
+4
+8
Enhanced Bindings III 6 6 6 4 3 1 -
14th
+10
+9
+4
+9
Spell Bind III 6 6 6 5 3 2 -
15th
+11
+9
+5
+9
Combine Assault 3/Day 6 6 6 5 4 2 1
16th
+12
+10
+5
+10
Counter Burst 6 6 6 6 4 3 1
17th
+12
+10
+5
+10
Eyes of the Archmage 6 6 6 6 5 3 2
18th
+13
+11
+6
+11
Magic-Fortified Body 6 6 6 6 5 4 2
19th
+14
+11
+6
+11
Repressing Spell 6 6 6 6 6 4 3
20th
+15
+12
+6
+12
Magic Conversion, Combine Assault 4/Day 6 6 6 6 6 5 3
No dead levels is always a good thing.

Quote:
Originally Posted by bindin garoth View Post
Weapon Proficiencies: A Spellbound has proficiency with all Simple and Martial weapons, and with light armor. A Spellbound is not proficient with any shields.
Good skill list, good fort save and good will save, with martial proficiency, and 3/4 bab. Interesting, its base is better than a bard (who has less proficiencies and REF instead of FORT)

Quote:
Originally Posted by bindin garoth View Post
Spells: A Spellbound casts arcane spells, which are drawn from the
sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Spellbound must have a mental ability score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Spellbound’s spell is 10 + the spell level + the Spellbound mental ability modifier.

Like other spellcasters, a Spellbound can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high mental ability score. The Spellbound selection of spells is limited. A Spellbound begins play knowing 3 0-level spells, and 2 level 1 spells of his choice. At most new Spellbound levels, he gains one or more new spells, as indicated below.

A Spellbound can learn any sorcerer/wizard spell. Upon reaching 8th level, and at every three class levels afterwards, a Spellbound can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged. A Spellbound may swap only a single spell at any given moment, and must choose whether or not to swap the spell at the same time that he gains new spells known for the specified level. (1st-6th level spells, spells per day should be similar to a bard)
By mental... do you mean that an spellbound can pick any mental score that he wants? WIS, INT or CHA? I'll probably use either INT or CHA, an arcane spellcaster tied to WIS can be a good way to encourage theurges.

Quote:
Originally Posted by bindin garoth View Post
Spells Known:
Spoiler
More spells than a bard and from a much bigger list, he also gets spells faster than a sorcerer. For spells known he gets spells pretty fast.

Quote:
Originally Posted by bindin garoth View Post
Mystic Caster (Ex): A Spellbound, unlike other casters, is not limited to just one part of the mind. At level 1, a Spellbound must choose between his Intelligence, Wisdom, and Charisma modifiers. This stat is used for casting spells, along with other abilities, and will be referred to as mental stat modifier from here on out. Furthermore, once this choice is made, it cannot be changed.
It was refered to mental stat earlier, maybe you want to change it.

Quote:
Originally Posted by bindin garoth View Post
Spell Bind (Su): A Spellbound is a student of the arcane, but in a more unique way than most. He has learned to take the energies in a spell and bind them to himself, granting himself some of it’s power! At level 1, whenever the Spellbound casts a spell, he may spend a swift action to bind the spell to himself, granting him the benefits as described below. The spell bind remains until he regains his spells or he dismisses the effect as a free action (or uses the bind’s burst ability, as described below). He still losses the spell slot used to cast the spell. He may either bind it as an arcane spell or as a spell of it’s school, gaining the benefits described before.
Hurray class features, this seems interesting will read on binds later. Does binding the spell "waste" the spell? What does "before" in the last sentence mean?

Quote:
Originally Posted by bindin garoth View Post
At level 6, you knowledge of spell bindings has increased. You may now bind two spells at once, gaining both of their benefits. Furthermore, you may now gain access to the Double Bind abilities. Whenever you bind two spells of the same school, you may sacrifice one of the normal effects you would gain access to (Meaning you gain access to 3 total effects instead of 4), instead gaining the effects of the double bind.

At level 14, you are near your maximum potential. You main now bind three spells at once. However, this is straining on your body. Whenever you bind a third spell, it only lasts for a number of rounds equal to it’s spell level. Should the number of spells you have bound be reduced during this time period, it is instead treated as a normal spell bind.
I still wonder what happens with the spells.

Quote:
Originally Posted by bindin garoth View Post
Armored Caster (Ex): A Spellbounds spells are simpler to cast then a Wizard’s spells, and can be cast while in light armor. A Spellbound casting any spell gained from this class may ignore the Spell Chance Failure of light armor while casting the spell.
Good gish feature

Quote:
Originally Posted by bindin garoth View Post
At 7th level, you are able to wear medium armors without incurring Spell Chance Failure.
The picture was from an spellbound of less than level 7 then. Is this feature really necessary though? With the class skill list it seems like a more social character, maybe light armor is enough.

Quote:
Originally Posted by bindin garoth View Post
Burst (Su): A Spellbound who as achieved 2nd level has learned to build up magical pressure from the bound spell, and to release it in a burst attack against one foe. You gain the ability to perform a bound spell’s burst ability as a standard action (normally), which causes you to lose the spell bound.
Panick button?

Quote:
Originally Posted by bindin garoth View Post
Enhanced Bindings (Su): A Spellbound of at least 3rd level has learned to enhance the powers behind the spell, granting himself even more power. His caster level increases by 1 whenever he has a spell bound.

At level 8, your powers grow even more. Choose one of your spells bound. Treat it as if the spell bound was 1 level higher for the purposes of it’s abilities. You may change the spell bound you selected as a full-round action.

At level 13, your powers are at their peak. Whenever you have a specific school bound to you, all spells you cast from that school have their DC’s (if any) increased by 1.
Binding spells is a good idea then, though it is sad that this stops progressing at 13th

Quote:
Originally Posted by bindin garoth View Post
Mystic Eyes (Su): Due to the nature of your spell binds, your sight changes at level 4. You are able to cast the detect magic spell at will.
... as a supernatural ability with a caster level equal to your class level, perhaps. Or a continuous effect.

Quote:
Originally Posted by bindin garoth View Post
Spell Resistance (Su): A Spellbound of at least level 5 has become infused with magics from his spell binds, to the point where spells cast at him get caught up and absorbed by the magics within him. Whenever the Spellbound has at least 1 spell bound to himself, he gains SR equal to his class levels + 5. If the Spell Bound is has achieved level 11, then he instead gains SR equal to his class levels + 10.
Can he voluntarily lower this SR?

Quote:
Originally Posted by bindin garoth View Post
Combine Assault (Su): Once per day, you may perform one of the following as a full-round action. At 10th level, and every 5 levels thereafter, you gain another daily use of this ability:
-If you have more than one spell bound, you may use the burst abilities of both. You lose the benefits of both spells bound, as normal for using a burst ability.
I thought that you could bind up to three spells, what would happen to the third spell if you decided to use this ability?

Quote:
Originally Posted by bindin garoth View Post
-You may use the burst ability of one spell bound and bind another spell in the same action. You still sacrifice a spell slot, as normal for binding a spell.
So you sacrifice spell slots to bind spells I suppose that the spell is "wasted" then, great.

Quote:
Originally Posted by bindin garoth View Post
-You may bind two spells in the same action, if you can bind more than one spell.
Mettle (Ex): You can resist magical attacks with greater effectiveness than other warriors. Beginning at 13th level, by drawing on your boundless energy and dedication to your cause, you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.

Quote:
Originally Posted by bindin garoth View Post
Counter Bind(Su): A Spellbound, at level 12, has learned to take the spells cast at them to power up. Whenever a spell fails to overcome a Spellbound’s Spell Resistance, the Spellbound may spend an Immediate Action to bind the spell. If he already has his maximum number of spells bound, he must dismiss one of them as a free action.
Nice class feature

Quote:
Originally Posted by bindin garoth View Post
Counter Burst(Su): At level 16 the Spellbound has learned bind a spell and release one already bound at the same time. Whenever a Spellbound uses their Counter Bind ability, they may use the Burst ability of one of their spell’s already bound (or the spell that was just cast at them) in the same action.
Can he use this ability if he has the maximum number of spells bound?

Quote:
Originally Posted by bindin garoth View Post
Eyes of the Archmage (Su): Your eyesight has improved yet again at level 17, due to the spell binds. You are now able to cast the arcane sight spell at will.
As before, if it is a supernatural ability it should be a supernatural ability (or make it continuous). What would happen if he were to bind arcane sight all the time and burst it continuously? Since he can as written cast the spell at will.

Quote:
Originally Posted by bindin garoth View Post
Magic-Fortified Body (Su): By level 18, your experiments with binding spells have altered your body. A number of times per day equal to your mental ability modifier, you may reroll a save vs arcane spells and spell-like abilities as an immediate action. You may only make a reroll before you know whether you succeeded the save or not, and must take the second roll, even if it is worse than the first one.
Why not make the enemy reroll its SR roll? That way it feeds one of your class abilities and the opponent can use tactics to bypass it.

Quote:
Originally Posted by bindin garoth View Post
Spell Repression (Su): Once per day, as an immediate action, you may suppress a spell which targets you. The spell is negated, as if it had failed to overcome your spell resistance, even if it doesn't normally allow for spell resistance. Furthermore, you may bind the spell as a free action, as if you had used you Counter Bind ability.
I was suggesting something similar to that above So I like this.

Quote:
Originally Posted by bindin garoth View Post
Magic Conversion Su): By level 20, the Spellbound has mastered his art. He can now temporarily push his spell binds past there limit. Once per day, as a swift action, you can sacrifice a spell slot to fuel one of your spell binds. Choose one of your spell binds, its level increases by the level of the spell slot for 1d4+1 rounds. After this is over, you are fatigued for the rest of the encounter.
1/day capstone Nothing really new It is probably strong but not really awesome.

Some final thoughts.
-I would lower the spell known and its progression to that of a bard.
-I would up the skill points to 6 (it has a good skill list) and consider reviewing the skill list to see what skills fit thematically. Also, due to their really huge list of spells do they need Use Magic Device?
-The mental stat is used only on spell casting and to reroll saves against spells, even if it is a nice feature being able to choose you might want to fix it, I advocate for charisma maybe have ACF for switching it.
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Old 08-12-2012, 05:32 PM   Top  -  End  -  #10
bindin garoth
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Join Date: Jan 2011
Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

Quote:
Originally Posted by God Imperror View Post
Okay some peaching, bear it with me as I lack practice. My comments would be first impressions, as I start reading it now
No problems! I appreciate any feedback at all! I should have the soul binding ACF up in a few days.

Also, as another note, I'm aiming for a versatile tier 3 class. The main thing limiting this class should be spell slots, forcing them to be careful of their spell binds and spells cast.

Quote:

Great to see that you have plans for the class!
Of course! I've put a lot of effort in this class, I want to make it worthwhile to use, and easy to use with other classes! I already have plans to write feats for the spell binds themselves and for several ACF's.

Quote:
That is truly light armor.
Truly, light armor is the best armor!


Quote:
Diplomacy, Intimidate, Sleight of hand but not bluff?


It has a really wide list for only 4 skill points, unless it is Int based. It has somehow a list similar to a bard, solving some of the bard problems (as lack of spot).
Hmmmm..... I'll take a point between this and the suggestions towards the end, and make it 6+int. My goal was to make this a very versatile class, so this would be helpful.

Quote:
No dead levels is always a good thing.
Ye shall never have dead levels

Quote:
Good skill list, good fort save and good will save, with martial proficiency, and 3/4 bab. Interesting, its base is better than a bard (who has less proficiencies and REF instead of FORT)
True........ Hmmmm...... I'll have to think about these points for a little bit.

Quote:
By mental... do you mean that an spellbound can pick any mental score that he wants? WIS, INT or CHA? I'll probably use either INT or CHA, an arcane spellcaster tied to WIS can be a good way to encourage theurges.
I've now had several people comment about this. Originally I had got the idea from Some of unosorta's homebrew. But I'll change this to a Charisma based spellcaster.

Quote:
More spells than a bard and from a much bigger list, he also gets spells faster than a sorcerer. For spells known he gets spells pretty fast.
The only reason I did this was for the spell binding feature. Because the spell binds require a spell of a different school, I wanted to make sure they get enough spells known to take advantage of the different binds. If you have another idea for this I'm all open for this.

Quote:
It was refered to mental stat earlier, maybe you want to change it.
I will be changing all of the mental stat references to Charisma soon, so no need to worry about this.

Quote:
Hurray class features, this seems interesting will read on binds later. Does binding the spell "waste" the spell? What does "before" in the last sentence mean?
The spell slot is wasted. I will clarify upon this. And I'll change the before to below. Opps


Quote:
Good gish feature



The picture was from an spellbound of less than level 7 then. Is this feature really necessary though? With the class skill list it seems like a more social character, maybe light armor is enough.
Good point. Will change. Any suggestions for changing this feature so I don't have a dead level. Maybe able to cast Prestidigitation at will?

Quote:
Panick button?
Pretty much. Some are able to be used as an immediate action to help one defend himself/herself, and others are to allow one to attack with some extra power/effect.

Quote:
Binding spells is a good idea then, though it is sad that this stops progressing at 13th
Hmmm...... I'll see if I can add some extra levels for this ability.

Quote:
... as a supernatural ability with a caster level equal to your class level, perhaps. Or a continuous effect.
Will add. And I'll add a clause that prevents people from using this spell and the arcane sight spell gained later

Quote:
Can he voluntarily lower this SR?
Good point, I'll add a clause for this.

[/quote]
I thought that you could bind up to three spells, what would happen to the third spell if you decided to use this ability?
[/quote]


Quote:
Nice class feature
Thanks!

Quote:
Can he use this ability if he has the maximum number of spells bound?
Yup! Actually that was the whole point, if you have the maximum number of spells bound, rather than waste the Counter Bind ability, you may sacrifice the spell cast at you for it's bind ability, or sacrifice a spell already bound so you can replace it with the spell that was cast at you.

Quote:
As before, if it is a supernatural ability it should be a supernatural ability (or make it continuous). What would happen if he were to bind arcane sight all the time and burst it continuously? Since he can as written cast the spell at will.
As stated with detect magic, I'm going to write a clause in the spell binding section stating that a spell bound must come from a spell slot.

Quote:
Why not make the enemy reroll its SR roll? That way it feeds one of your class abilities and the opponent can use tactics to bypass it.
Because of the ability you like below Although I'm all ears to changing this ability.

Quote:
I was suggesting something similar to that above So I like this.
Good! Glad you like it!

Quote:
1/day capstone Nothing really new It is probably strong but not really awesome.
Hmmm...... True. The Capstone should always be an ability to look forward to........ Any suggestions?

Quote:
Some final thoughts.
-I would lower the spell known and its progression to that of a bard.
-I would up the skill points to 6 (it has a good skill list) and consider reviewing the skill list to see what skills fit thematically. Also, due to their really huge list of spells do they need Use Magic Device?
-The mental stat is used only on spell casting and to reroll saves against spells, even if it is a nice feature being able to choose you might want to fix it, I advocate for charisma maybe have ACF for switching it.
I'll take out UMD, that's a good point.

Also, if you don't mind I'd love it if you took a look at the binds whenever you have a moment.
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Old 08-12-2012, 05:58 PM   Top  -  End  -  #11
God Imperror
Barbarian in the Playground
 
 
Join Date: Aug 2012
Location: 
Spain, it's sunny
Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

And now lets review spell binds

Quote:
Originally Posted by bindin garoth View Post
Spell Binds:

Note: All save DC’s are (10+ [spell level] + Mental Stat Modifier). Also, all [spell level] references refer to the level of the spell bound that grants you the effect. Furthermore, all abilities granted from these binds are considered spell-like abilities, due to their nature.
I am seriously believing that I missed it but... where... is the line saying what happens to a spell when you bind it?

Quote:
Originally Posted by bindin garoth View Post
Arcane:
[spoiler]
Chose 2 of the following:

•+[spell level] Insight to all damage rolls (but not to ability damage scores)
•+(1+1/2 [spell level]) to AC as a deflection bonus
•+ [spell level] Resistance to one save
•+ [spell level] Competence to 2 skills
Wow... that is really strong. Maybe not I was surprised though, why chose two? Why not make "chose two" a class feature (later) or feat?

Can you chose twice the same one?

On the other hand heighten shenanigans are attractive

Quote:
Originally Posted by bindin garoth View Post
Double Bind: All effects from above are now multiplied by 1.5 (rounded up). In addition, the caster level of all spells you cast are increased by 1/2 [spell level]
Arcane is like the general bind, isn't it? One question though can you pick two more abilities from above?

Quote:
Originally Posted by bindin garoth View Post
Burst: Unleashed Arcane: You unleash a blast of raw Arcane energy, devastating one foe. This deals 2d6 arcane damage per [spell level] as a ranged touch attack.
At level one you are taking more juice of it than from most of your damaging spells, maybe 1d6 would be more adequate (it is supposed that it was giving you a bonus before, so you are taking a lot of juice from the spell). You should clarify the range 10 feet per [spell level] sounds right?

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Originally Posted by bindin garoth View Post
Schools:

Abjuration:

You gain 2 of the following:

•Abjurant Protection(Su):+ [2+spell level] to AC as an armor bonus. This bonus overrides any armor you may be wearing (if any at all).
If it is an armor it doesn't stack with worn armor, you use the better of the two values though.

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Originally Posted by bindin garoth View Post
•Resistance(Su):2 x [spell level] as energy resistance to any one type, chosen at time of binding
Nice

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Originally Posted by bindin garoth View Post
•Swift Abjurations(Su):You may cast any Abjuration spell as a swift action whose [spell level] is no greater than ([spell level] of spell bound / 3)
Not necessarily any spell granted by the Spell bound class, correct? Great possibilities with master spell thief then.

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Originally Posted by bindin garoth View Post
•Warding Arcanes (Su): As a standard action, you may create wards to protect yourself from foes. Chose a number of 5ft cubes equal to 2 x [spell level]. All of them are warded with one of the following effects. If the [spell level] is at least level 5, you may chose an additional effect, and for every 3 [spell levels] you possess afterward, you may add another effect. You may only have one use of this effect at a time; if this ability is used again while the previous one is in effect the old wards disappear. In addition, while creating these wards, you may designate a number of people equal to [spell level], these people are unaffected by the wards. These wards last for a number of rounds equal to the [spell level], although they can be dismissed any time as a free action.
Spoiler
A rather complicated ability. Interesting though I think this should be a burst, with a limited duration rather than a bind. I would probably limit it to the "Wall" ability though, as is the more frontlined

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Originally Posted by bindin garoth View Post
•Cushioning Magics(Su):DR/- equal to the [spell level]
That is certainly strong, but DR/magic that seems fitting is not worth it.

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Originally Posted by bindin garoth View Post
Double Bind: All numeric effects from any of the above abilities multiplied by 1.5 (rounded down) (Swift Abjurations is not affected by this effect). Furthermore, your spell resistance increases by [spell level] amount.
You can get a significant DR with this.

Burst: Repelling Burst: You unleash a burst of magical energies as an immediate action. All foes within 10ft take [spell level]d8, and must make a Fort save be pushed back 30ft. A successful save halves the damage and only results in being pushed back 10ft.

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Originally Posted by bindin garoth View Post
Make the wall thingie a burst! It is more interesting than raw damage
Conjuration:

You gain 2 of the following:

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Originally Posted by bindin garoth View Post
•Mystic Blade (Su): As a standard action, you may conjure up any weapon with which you are proficient with. It gains an enhancement bonus equal to the 1+[spell level]. If the weapon requires ammo, ammo is automatically generated when you attack, and disappears after one round of leaving your hands. This weapon disappears as soon as it leaves your hands.
A free +2 weapon at level 1? Isn't that strong? It is a nice concept though it is OP with a 9th level spell you can get a weapon with a 10 enhancement bonus if it is multiplied by 1.5 with a double bind and the capstone works as I believe it does you get a humongous enhancement bonus.

You might want to look at Call weaponry for reference.

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Originally Posted by bindin garoth View Post
•Conjured Object(Su): As a standard action, you can create any object whose value does not exceed [spell level]gp. However, the object is not perfect, and disappears in [spell level] rounds. In addition, it can easily be seen as a copy of an object, and cannot be sold. When conjured, the object appears in your hands (or at your feet if it cannot be carried at the time).
It is a bit unreliable if it doesn't have a "long" duration (as "long" as you hold it like the weapon) you might want to check Call item. While you are at it check call armor it could also be an interesting power (btw mage armor is a conjuration spell)

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•Defensive Conjuration(Su): As an immediate action, you can conjure forth a barrier between you and a foe, giving you total concealment against that foe (and only that foe) for one round. This can only be invoked every 1d4 rounds.
To follow the theme of conjuring objects why don't you conjure a cloak on your shoulders that you can use to gain the concealment.

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•Fused Conjuration(Su): When you bind the spell to yourself, chose any one monster that could be summoned by a Summon Monster Y or a Natures Ally Y, where Y is no bigger than the [spell level] of the spell bound to you. Now chose one extraordinary, spell-like, or supernatural ability the monster possesses. You gain access to that ability for the duration of the bind, along with any restrictions it may have (such as can only use x times a day). This ability may be selected multiple times.
I would limit it to monsters that you know how to summon, so you need to learn summoning spells to use it limiting it to monsters below 6 level. Natures ally doesn't make a lot of sense. As this is a really strong ability you might want to delete it, maybe make it available as a feat or something for those who specialize.

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•Weapon Snake(Su): As a standard action you may call forth a flurry of weapons anywhere within 30ft. This appears as a “snake” of weapons, taking up a 5ft cube per 2 [spell levels] (rounded up). On this turn, and every turn thereafter, you may move this “snake” 30ft on the ground or in the air as a swift action. However, all 5ft cubes must always be within 5ft of another cube. Whenever it moves into a square with a foe, it deals [spell level] x 2 damage in slashing, bludgeoning, and piercing damage. A successful reflex save halves the effect. In addition, any foe that fails the reflex save starts bleeding out from the wounds, taking 1 damage each round until they receive a DC15 Heal check or receive magical healing. Multiple instances of this effect stack.
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Originally Posted by bindin garoth View Post
Cool ability, though most abilities that move stuff take move actions, you might want to switch it to a move.

Double Bind: You gain 2 of the following effects:
•You may now choose 2 extraordinary, spell-like, or supernatural abilities when using the Fused Conjuration effect, as long as they are from the same monster. This only applies to one Fused Conjuration effect each time it is taken.
Do they need to be from the same creature? They probably should. Also clarify that spell casting is not eligible.

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Originally Posted by bindin garoth View Post
•Your Mystic Blade’s enhancement bonus is increased by 4.
As pointed above too strong maybe allow you to trade half the enhancement bonus (rounded down) for equivalent abilities? So you can get a +1 keen rapier or similar.

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Originally Posted by bindin garoth View Post
•Your Defensive Conjuration’s cooldown is decreased by 1 round.
Cool

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•Your Weapon Snakes damage is increased by Mental Stat Modifier amount, and the bleeding damage is increased by +2 points per attack. This can be selected more than once, each time increasing the damage by Mental Stat Modifier amount, and the bleeding damage by +2.
I wouldn't increase the bleeding, bleeding normally does 1 damage. If you took the idea of using a move instead of a swift you can use a swift now.

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Burst: Conjured Assault(Su): You call forth a myriad of weapons and launch them at your foes. Choose a 15ft cube for this effect, the weapons rain down on all within that area, dealing [spell level]d8’s on all within the effect. This effect leaves any ground within the area damaged, creating difficult terrain on all of the ground. A reflex save is allowed for half. In addition, the weapons pierce and batter the enemies within, causing all who fail their reflex saves to take a -2d4 penalty to all attack rolls and a -1d4 x 5ft to all speeds. These penalties last for 5 rounds or until they are healed of all damage taken from this effect.
The area is big and the secondary effects are strong maybe reduce the initial damage for 1d6 and consider that as the penalty doesn't scale it can be a killer at low levels I would forego the penalty to attack rolls the penalty to all movement speeds is still strong.

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Originally Posted by bindin garoth View Post
Divination:

Sign:
Spoiler
What is a sign?

You gain 2 of the following:

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Originally Posted by bindin garoth View Post
•Insight(Su):+ 1/3 [spell level] to AC (insight bonus), reflex saves, and initiative from your foresight capabilities.
The bonus is small so I don't think it is a problem affecting so many features.

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•Warnings(Su): You receive visions of any dangers within the way. Any magical traps or foes that have any type of aura given off by them (including auras from magical items) within 30ft are automatically detected by you. This is a continuous effect, requiring no activation or checks from you.
Maybe give trapfinding and elfs automatic search? It renders moot your detect magic/ arcane sight.

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•Show What You Know(Su): You have the ability to replay things you’ve seen for others. As a standard action, you may project your memories into any number of allies within 30ft. All allies see exactly what you saw, and may make appropriate skill checks to notice or gain information.
Use spell level to see how far can you actually remember. Something around 10 minutes per [spell level] seems worth it.

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Originally Posted by bindin garoth View Post
•Future of Demons(Su): As a standard action, you show a foe within 30ft a terrifying vision of the future and its death. The exact details are up to you, but regardless the foe must make a Will save or be shaken for 1 minute.
Shaken for 10 rounds? How does this fit divination? It is a REALLY strong ability as shaken can escalate rather easily specially since you seem to be able to use it every round. I would sincerely erase it or reduce it to a round. And use the spell level to set the range (as it is now you don't need to invest higher spell levels). This should be a [mind affecting] [fear] effect

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•Hindsight(Su): By studying an area (max 100ft x 100ft area) for an hour, you are able to get brief visions of major events that have happened in the past within the area. By spending another hour in the area, focusing on it, you are able to get exact details on any one event that occurred within the area, up to an hours’ worth of events. While focusing on the area, you must not perform any heavy activities, such as combat and heavy lifting.
Maybe use the spell level to set the area and the time that you can go back, as it is it works the same way using a 0 level spell or a 9 level spell.

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•Lucky Foresight(Su): You catch a glimpse of an immediate danger right before it happens. Once every 1d6 rounds, you may reroll any saving throw with a +2 bonus. You must accept this second reroll, even if it is worse.
Investing 0 level spells in divination seems legit how does it sound a [spell level] -2 bonus? If you invest a 1st level spell you still get a reroll and you can get nice bonuses.

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Originally Posted by bindin garoth View Post
Double Bind: You gain the Insight ability listed above. If you already have it, the bonuses are doubled. In addition you gain the ability listed below. In addition, you gain the ability to use the Scry spell as a spell-like ability at will. However, you must have a mirror, crystal ball, or other reflective surface to use this ability.
I would limit the scry use to 1 per hour.

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Originally Posted by bindin garoth View Post
Burst: Divination of the Heavens(Su): You look into the future and see the exact positioning of the opponents in the battle. Using this knowledge, you disperse your energies, allowing them to be ready for the right moment to strike. As a move action you lose the spell bound, but any time thereafter during the encounter, as a free action (immediate action if it is not your turn), you call the energies for just as you planned. This manifests in one of two ways:

-The energies surge forth to protect you, granting you a [spell level] deflection bonus to ac and resistance bonus to all saves for one attack or effect.
-The energies rush at a chosen foe within 30ft at the most opportune moment, dealing [spell level]d8 to the enemy.
Really cool burst. I don't really like that divination deals damage though What do you think of allowing the energies to grant a bonus equal to [spell level] to a roll? Be it any roll, and you must use it in [spell level] rounds.

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Originally Posted by bindin garoth View Post
Evocation:
[spoiler]
You gain 2 of the following:

•Elemental Assault(Su): Make a ranged touch attack against any one opponent. That opponent suffers (1/2 [spell level])d6. The damage can either be fire, cold, electricity, or acid, and using this is an attack action. If your BAB is high enough you may make multiple attacks with this ability as a full-round action (it cannot be dual-wielded however).
Nice ability it lacks a range 20 x [spell level]?

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Originally Posted by bindin garoth View Post
•Mystical Blasting(Su): Any spell, spell-like, or supernatural ability that you use that deals damage deals an additional amount of damage equal to your Mental Stat Modifier. Any abilities gained from this bind are excluded from this effect.
Why not evocation? It is all about damage.

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Originally Posted by bindin garoth View Post
•Burst(Su): You may create a burst of energy anywhere within 60ft. This burst deals [spell level]d6 + Mental Stat Modifier damage in a 20ft burst. The damage can either be fire, cold, electricity, or acid, chosen at the time of use. Using this is a standard action.
Not a lot of love for evocation Elemental weapons! Dealing damage as elemental assault, Elemental shields surrounding you dealing damage as foes try to strike you.

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•Devastating Power(Su): Whenever you deal damage to a foe, the power of the attack damages the ground beneath him. If a foe suffers damage from an attack by you with any of the abilities granted from this bind or from an evocation spell cast by you, the ground beneath him and within 5ft of him (or all other terrain within the area of effect if it has an area of effect) becomes difficult terrain. In addition, the foe must make a Fortitude save or be pushed back 10ft away from you by the force of the attack.
What is this? Is this a burst from evocation? Is it an evocation bind? Why is it below the burst? If it is a bind it looks cool.

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•Magic Mine(Su): You create small rapid moving orbs of destructive energy. As a standard action, chose a number of 5ft cubes equal to [spell level]. A small orb appears in each cube and moves rapidly back and forth. Any foe moving through such an area takes [spell level]d4 force damage, with a reflex save for half. In addition, those that fail the reflex save are stopped in their movement, and cannot move for the rest of their turn. These mines cannot be places on any square that is already occupied, and disappear whenever they hit a foe. In addition, these mines disappear in [spell level] rounds. Only one instance of this effect may be in place at a time, if this ability is used again while another one is in place, the old one disappears.
I will keep the different element options

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Originally Posted by bindin garoth View Post
Double Bind: All damage done by any spell, spell-like, or supernatural ability from you is increased by 2x[spell level]. Furthermore, once every 1d4 rounds, in response to taking HP damage, you may use any ability granted by this spell bind as an immediate action.
Cool

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Originally Posted by bindin garoth View Post
Burst: Explosia(Su): You focus all of the energies from the spell into a tiny orb, and toss it at a foe, where a huge explosion is created. As a standard action, make a ranged touch attack against any one foe within 100ft. That foe, if hit, takes [spell level] arcane damage, and is then the center of a 30ft burst. All within this burst take [spell level]d10 + your mental ability modifier, with a reflex save for half. However, the opponent whom this effect is centered takes the full damage no matter what his save is, and instead makes a reflex save or is knocked prone. In addition all who fail their save are pushed back to the edges of this effect and knocked prone. Allies are not affect by this ability.
OH This is the burst... first of all change the name to the other burst. The one in the center takes [spell level]d10+mental+[spell level] a bit too strong I would reduce it to [spell level]d8+mental to everyone (not allowing a save to the one in the center)

Enchantment
You gain 2 of the following:

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•Peaceful Aura(Su): You create a tranquil aura around you. All foes within 50ft must make a will save or suffer a -1/2 [spell level] to all attack rolls. A successful save negates the effect for the encounter. However a failed save remains in place as long as they remain within the vicinity of the area, if they leave and re-enter, they get a new saving throw. This is a [mind-effect] ability.
It is [mind affecting]. It looks great though it affects a large area again I think [spell level] x10ft would be great. What happens with 1st level spells?

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•Powerful Voice(Su): You may use the Command spell at will. In addition, if you are at least 11th level in the spellbound class, you also get the suggestion spell at will.
Think of the 1st level spell bounds getting command at will... I would delete it... or use it to grant a bonus to bluff, intimidate, diplomacy checks of [spell level] rather than this really powerful effect.

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•Friendly Appearance(Su): You create an aura where you appear much friendlier and kind, and that aids you with any talking. You gain a [spell level] bonus to all diplomacy, bluff, and intimidate checks.
lol I really like this one.

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•Fleeing Foes(Su): You create a sudden fear within foes. Target a 10ft burst within 30ft. All foes within that area must make a Will save or become shaken for the encounter. This is a [mind-effect] ability.
SHAKEN FOR THE ENCOUNTER? That is crazily broken. Fear escalates and with 3 uses of this ability you can make people panicked if you then use walls from conjuration well they are cowering and you just won the encounter consider it having a really close range [spell level] 5ft and make it last really short times [spell level] /2. Otherwise specify that it doesn't escalate (even if you do that reduce greatly the duration). Again it's [mind affecting], and it also should be [fear]

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•Inspiring Presence(Su): An aura, center on you, creates feelings of confident and power within your allies. All of your allies deal an additional amount of damage equal to [spell level] on all of their melee and ranged attacks. This is a morale bonus.
allies within 10ft per [spell level]? "Allies" miles away are affected at the moment. Allies normally include yourself, unless not specified.

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•Grand Foe: As a standard action, you may fill a foe will great confidence, causing him to be overly confident in himself. The foe takes a –[spell level] to AC and damage rolls. Furthermore, the foe cannot use the total defense action, and will not retreat from the battle until this effect ends. A will save halves the penalties, and the foe can retreat or use the total defense action.
5ft [spell level] range does seem allright, also I wouldn't give a penalty to damage rolls.

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Double Bind: All enchantment spells and abilities gained from this spell bind lose their [mind-effect] status, and can now affect foes that are normally immune to such effects. However, foes with immunity to such effects enjoy a +6 to their saving throws against such effects. Furthermore, the save DC’s of all of the effects chosen above and spells from the Enchantment school are increased by 2.
You just became the best fear debuffer in existence. I would increase the DC it is a powerful effect but I wouldn't negate [mind affecting]

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Burst: Controlling Enchantments: As a standard action, you may cast Dominate, as the spell, on any one target within 30ft. The DC is standard for the abilities gained from spells bound, and this lasts for [spell level] rounds.
Dominate is a 5th level spell, and you can use this ability at second level using 0 level spells. I don't think it is a good idea. I think that something among the lines of:
Burst: Mesmerize
As an immediate action, you can Daze any creature within 5ft [spell level] for a round. A WILL save negates the effect but the target creature is considered flat footed until the start of your next turn.

Would be effective for several levels and not broken at level 1 (Daze is a really powerful condition). It also provides a line of defense to the enchanter, using it as a immediate action to stop enemies from drawing to close.

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Illusion:

You gain 2 of the following. (note: All effects are treated as illusions, and as such can be seen past by True Seeing and the like):

•Illusionary Combat(Su): As a standard action you create a small illusionary spell over yourself to aid yourself in combat. Afterwards, you must spend a swift action each round thereafter to maintain the effect. Foes affected by this ability must make a will save to negate the ability. A success lasts for 1d4 rounds, during which an enemy is not affected by this ability. Each turn, select one of the following benefits (this is a [mind-effect] ability):
[mind affecting], illusions are not normally mind affecting, I would probably drop the [mind affecting] part. I would also drop the swift action to maintain and the Will save.

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-Illusionary Attack: You illusion makes it seem as if you are attacking from a completely other direction, giving you 1/3 [spell level] to the attack roll. In addition, because they are trying to block or avoid in the wrong direction, they lose any shield and dodge bonuses they may have to their armor class for your attacks.
I don't really think that they should lose dodge and shield bonuses why do they keep their dexterity bonus? Let them keep all the bonuses. Note that this ability can be changed every turn

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-Illusionary Feint: You may feint as a free action in combat.
Rogues wet dream. So a rogue can take a level of this class cast a 0 level illusion spell into his spell bind and then feint as a free action for ever? Probably a BAD idea. Change it so you can feint as a move action and if you already can or later you gain the ability to you can feint as a swift action, otherwise it is TRULY strong (specially since it is available really early).

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-Illusionary Defense: You appear to have no openings at all, giving you a ½ [spell level] circumstantial bonus to armor class.
I am thinking that I will have to compare the bonuses to AC later, but I would probably reduce this one 1/3 since you can switch from attack to the defense. Also the feint does make sense as a separate ability, maybe make it its own spell bind.

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•Illusionary Assault(Su): You create an Illusion, reinforced by the shadows, as a standard action. Chose any foe within 30ft, they take [spell level]d4 + Mental Stat Modifier damage as the shadows damage them, and you may create any illusion within 5ft of the foe to make them think they have suffered this damage. The illusion may affect any and all senses. If the opponent makes a successful will save, however, the damage is halved and the opponent sees the shadows behind the illusion that damages them. If they fail this save, they remained trapped in the illusion, and get a new save each round to escape the illusion. Each round they fail this save they take [spell level] damage from the shadows. This is a [mind-effect] ability.
WOW that is strong. First 5ft [spell level] for [spell level]d4 damage would be more adequate. It is basically using a major image a 3rd level spell. Okay let's see...

•Illusionary Assault(Su): You create a figment, reinforced by shadows, as a standard action. Chose any foe within 5ft per [spell level], they take [spell level]d4 damage as their shadow attacks them. If the opponent makes a successful will save nothing else happens. If they fail this save, they kept believing in the reality of their shadow, and get a new save each round to escape the illusion. Each round, maximum number of rounds equal to [spell level], they take [spell level] damage from the shadow. This is an [illusion (figment)] ability. As long as a creature is taking damage from this ability you cannot use it again.

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•Reaping Grounds(Su): Your illusions cover the entire area within 30ft of you, and make it seem as if the very ground was alive, and hampers the foe in any way possible. Walls may seem to pop up and move, trees may block opponents, ect. As a standard action, you force all foes within 30ft to make a Will save. Any foe who fails this has all of their movement speed halved, and takes [spell level] nonlethal damage each round. Each round foes get another save to end the effect, and once they do, they remain immune to the effect for 24 hours. Ending this effect is a free action. Ending this effect is a free action.
Again truly strong I would limit it to 5ft per [spell level] and be counted as difficult terrain.

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•Illusionary Weaponry(Su): As a free action you may surround yourself with floating illusionary weapons, reinforced with shadows, of any weapons your are proficient with. On that round and ever round thereafter, as a free action on your turn, may make 1d3 melee or ranged touch attacks (depending on what weapons you have caused to appear). Regardless of the type of attack made, no attacks of opportunity are provoked and all attacks, if they hit, deal [spell level] damage of the type normally done by that weapon. A creature hit is entitled to a Will save to halve the damage. A creature who is hit gets a stacking +1 bonus to Will saves against further attacks against it. In addition, you create an illusionary weapon for you to wield, using the statics listed above for attacks and damage with it. You still get multiple attacks with it if your BAB is high enough. Only one instance of this bind may be in effect at a time.
I would limit it to create [spell level] daggers that surround you in a swarm, you can use them at melee (or throw them) it additionally gives you an (read one) extra attack, be it melee or thrown. Once you run out of extra daggers you need to cast it again. Probably limit the damage to d4.

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•Illusions(Su): You may use the Minor Illusion spell at will as a spell-like ability. If you are at least a level 11th spellbound, this is upgraded to the Major Illusion spell. Both effects last for Concentration + 3 rounds.
I imagine that you are talking about Minor Image & Major Image. Again this is an ability that you can access at level 2 and you are replicating a 2nd level spell at will. I would limit it to silent images and have it take it concentration + 1 round.

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Double Bind: True Seeing no longer grants one the ability to see through any of your illusion spells and the above abilities, however they get a +6 to any save related to these effects.
Ugh this is really extremely cheesy and powerful. I would grant the ability to hide in plain sight if the class had hide as class skil... as it is... I will give a +2 to illusion spells and effects OR a permanent blur.

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Burst: Illusionary Death(Su): As a standard action you create an illusion that makes an opponent believe they are dying. An opponent targeted must make a will save or feel as though they were dying. They must make 2 will saves. If they fail the first will save they are stunned for 1d4+1 rounds as they are overwhelmed by the feeling of death. If they fail the second save they take a -4 on all saves for 1d4+1 rounds, and suffer 1.5 damage from all sources (rounded up) as the pain is intensified by the illusion. This illusion is strong enough to bypass creatures with true seeing, see invisibility, and those normally immune to illusions, however they get a +6 bonus to the save.
At what level can they use this ability? At a very very low level. It also seems more of an enchantment effect than an illusion effect. Why don't you use something like...

Burst: Blinding colors (Su): As an immediate action you create an illusion of clashing colors surrounding a creature within 5ft per [spell level]. Depending on its HD it gets affected differently.
HD < [spell level] +1: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
HD < [spell level] +4: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
HD > [spell level] +4: The creature is stunned for 1 round.

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Necromancy:

You gain 2 of the following:

•Necromantic Aura(Su): All within 10ft of you take [spell level] negative energy damage each round at the beginning of your turn. Undead are healed by this effect. This can be activated and deactivated as a free action on your turn.
Really? Everyone in 10ft no save? You should reduce it to [spell level]/2

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•Rebuke Undead(Su): You gain the ability to Rebuke Undead as a Cleric of your Spellbound level. This can be done once per 5 rounds. This does not qualify you for feats or prestige classes.
Do you get a pool of rebuked undead? Can you use it to feed devotion feats? DMM? I would limit it to [spell level] x2 or Spellbound level whichever is lower.

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•Undead Body(Su): You gain many of the benefits of undeath. You are now healed by negative energy effects and damaged by positive energy effects. In addition, you are immune to nonlethal damage, fatigue effects, and sleep effects. Unfortunately, you are now effected by turn attempts.
I would leave it on being healed by negative energy effects and damaged by positive energy.

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•Vamperic Touch(Su): As a standard action, make a touch attack against one foe within reach. It takes [spell level]d6 negative energy damage. You are healed for half of the damage delt.
Cool

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•Strength-Draining Blast(Su): As a standard action, make a ranged touch attack against a single foe within 30ft. They take a [spell level] + Mental Ability Modifier penalty to strength for [spell level] rounds. This cannot drop their strength below 1.
I would limit to 5ft per [spell level] make it be a ranged attack, and make them take [spell level] damage (mental ability modifier can be buffed) I would also add that this doesn't stack with itself.

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•Potent Gas: Creates a 10x10x10ft cloud in any area within 50ft. All within this cloud must make a fortitude save or become sickened for [spell level] rounds. This cloud remains in the area for [spell level] rounds. You may only have one of these in effect at a time, if you activate a new one while the only one is still in effect, the old one disappears.
Range 10ft [spell level] and sickened for as long as they remain in the cloud + 1 round.

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Double Bind: Whenever a foe is under the effects of a bind ability or a Necromancy spell, the necromantic energies wear their body down. They must succeed on a Fortitude save or become fatigued. If they are targeted by a second effect, they must make another fortitude save or become exhausted.
Really strong I would make them shaken for a round (it is a fear effect that escalates)

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Originally Posted by bindin garoth View Post
Burst: Necromantic Revivification(Su): You can use this ability as an immediate action to you or any of your allies who have recently died (as long as their body is still intact, must of been within [spell level] rounds). Necromantic energies flood the dying person’s body, bringing them back as a temporary undead. They gain all the benefits (and penalties) of being undead, and gain an amount of HP equal to ½ of their maximum hp. They can act normally for a number of rounds equal to [spell level], and then they die again, regardless of how much hp they had. A character dying at the end of this effect may not be targeted by this effect again, and although a character already under this effect that dies again before the effect would end can be targeted again, this effect instead only revives them and gives them the HP, the original duration is not reset.
I would not allow to use it on yourself (if you die you die). Other than that really cool.

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Originally Posted by bindin garoth View Post
Transmutation:
[spoiler]
You gain 2 of the following:

•Morphic Body(Su): The organs within your body are constantly moving around, granting you a 50% chance to negate critical hits and precision damage.
10% [spell level]

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Originally Posted by bindin garoth View Post
•Weapon Morph(Su):As a free action, you may grow a natural weapon of any type. A chart is listed below, and is sized for medium creatures. Reach is 5ft for medium creatures. You may have a maximum of ½ [spell level] natural weapons at any one time. In addition, you can only have a number of bite attacks equal to the number of heads you possess, and a number of claw attacks equal to the number of hands you have. The spine is an exception to the above rules, it is a ranged natural weapon that has a range increment of 15ft. It has a maximum of 3 range increments. For all natural weapons you get ½ your Strength modifier to all damage rolls.
You should be able to grow only ONE weapon (it is crazy to have more, really, check multiattack improved multiattack, rapidstrike, improved rapid strike.
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Originally Posted by bindin garoth View Post
Spoiler
Other than that cool ability.

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Originally Posted by bindin garoth View Post
•Enhanced Body(Su): You reinforce your body, gaining an enhancement bonus to any one ability score equal to [spell level]. This may be changed as a standard action.
I would say 1/3 spell level and no changing It is really good as it is.

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Originally Posted by bindin garoth View Post
•Reinforced Body(Su): You toughen up your body with magic, granting you an enhancement bonus to either natural armor, fortitude saves, or reflex saves equal to ½ [spell level]. The choice may be changed as a standard action.
It is strong but this is a strong class...

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Originally Posted by bindin garoth View Post
•Modify Body(Su): You are able to change your body to give you new abilities. You may now grant yourself a flight speed with average maneuverability, a burrowing speed, or a swim speed equal to your land speed as a standard action. Once chosen this cannot be changed.
Maximum speed equal to your base speed or 5x [spell level] whichever is lower? Burrowing speed doesn't leave a tunnel.

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Originally Posted by bindin garoth View Post
•Morph Foe(Su): You reach out and touch your foe, causing horrible pain as their body is twisted and morphed. Make a melee touch attack against anyone within range. They must succeed on a Fort save of have their body become disfigured. They take a -1/2 [spell level] to their Strength score, and have all of their speeds reduced by half. This lasts for [spell level] rounds.
This is crazily strong I would outright ban it. Let's try rewording...

•Morph Foe(Su): You reach out to your foe, causing horrible pain as their body is twisted and morphed. As a standard action make a melee attack against a creature adjacent to you. The target must succeed on a Fort save of have their body become disfigured. They take [spell level] penalty to Strength checks and Strength based skill checks, and have all of their speeds reduced by half. This lasts for 1/4 [spell level] (minimum one) rounds.

Otherwise you are going to spam this.

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Originally Posted by bindin garoth View Post
Double Bind: You can now grant an ally any benefit you would receive from any of the above abilities as a melee touch attack as a standard action. This lasts until you dismiss it as a free action. However, all numeric abilities are halved (including: number of natural attacks, speeds, enhancement bonuses, natural armor). Any one ability may only be granted to one ally in addition to yourself.
Make them last for [spell level]/2 rounds and I would probably limit it to one ability per 3 [spell level].

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Originally Posted by bindin garoth View Post
Burst: Embodiment: By using up the energies from the bind, you are able to mimic the Polymorph spell, with the following exceptions. This effect lasts for [spell level] rounds. Furthermore, the HD limit of the creature may morph into is 1.5 x [spell level] (rounded down). In addition, you may choose one spell-like or supernatural ability the creature you morph into, you gain the use of it for the duration of the transformation, under the same constraints the creature had. For example, if the monster could only use the ability once per day, you may only use it once per day, even if you transform into it multiple times in a single day.
Polymorph as an spell like ability usable with low level spells? I would... erase the choosing of spell-like or supernatural abilities (leave that for a feat). I would also add that you have to polymorph into a creature that you have seen (or have a very good knowledge of the creature Knowledge (whatever is relevant) check DC 10 + Creature's HD)

And that's it!

Okay those spell binds were crazy strong this looks like a really powerful generalist. I know I am certain that you should go with CHA based class, it is the lest powerful of the casting stats. Also all the binds seem supernatural abilities to me (not spell like they even have the (Su) besides their name)

I also think that you should reduce the spellcasting progression to something ala Mystic Ranger

level0th1st2nd3rd4th5th
01.2     
02.21    
03.22    
04.321   
05.322   
06.3321  
07.3322  
08.43321 
09.44322 
10.443321
11.444322
12.444332
13.544433
14.544443
15.554443
16.555443
17.555444

Ps. You owe me a PEACH

Edit: Ps2. I know that in most abilities I say 1/2 or 1/3 of [spell level] I suggest that you change it to 1+1/2 or 1+1/3 of [spell level], that way spellbounds that are starting their career gain benefits from their major class features.

Also if you want to keep the bard progression it was a good point that this way they get access to more schools I suggest having the spell binds last for 10 min per [spell level] and at later levels increase it to 1 hour per [spell level] this way the spellbound while use its spells a bit faster

Ps3. Also for gods sake limit the spells that can be bind into spell binding to spells from spellbound or absorved via spellbound class features. Maybe make a feat specifically allowing stolen spells (spellthief spellbound can be a pretty cool multiclass) to qualify if not many high level spell casters benefit greatly from taking a level or two of this class and gaining access to spell bind and burst and that wizards should not be better at spell binding than spell binds themselves.

Last edited by God Imperror : 08-12-2012 at 06:11 PM.
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Old 08-12-2012, 06:46 PM   Top  -  End  -  #12
God Imperror
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Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

Shameful double post is shameful

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Originally Posted by bindin garoth View Post
No problems! I appreciate any feedback at all! I should have the soul binding ACF up in a few days.
Cool I'll peach it if I have time.

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Originally Posted by bindin garoth View Post
Also, as another note, I'm aiming for a versatile tier 3 class. The main thing limiting this class should be spell slots, forcing them to be careful of their spell binds and spells cast.
That was my idea too when checking it, also when checking spell binds some spell binds might still be a bit powerful but not shamefully powerful (you seem to underestimate [fear] effects though)

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Originally Posted by bindin garoth View Post
Of course! I've put a lot of effort in this class, I want to make it worthwhile to use, and easy to use with other classes! I already have plans to write feats for the spell binds themselves and for several ACF's.
Then once I finish my Anointed heritor I would love to make a dual progressing prc.

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Originally Posted by bindin garoth View Post
Truly, light armor is the best armor!


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Hmmmm..... I'll take a point between this and the suggestions towards the end, and make it 6+int. My goal was to make this a very versatile class, so this would be helpful.
Yes it is probably for the best.

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Originally Posted by bindin garoth View Post
Ye shall never have dead levels
They make it hard to balance though when they are accompanied by spellcasting. But I think you did a good job.

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Originally Posted by bindin garoth View Post
True........ Hmmmm...... I'll have to think about these points for a little bit.
It is not necessarely a bad thing I know that you wanted mettle and mettle (for will saves) is certainly justified but is it justified towards fortitude?

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Originally Posted by bindin garoth View Post
I've now had several people comment about this. Originally I had got the idea from Some of unosorta's homebrew. But I'll change this to a Charisma based spellcaster.
I will confess that its a feature that I don't really like (even if I had seen it before) but in the case of this class a theurge is greatly empowered. For example as it is a Spell bound / Ur Priest / Mysthic Theurge can spellbind its Ur Priest spells and use them like a batery while keeping himself buffed with cherry picks from the sorcerer/wizard list all this while being MAD.

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Originally Posted by bindin garoth View Post
The only reason I did this was for the spell binding feature. Because the spell binds require a spell of a different school, I wanted to make sure they get enough spells known to take advantage of the different binds. If you have another idea for this I'm all open for this.
Yes that is a problem, they will need to specialize a little or be careful while picking spells...

I was thinking it earlier but forgot about commenting it on my past post, what happens with dual school spells?

You might give them the ability to learn more spells having access to a spell from the Wu Jen or the Bard list (arcane spells) every 4 levels would be an attractive idea while keeping their total spells close to control.

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Originally Posted by bindin garoth View Post
I will be changing all of the mental stat references to Charisma soon, so no need to worry about this.
Great


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Originally Posted by bindin garoth View Post
The spell slot is wasted. I will clarify upon this. And I'll change the before to below. Opps
Don't worry english is not my mother language (it is not even my second language) so sometimes I mess up.

Quote:
Originally Posted by bindin garoth View Post
Good point. Will change. Any suggestions for changing this feature so I don't have a dead level. Maybe able to cast Prestidigitation at will?
The extra known spells from other sources are an idea (above) other than that... you can do something similar to the hexblade's

Quote:
Originally Posted by Dead levels
Forced Omens (Ex): At 6th level, a foreboding sense of doom travels with the hexblade, as candle lights flicker, fresh food turns green, or the air becomes stale. A hexblade adds prestidigitation to their list of spells known. See the spell description on pg. 264 of the Player's Handbook. If a hexblade already knows this spell, the character may choose a different 1st level spell. As a bonus spell, prestidigitation cannot be traded for another 1st level spell.

At 8th level, a hexblade may cast prestidigitation as if augmented by the Silent Spell feat without using up a higher-level spell slot. At 11th level, a hexblade may cast prestidigitation as a spell-like ability, lacking both somatic and verbal components, but is still limited to their spell slots per day. At 14th level, a hexblade may cast prestidigitation a number of additional times per day equal to 3 + their Charisma modifier. At 18th level, a hexblade can cast prestidigitation at will. The prestidigitation spell disappears from their list of spells known at this level.
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Originally Posted by bindin garoth View Post
Pretty much. Some are able to be used as an immediate action to help one defend himself/herself, and others are to allow one to attack with some extra power/effect.
Yeah I did really like most of them.

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Originally Posted by bindin garoth View Post
Hmmm...... I'll see if I can add some extra levels for this ability.


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Originally Posted by bindin garoth View Post
Will add. And I'll add a clause that prevents people from using this spell and the arcane sight spell gained later


Quote:
Originally Posted by bindin garoth View Post
Good point, I'll add a clause for this.


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Originally Posted by bindin garoth View Post
Yup! Actually that was the whole point, if you have the maximum number of spells bound, rather than waste the Counter Bind ability, you may sacrifice the spell cast at you for it's bind ability, or sacrifice a spell already bound so you can replace it with the spell that was cast at you.
That certainly looks great

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Originally Posted by bindin garoth View Post
As stated with detect magic, I'm going to write a clause in the spell binding section stating that a spell bound must come from a spell slot.
Granted by the spellbound class or from any class that progresses spellbound spellcasting.

Quote:
Originally Posted by bindin garoth View Post
Because of the ability you like below Although I'm all ears to changing this ability.
Yes... it is a bit hard to decide on this one... I'll think on something

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Originally Posted by bindin garoth View Post
Good! Glad you like it!
Great minds...

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Originally Posted by bindin garoth View Post
Hmmm...... True. The Capstone should always be an ability to look forward to........ Any suggestions?
After reading the binds and realizing that you need some more class features... I suggest changing spell binding to the following.

lvl 1 spellbinding you can bind a spell it lasts for [spell level] x minutes (0 level spells count as 1/2 level)
lvl 5 spellbinding you can bind two spells though they must be from different schools in addition spellbinds last for [spell level] x 10 minutes (0 level spells count as 1/2 level)
lvl 10 spellbinding you can bind two spells from the same school (or different schools) in addition spellbinds last for [spell level] x hours (0 level spells count as 1/2 level)
lvl 15 spellbinding you can bind two spells from the same school (or different schools) spellbinds now last as long as you wish to bind them. In addition you can bind a third spell for [spell level] x rounds (0 level spells cannot be bound in this manner)
lvl 20 spellbinding (capstone) you can bind three spells no more than two can be bind to the same school in addition when you employ a burst ability you may make an spellcraft check DC 20 + [spell level] to recover the bind as it was not expended, before using this ability you have to wait a number of rounds equal to the [spell level] or the last spell absorbed in this manner.

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Originally Posted by bindin garoth View Post
I'll take out UMD, that's a good point.
Yep, check those skills probably do something similar to the bard (without perform) as it seems to be what you want to achieve.

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Originally Posted by bindin garoth View Post
Also, if you don't mind I'd love it if you took a look at the binds whenever you have a moment.
Yeah read over my previous comment its a tad long.
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Old 08-14-2012, 12:32 PM   Top  -  End  -  #13
zagan
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Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

Now I have some time, so I'll try to give you a more detailled peach as promise. Small warning I didn't read the comment from the other poster so I may repeat some things.

Image: Very cool image.

Skills: 6+int ? Perhaps a little much for a spellcasting class, one so magic focused anyway. For me 4 would be enough. As for the skills themselves, I'm not sure Escape artist, Hide, Move silently and sleight of hand are really appropriate.
Perhaps if you make an ACF where they must spellcialized in one or two schools you could give additional skill as

Hd, Bab, Saves: Seem fine

Proficiencies: Fine too.

Spells: Ah now they are Charisma based. Probably better that way.

Spell Bind (Su): The central ability of the class, little to say at this point we'll see when we get to the bind themselves.

Armored Caster (Ex): Standard

Burst (Su): Same as the bind. A feat that change that to another type of action might be interesting. Move action 2/day perhaps.

Enhanced Bindings (Su):
+1 caster level: Increase the benefit of having a spell bound, why not.
+1 spell level: Nice, does it apply to even to cantrip ?
+1 to DC: Nice too.
A few small but interesting bonus.

Mystic Eyes (Su): Always useful.

Spell Resistance (Su): If you can lower it as a free action, can you then raise it again as a free action ?

Combine Assault (Su): Very nice ability to gain at mid-level.

Mettle (Ex): Yeah, okay always nice to have an additional defense.

Counter Bind(Su): That one is very nice to bind spell of higher level than what you can cast yourselves. Does it work with spell cast by allies ?

Counter Burst(Su): That one is great.

Eyes of the Archmage (Su): Follow up on detect magic, logical and useful.

Spell Attraction (Su): Cool but it need a few clarification, do you need to be aware of the spell being cast ? And what is the range ? If an ally is a thousand miles away but you scrying on him can you redirect a spell cast at him ? What if he is on another plane ? Could you designate an enemy to be an allies to steal a beneficial spell cast by someone else on him ?

Spell Repression (Su): Very very cool, as a sort of ultimate defense. Can you do it on a spell that is already affecting you ?

Magic Conversion Su): As far as capstone go, it's no that impressive. It may be useful if you manage to bind a 9th level spell with counter-bind to gain some massive bonus but otherwise. On the other hand I'm not sure whta could work as a capstone.

Spell Binds: I note it in my mp but you forget to say if you round down or up when calculating 1/2 or 1/3 and if it's minimum 1. Also you say that they are

Arcane: A few basic bonus, the increase to caster level for double bind seem a little strong. The burst is pure damage, it could be useful in some situation.

Abjuration:
•Abjurant Protection(Su): okay
•Resistance(Su): can you select it multiple time for resistance against multiple energy type ?
•Swift Abjurations(Su): Very cool.
•Warding Arcanes (Su): Few question, at what distance can I create the ward ? Do all cube need to be adjacent ? Are the ward visible ? Do you need to stay witin X distance of the ward to maintain it ?
-Energy: Okay.
-Forcing: Okay.
-Anti-Magic: What's your caster level for that ?
-Wall: Does the wall appear at the edge of each cube or cover them completely ? If you use disintegrate against one cube does it destroy all cube ?
•Cushioning Magics(Su): Okay.
Double Bind: Clarification on what is and what is not multiplied would be great.
Burst: Repelling Burst: It's unclear but I think this is centered on you ?

Conjuration:
•Mystic Blade (Su): "ammo is automatically generated when you attack" Does this mean that I can full- attack with crossbow without needing to recharge ?
•Conjured Object(Su): Very flavorfull but perhaps add a size limit, I could conjure huge wall of paper worth very little for example. (not sure what they could be use for but you see what I mean).
•Defensive Conjuration(Su): That seem a little powerful, like the wing of cover spell. the cool down does help but i would make it longer.
•Summoning the Elements(Su): Very cool but you may want to specifie what you mean by passive effect.
•Weapon Snake(Su): I don't know why but I don't like this one. I know that it look cool and all but I don't like it. Sorry.
•Spell-Infused Summons: Nice.
Double Bind:
-What if you have a summon reserve feat ? Does it work with it ? Cool in any case.
-The customisable enhancement is awesome but need limit, at least mentionned that special property that have use per day are not renewed if you use them multiple time on different weapon.
-Reducing the cooldown with such a potent ability (to me) seem wrong somehow.
-Still don't like weapon snake, sorry.
Burst: Conjured Assault(Su): The effect is very cool but weapon again ? Fluff it differently perhaps ?
Note: Nothing relate to teleportartion or healing ?

Divination:
Sign: No sign for the others schools ?
•Insight(Su): Okay.
•Visions(Su): Cool.
•Show What You Know(Su): As I said in the mp very nice.
•Future of Demons(Su): I like the clarifycation.
•Hindsight(Su): Always useful.
•Lucky Foresight(Su): Nice, particularly in mettle;
Double Bind: Unclear you have in addition deux fois. So you get insight plus scry at will ?
Burst: Divination of the Heavens(Su): Not a fan of this one, I think it could be better. Perhaps a see invisibility effect (or even true seeing) on you and all allies with X feet as a swift action;

Evocation:
•Elemental Assault(Su): Cool, i like the full attack concept.
•Mystical Blasting(Su): Okay, why not.
•Elemental Blast(Su): No save for half ? And if you have mystical blasting do you get cha to damage twice ?
•Devastating Power(Su): Very nice but very similar to one of the conjuration effect.
•Magic Mine(Su): Cool.
Double Bind: "Increased by 2x[spell level]" what do you mean ? Multiplied ?
Burst: Explosia(Su): That seem very strong compared to using an evocation spell the normal way. Fireball would do far less for example.

Enchantment
•Peaceful Aura(Su): Nice.
•Powerful Voice(Su): The level limitation is nice.
•Friendly Appearance(Su): Cool.
•Fleeing Foes(Su): Classic.
•Inspiring Presence(Su): Very nice.
•Grand Foe: Superb ability.
Double Bind: Cool.
Burst: Mesmerize Perfect.

Illusion:
•Illusionary Combat(Su): Interesting option.
•Illusionary Assault(Su): Very nice image.
•Reaping Grounds(Su): You have "Ending this effect is a free action." twice, otherwise cool effect.
•Illusionary Weaponry(Su): i love that one.
•Illusions(Su): Okay.
Double Bind: Yeah, i can see the use for it.
Burst: Blinding colors (Su): Strong but cool.

Necromancy:
•Necromantic Aura(Su): Appropriate.
•Rebuke Undead(Su): You may need to specify that if you may not exceed the limit fo turn undead even if you choose this bind multiple time.
•Undead Body(Su): Logical.
•Vamperic Touch(Su): Are you also healed if you sue this on an undead ?
•Strength-Draining Blast(Su): Okay.
•Potent Gas: yeah, okay.
Double Bind: Cool too.
Burst: Necromantic Revivification(Su): Very nice, can you use it to allow for someone to use effect like revivify at a later point.
Example and allie died but the cleric is too far to revivify him, if you use that can the cleric use revivify at the end of the effect ?

Transmutation:
•Morphic Body(Su): Okay.
•Weapon Morph(Su): I really like this one. Totemist in a bottle.
•Enhanced Body(Su): Okay.
•Reinforced Body(Su): okay.
•Modify Body(Su): Useful.
•Morph Foe(Su): "1/2 of their highest spell" I think you mean 1/2 of their highest speed.
Double Bind: Very party friendly.
Burst: Embodiment/ granting spell-like abilities or supernatural abilities can easilt be abused, but I'm not sure what to replace it with.

All in all excellent work, If something happen to Evlen you may use it on any new character you create for my game. (after I reread it of course).
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Old 08-14-2012, 01:39 PM   Top  -  End  -  #14
bindin garoth
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Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

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All in all excellent work, If something happen to Evlen you may use it on any new character you create for my game. (after I reread it of course).
You're just using that as an excuse to kill him off aren't you just kidding.

Anyway, I will have comments related to the PEACHES up tomorrow midday. I started typing them up in a word document at work during lunch, so I won't have my notes until tomorrow.

Also, it looks like there will be a big change in the binding system. Zagan, I will be sending you details about it to get your opinion before actually making the change. The more input the better
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Old 08-15-2012, 06:12 AM   Top  -  End  -  #15
bindin garoth
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Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

And we are starting the changes into Version 2.0 folks! Hopefully will be done today/tomorrow! As for the comments, I probably won't respond to them until after the change to spell binding.

Edit:
Also, for everyone (and myself), here is a list of planned feature I will be implementing with this class, in the order they are most likely to come.
- ACF allowing a Spellbound to bind a single vestige, and meld their powers with the spells they bind. (This ACF will be more of a "burst" user, temporarily increasing their power beyond a normal spellbound, but overall a lower power level.
-Effects that increase to potency of spells cast! For those who want binds to only enhance their spells (Evocation and Conjuration already have some, but none of the others do).
-Feats! Including: Multiclass feats, binding feats, specialization feats!
-ACF's, creating versions of the spellbound for: Martial Disciplines, Formulas (as linked in the 1st post), and perhaps even Divine!
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Old 08-15-2012, 01:40 PM   Top  -  End  -  #16
bindin garoth
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Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

Alright! Version 2.0 is now up! Let me know what you think!
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Old 08-20-2012, 08:48 PM   Top  -  End  -  #17
ErrantX
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Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

Wow, this is an enormous and well put together project. I'm not sure where to begin with an assessment, but I guess I will start by saying, Bravo, it is not easy at all to put together new base class systems. Prestige classes are easy; base classes are the true nightmares. So bravo to you.

Hit dice, spells are good, skill points should likely be 4+Int otherwise it could get unfair. Class features fit...

I have to say that I love the spellbinding abilities; school specific buffs that make sense to holding a spell's energy to do more than just be a spell. Good ideas. Really, I can't say anything more than zagan's already said about specific ones, but otherwise, this is a great effort and I'd totally consider playing one in a game, and I'm certain I'd have fun with it from levels 1-20. That's the most important thing for a base class, and honestly I think it is the highest compliment you can pay to class is to say that you'd want to stay in it from 1-20.

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Originally Posted by bindin garoth View Post
And we are starting the changes into Version 2.0 folks! Hopefully will be done today/tomorrow! As for the comments, I probably won't respond to them until after the change to spell binding.

Edit:
Also, for everyone (and myself), here is a list of planned feature I will be implementing with this class, in the order they are most likely to come.
- ACF allowing a Spellbound to bind a single vestige, and meld their powers with the spells they bind. (This ACF will be more of a "burst" user, temporarily increasing their power beyond a normal spellbound, but overall a lower power level.
-Effects that increase to potency of spells cast! For those who want binds to only enhance their spells (Evocation and Conjuration already have some, but none of the others do).
-Feats! Including: Multiclass feats, binding feats, specialization feats!
-ACF's, creating versions of the spellbound for: Martial Disciplines, Formulas (as linked in the 1st post), and perhaps even Divine!
I like the vestige one; I'd even consider making a prestige class for that. 2nd idea is definitely needed. Feats are a plus, and multiclass feats are seriously the best thing ever. More ACF's are cool; I could see a fantastic set of swordsage/spellbinder abilities for multiclass.


Regards,
-X
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Old 08-21-2012, 10:58 AM   Top  -  End  -  #18
bindin garoth
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Join Date: Jan 2011
Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

Sorry for the long wait, but here is my reply to everyone! Some of the responses are short because I've been using my lunch to write these (in addition for other things too, which caused part of the delay, and being away for the weekend). Comments are split up for each post.


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In other news:
-The Binding ACF is close to complete! Mainly have to make a few minor adjustments, and spells known.
-As I said before, feats will follow. I will most likely be adding them in groups at a time. The biggest parts will be multiclassing feats and feat chains that end with the ability to chose an addition effect for a school you have specialized in (only chose one additional effect overall, not per bind). This chain will most like include a unique effect for a spell bind that cannot be chosen otherwise, and a unique second burst effect for that school (either immediate or standard action effect, depending on what the school already offers).
-Also, I’m currently debating on the capstone between one of the following:
* Loose all penalties for binding spells lower than max level.
*Always bound to one school, even if you use it’s burst effect. Burst effects would now have cooldowns.
*The ability to empower a bind once/encounter.

What does everyone think?
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Old 08-21-2012, 06:56 PM   Top  -  End  -  #19
God Imperror
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Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

I'll look at it in deep once I get some more free time (should be able to do it tomorrow or so). I am currently working on to much stuff

-My Anointed Heritor Base Class the heroes system is starting to be a pain to balance. I would really love a PEACH on this one.

-A War Machine PrC for dakka and more dakka.

-And my new pet project on making a base caster class using blood (and hence HP) to fuel "spells" (not having actual spellcasting but bloodcasting)
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Old 08-24-2012, 10:46 AM   Top  -  End  -  #20
bindin garoth
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Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

Alright! The first new ACF for the Spellbound is up! This one combines spellbinds with the binder, and is more "Bursty" than the normal one. Of course, for this he pays with a lowered spell progression and less spells known.

I'll also have a new feat up in a few minutes, for those who specialize in one school.
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Old 08-29-2012, 06:05 AM   Top  -  End  -  #21
bindin garoth
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Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

No comments on the binding ACF

Work on this has slowed, due to working on my current entry for the PRC contest. Check it out if you have time:

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Old 09-26-2012, 09:42 PM   Top  -  End  -  #22
bindin garoth
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Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

Aaaaaand I finally got back around back to this project. Several of the Burst effects have gotten buffs, and Reserve feat support has been added! The flavoring was similar, and it adds more options to the class, so they fit in perfectly!

And as always, thoughts/comments/PEACH's are always appreciated!

I have several multiclass feats written, they just haven't been posted up yet. I wanted to wait until I have many to post them all up at once.

I'm also thinking about writing feats the encourage the use of different binds, to help offset the lose of the double bind effect, since they tend to be stronger than normal effects. Thoughts?
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Old 11-10-2012, 01:39 PM   Top  -  End  -  #23
Welknair
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Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

I'll need to finish reading the ACFs and later class abilities at a later time, but I can tell you I really like what I've read thusfar. It seems like a basic variation of the Bard, which is known to be pretty solid-balance wise, and I've seen nothing that would change that here. It is relatively versatile between spells known and the ability to easily change their Bindings. The one thing I've noticed amiss was in your initial description of the Binding effects, you neglected to state whether the effects were rounded up or down. On the whole though, an interesting, flavorful and balanced class. I'd love to see some specialized PrCs for it, or a Divine version.
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Old 11-12-2012, 07:27 PM   Top  -  End  -  #24
bindin garoth
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Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

Thanks Welknair! Just whenever you have time man!
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Old 02-06-2013, 12:15 PM   Top  -  End  -  #25
bindin garoth
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Default Re: "Let the magics come to my soul....." [3.5, Base Class, PEACH]

Did you all miss this class?

Time to finally post the martial adept version of the class! Currently he is mostly complete, except for the dead levels (though I'd be happy just filling in levels 16 and 19).

Can we expect a divine, manifesting, ect classes?

Probably not. As it is right now, I'm crunched for time (and why I'm posting it up before putting in more abilities or finishing the last two binds). I am more than willing, however, to work with others on this.

But of course, you can expect more feats (Especially multi-classing, probably no more with binds, however)! And a modification of the binding ACF for the martial adept.

I will now sit and eagerly await your responses.
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