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  1. - Top - End - #1
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    Default Book of Flux [3.5 WIP, ideas welcome]

    New version!


    Please see post #12, specifically "To do/What I need help with," if you wish to contribute!
    Book of Flux

    What's this?
    - Flux is the name for a type of life energy found in all living beings (sorry undead!). Through years of study a person can learn how to control their flux. This manuscript details such people.
    - There are three primary users of flux: original flowists, martial flowists and contemplative flowists. Original flowists came first, hence their adjective, stemming from one woman, Dina. Her history is recounted below, under background information for original flowists. In short, flowists seek to perfect themselves in a balanced manner. Martial flowists also seek self-perfection but focus on physical prowess. On the contrary, contemplative flowists disdain combat and spend more time improving their minds.
    - Regarding the format, I'm big on fluff. This text will go fluff crunch fluff crunch with the occasional example if I think it helps to clarify the crunch.

    Idea/goal behind flowists
    - Original and martial flowists are meant to be low tier 2/high tier 3 melee, giving melee nice things but not breaking them. Original has more versatility, martial more brute force. The contemplative flowist is more a skill monkey/faux caster. Due to flavor, they all have a good number of defensive abilities.

    What you can expect
    - 3 base classes: one balanced, one melee, one caster/skill monkeyish. Alternate class features, feats, prestige classes, races.
    - Original flowists came first and are described first. They can fly, send people flying and focus their flux to make themselves stronger. Martial flowists can also fly but develop their abilities more slowly. They also have less flux and fewer fusions known but greater martial prowess. Contemplate flowists are the opposite of martial, having more flux and more fusions known, and they are the only base class which can naturally use mental fusions.

    General flowist information
    - Note the word `flowists' will be used to encompass original flowists, martial flowists and contemplative flowists. Information specific to the classes will be laid out in their respective sections. As noted above, the thing that all flowists have in common is their ability to wield their flux.
    Last edited by danzibr; 2015-06-02 at 10:54 AM.
    My one and only handbook: My Totemist Handbook
    My one and only homebrew: Book of Flux
    Spoiler
    Show
    A comment on tiers, by Prime32
    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
    ゙(゚、 。 7
     l、゙ ~ヽ
     じしf_, )ノ

  2. - Top - End - #2
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    Default Re: Book of Flux [3.5, massive WIP]

    General mechanics

    - This post contains information not unique to any of the 3 base classes. Rather than repeating it 3 times, it is collected here.

    - Mechanically speaking, flux is more like incarnum (or rather essentia, given how essentia is a being's personal store of incarnum) than anything else. Rather than pseudo-solidifying incarnum into soulmelds and making pseudo-magical items, flowists focus their flux to certain parts of their bodies, forming what are called fusions. The more flux they focus, the stronger the effects of the fusion, though every flowist has limits on both how much flux they can focus in a single fusion and how much flux they can focus in all their fusions collectively.

    Flux: Flux flows through all living things, which is why Dina called it as such. Flux is similar to incarnum, though while “[i]ncarnum is an amorphous magical substance made up of the soul energies of all sentient creatures—living, dead, and, it is theorized, those even not yet born” and “very literally, the essence of all creatures” and there is a “nigh-infinite supply in the multiverse” (MoI p. 4), flux is found only in living beings, and only inside of them, though through great mastery of one's flux it is possible to overcome that limitation.
    - Each flowist experiences controlling their flux differently. Dina felt her flux like a red hot liquid coursing through her veins. Others see it is a cool, comforting light blue ether-like substance spread throughout their entire bodies. Yet others don't feel anything at all, only utilizing its effects.
    - Flowists get a number of flux based on their flowist level and bonus flux based on either their Intelligence, Wisdom or Charisma modifier based on which Path of Mastery they follow in conjunction with their flowist level as described in the tables below.
    - The maximum number of flux a flowist may focus into a single fusion is equal to the minimum of her flowist level and one more than twice her Intelligence, Wisdom or Charisma modifier depending on if she follows the Path of the Mind, Will or the Heart, respectively. This may be increased with the feat Increased Flux Limit.
    Spoiler
    Show
    If this isn't clear, do the following.
    Step 1: Write your flowist level down.
    Step 2: Take 1+2*highest mental modifier.
    Step 3: Take the min of the numbers in steps 1 and 2.
    Step 4: If you have a feat like Increased Flux Limit and/or have a class feature which lowers or raises your max flux limit, add/subtract as appropriate.
    The number from step 4 is the most flux you can focus into a single fusion.

    - Fly and Gentle Touch are the only two flux-related abilities which do not require the focus of flux, although flux may be focused into Gentle Touch to enhance its effects.
    - At first level all flowists know how to fabricate internal fusions. Contemplative flowists can also fabricate mental fusions. All flowists gain the ability to fabricate surface and external fusions as their levels progress, but external fusions are dangerous and flowists don't have enough command of their flux to even attempt them until higher levels. Flux is related to a person's life force and naturally resides within the body, and as such forcing it outside has possible consequences.
    - Every time a flowist attempts to fabricate an external fusion there is a chance of failure, When attempting to fabricate a fusion a flowist rolls 1d20 + her flowist level + twice her ability modifier against a DC of 21 + the amount of flux focused, where modifier is used to mean Intelligence, Wisdom or Charisma modifier depending on if she follows the Path of the Mind, Will or the Heart, respectively. Upon failure she takes 1d6 damage per flux focused into the failed fusion. This damage cannot be prevented. The flux focused into the fusion goes back to its natural state, though it can be used the next time the flowist fabricates fusions.
    - For example, a tenth level flowist with an Intelligence of 24 may safely focus up to 2 flux into external fusions but focusing 3 flux into an external fusion has a 5% chance of failure, upon which she takes 3d6 damage, focusing 4 flux into an external fusion has a 10% chance of failure, upon which she takes 4d6 damage, etc.

    Focusing flux and fabricating fusions: Flowists are unique in that they can focus their flux to be of use to them, forming fusions. Flowists may form as many fusions as they wish, limited only by their amount of flux. Unlike a psion's power points, flux is not consumed upon being focused into a fusion. A flowist's amount of flux changes with her dominant modifier and level, not needing eight hours of rest.
    - First, for a flowist to fabricate fusions and focus her flux (these two actions happen simultaneously: for a fusion to be formed it must have flux focused into it) she needs a certain amount of time based on her class and level. She may do this while fighting or otherwise distracted. She makes a Concentration check (DC 10+flowist level) at the end of the time required to focus her flux. If she succeeds she may fabricate as many fusions as she wishes (which she knows) and focus as many flux into these fusions as she wishes (or the Fly and Gentle Touch abilities), up to her maximum flux, each individual fusion not having more than her flowist level. If she fails her flux goes back to its natural state, flowing throughout her body, and the fusions are not fabricated.
    - After a flowist fabricates fusions and focuses her flux she may not do so again until a certain amount of time has passed, based on her class and level.
    - All internal and surface fusions are passive. Once fabricated they provide a static bonus until the flowist refocuses her flux. Certain external fusions are active and take effect in one of three ways, detailed in the fusion description: immediately upon being fabricated, discharged when the flowist wishes (in which case it must be fabricated again for further use), or used as many times as desired (essentially granting the flowist an at-will ability).
    - After fabricating fusions and focusing flux a flowist may not do so again until the start of her next round.

    Table 1: Bonus flux based on ability score
    Ability Score 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
    10-11
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    12-13
    0
    1
    1
    2
    2
    3
    3
    4
    4
    5
    5
    6
    6
    7
    7
    8
    8
    9
    9
    10
    14-15
    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20
    16-17
    1
    3
    4
    6
    7
    9
    10
    12
    13
    15
    16
    18
    19
    21
    22
    24
    25
    27
    28
    30
    18-19
    2
    4
    6
    8
    10
    12
    14
    16
    18
    20
    22
    24
    26
    28
    30
    32
    34
    36
    38
    40
    20-21
    2
    5
    7
    10
    12
    15
    17
    20
    22
    25
    27
    30
    32
    35
    37
    40
    42
    45
    47
    50
    22-23
    3
    6
    9
    12
    15
    18
    21
    24
    27
    30
    33
    36
    39
    42
    45
    48
    51
    54
    57
    60
    24-25
    3
    7
    10
    14
    17
    21
    24
    28
    31
    35
    38
    42
    45
    49
    52
    56
    59
    63
    66
    70
    26-27
    4
    8
    12
    16
    20
    24
    28
    32
    36
    40
    44
    48
    52
    56
    60
    64
    68
    72
    76
    80

    Fly (Ex): Beginning at first level, all flowists learn how to fly. The speed at which a flowist moves is 5 per two levels of flowist, rounded up, with perfect maneuverability. Doing so requires her to assume a cross-legged stance with her hands on her knees to focus properly. While in this stance a flowist may not attack, cast spells, manifest powers or do any activity requiring the use of hands. This type of movement requires a standard action.
    - Similar to Gentle Touch, a flowist may focus flux to improve their ability to fly, increasing the rate at which they fly by 5 feet per 2 flux focused, rounded down. In addition, with 5 flux focused she may fly without assuming the cross-legged stance. With 9 flux focused she may do this type of movement as a move action. With 13 flux focused she may incorporate this type of movement into her normal movement. When taking any action requiring movement, such as a five-foot step or charge, she may fly, using the lesser of the two maximum movements. For example, a level 16 flowist with 13 flux focused into her Fly ability and a base land speed of 50 feet can charge 100 feet on land (twice her land speed) or 70 feet flying (how far she can move with her Fly ability).
    - Note Fly does not actually grant the flowist a flight speed and so is not improved by other feats or ability which increase movement speed.

    Gentle Touch (Ex): Every flowist learns how to concentrate their flux into the tips of their fingers, converting a portion of their life energy into kinetic energy. Martial flowists also know how to do this to their melee weapons.
    - Beginning at first level a flowist may use a standard action to make a melee touch attack against any foe within reach. This does not provoke an attack of opportunity. If she fails to touch her opponent, nothing happens. If she succeeds she deals 1d6 force damage (and so this can damage incorporeal creatures) per flowist two levels, rounded up. She can choose to have this ability deal an equal amount of nonlethal damage instead.
    - In addition, the flowist gets a free bull rush on her opponent except she does not move from her square and she uses her Intelligence, Wisdom or Charisma modifier depending on if she follows the Path of the Mind, Will or the Heart, respectively (see Path of Mastery below).
    - The opponent may make a Fortitude save (DC 10+1/2 Flowist level+modifier) to reduce the damage and distance knocked by half, where ``modifier'' is used to mean Intelligence, Wisdom or Charisma modifier depending on if she follows the Path of the Mind, Will or the Heart, respectively, as above.
    - If the opponent fails its fortitude save and and is on any terrain that requires a check to run across or collides with any object it must make a Reflex save (DC 10+1/2 Flowist level + modifier) or be knocked prone.
    - Due to the nature of Gentle Touch, the flowist and her opponent must both be on the ground or both be flying. For example, a flowist may not fly over a grounded opponent and Gentle Touch them from above, knocking them into the ground.

    - Furthermore, Gentle Touch may be improved by focusing flux into it with the following effects.
    • For every two flux focused above half the flowist's level, rounded up, Gentle Touch deals an additional 1d6 force damage (and distance knocked back is consequently increased)
    • For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6+1 cold damage. If half the flowist's level flux is focused the saving throw to resist being knocked prone is a Fortitude save instead of a Reflex save. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6+1 cold damage.
    • For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6 electricity damage. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6 electricity damage and the saving throws to resist damage and being knocked prone are increased by 1.
    • For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6+1 fire damage. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6 fire damage.
    • For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6-1 sonic damage. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6-1 sonic damage. The sonic damage ignores an object's hardness.
    • For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6 acid damage. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6 acid damage. The acid, unless somehow neutralized, lasts for another round, dealing another 1d3 points of damage per two flux focused in that round.
    • For every four flux focused the flowist is treated as one size category larger for her bull rush roll.


    Path of Mastery: At first level a flowist must choose her approach to learning how to control her flux. In reality, all flowists use a blend of the three, but one is always their primary method.
    -- Mind-Dina, the first flowist, mastered her flux through pure intellect, separating her imagination and feelings from her logic. The Path of the Mind is sometimes called the Path of Intellect or the First Path of Mastery, the latter because it was how the first flowist wielded her flux.
    - Flowists who follow the Path of the Mind use their Intelligence modifier to determine their bonus flux. They add certain Intelligence-based skills to their skill list.
    -- Will-Dina originally thought the only way to control one's flux was by one's intellect. She tried to teach some exceptionally unintelligent people how to master their flux, not expecting them to ever be able to advance very far. Much to her surprise, some of them did very well, doing much better than her brighter students. It turns out they were using their willpower, perception and intuition. The Path of Will is sometimes called the Second Path of Mastery.
    - Flowists who follow the Path of Will use their Wisdom modifier to determine their bonus flux. They add certain Wisdom-based skills to their skill list.
    -- Heart-The most recent and fewest flowists follow the Path of the Heart. They control their flux not using cold reason and logic nor willpower and intuition but something else. Not even followers of the Path of the Heart can clearly articulate how they wield their flux.
    - Flowists who follow the Path of Will use their Charisma modifier to determine their bonus flux. They add certain Charisma-based skills to their skill list.
    Last edited by danzibr; 2015-05-22 at 06:59 PM.
    My one and only handbook: My Totemist Handbook
    My one and only homebrew: Book of Flux
    Spoiler
    Show
    A comment on tiers, by Prime32
    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
    ゙(゚、 。 7
     l、゙ ~ヽ
     じしf_, )ノ

  3. - Top - End - #3
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    Default Re: Book of Flux [3.5, massive WIP]

    Flowist

    "It burns through my veins like liquid metal."
    -Dina, the first flowist

    Adventures: Flowists typically adventure for one of two reasons: to perfect themselves or to better those around them. There are outliers interested only in their own gain, from mercenaries selling their skills to those who become wicked tyrants, but a majority behave more like neutral or good monks or even paladins and wouldn't acknowledge the former as true flowists.
    - As flowists gain experience and accumulate wealth they naturally are able to handle more challenging encounters, though they main goal remains the same: self-perfection. Most flowists have other aims, such as doing good deeds for their communities, but the path of the flowist is one which demands self-reflective fusion.

    Characteristics: Flowists are characterized by their unique ability to control their flux. Their two trademark abilities are Fly and Gentle Touch, allowing them to slowly levitate themselves around and knock foes back with a single touch, respectively. As flowists gain experience they master more methods of using their flux and become more versatile.

    Alignment: Taught by Dina, directly or indirectly, most flowists are lawful good, though many neutral good and lawful neutral flowists may be found. Depending on how they approach mastering their flux some are drawn toward chaotic alignments, leading to any alignment being found among flowists.

    Religion: While most flowists are naturally drawn to lawful and good deities, there is nothing inherent in learning how to wield one's flux which demands the worship of any deity at all.

    Background: The first flowist was Dina. Dina grew up in a monastery, training from a young age to become a monk. Like any group of good monks, they strove to perfect their minds as well as their bodies, and Dina was no different; in fact, Dina's devotion impressed her elders. She surpassed all of her peers, developing abilities no other at the monastery possessed.
    - Before long Dina left her childhood home in hopes of perfecting herself. She had many adventurers, gaining fame and followers. She taught others how to control their flux, and they others, leading to the dissemination of flowists into the world.
    - Flowists aren't required to wear a certain outfit or worship a certain deity. While many take after Dina and are both lawful and good, the only truly unifying bond they have is their desire for self-perfection. Many people mistake some flowists for monks, though some flowists are nothing like monks. Flowists can be found all over the world.
    - Regarding the name flowist, Dina originally called herself a flower until she realized there was an alternate and much more common pronunciation of the word 'flower'. Likewise, she originally called flux flow until she realized flow is common vernacular.

    Races: Dina, the first known person to learn how to use flux, was a human living in a monastery of mostly other humans. As such, most flowists are human, though Dina traveled far and wide teaching those willing to learn and so flowists made be found in almost any race. The exception is that only living creatures have flux and can become flowists.

    Other Classes: Most flowists interact well with monks as they understand each other, but they don't complement each other's abilities very well. A flowist works best in a party which already has a strong spell caster and skill monkey.

    Role: Flowists are primarily melee offense. Their fusions provide them with some moderate utility and respectable defense, but their strongest feature is by far their ability to deal damage.

    Game rule information
    Flowists have the following game statistics
    Abilities: While flowists are primarily a martial class, they may specialize in various forms of combat, some demanding a high Strength, others high Dexterity. To supplement their relatively low hit die, Constitution helps any flowist. All flowists benefit from having at least one high mental stat, chosen at character creation, reflecting their method of harnessing their flux.

    Alignment: Any.

    Hit Die: d8.

    Starting Gold: 3d4x10 gp.

    Starting Age: As monk.

    Class Skills
    A flowist's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Spot (Wis), Swim (Str) and Tumble (Dex). In addition, a flowist gains access to additional class skills based on her Path of Mastery:
    Path of the Mind: Knowledge (arcana) (Int), Knowledge (nature) (Int) and Knowledge (the planes) (Int).
    Path of Will: Heal (Wis), Sense Motive (Wis) and Survival (Wis).
    Path of the Heart: Bluff (Cha), Diplomacy (Cha) and Intimidate (Cha).

    Skill Points at 1st Level: (4+Int modifier)x4.

    Skill Points at Each Additional Level: 4+Int modifier.

    Class Features
    All of the following are class features of the flowist.

    Weapon and Armor Proficiency: Flowists are not proficient with any weapons. Flowists are proficient with leather armor, but not with shields.

    Table 2: Original flowist class progression by level
    Level BAB Fort Save Ref Save Will Save Special Flux Fusions Known
    1st
    +0
    +2
    +2
    +2
    Fly, Gentle Touch, Internal Fusions, Path of Mastery, Unarmed Strike, 10 minute focus
    2
    1
    2nd
    +1
    +3
    +3
    +3
    Surface Fusions
    6
    2
    3rd
    +2
    +3
    +3
    +3
    10
    3
    4th
    +3
    +4
    +4
    +4
    1 minute focus
    16
    4
    5th
    +3
    +4
    +4
    +4
    23
    5
    6th
    +4
    +5
    +5
    +5
    32
    6
    7th
    +5
    +5
    +5
    +5
    full-round action focus
    42
    7
    8th
    +6/+1
    +6
    +6
    +6
    53
    8
    9th
    +6/+1
    +6
    +6
    +6
    65
    9
    10th
    +7/+2
    +7
    +7
    +7
    standard action focus
    80
    10
    11th
    +8/+3
    +7
    +7
    +7
    96
    11
    12th
    +9/+4
    +8
    +8
    +8
    114
    12
    13th
    +9/+4
    +8
    +8
    +8
    move action focus
    133
    13
    14th
    +10/+5
    +9
    +9
    +9
    153
    14
    15th
    +11/+6/+1
    +9
    +9
    +9
    176
    15
    16th
    +12/+7/+2
    +10
    +10
    +10
    swift action focus
    199
    16
    17th
    +12/+7/+2
    +10
    +10
    +10
    225
    17
    18th
    +13/+8+3
    +11
    +11
    +11
    280
    18
    19th
    +14/+9/+4
    +11
    +11
    +11
    free action focus
    280
    19
    20th
    +15/+10/+5
    +12
    +12
    +12
    Flow Freely
    309
    20

    Monk-like: Flowist counts as monk for the purposes of racial favored classes.

    Flux: As detailed above. Refer to the original flowist's table to determine how long it takes her to fabricate fusions and focus flux.

    Fly (Ex): As detailed above.

    Gentle Touch (Ex): As detailed above.

    Path of Mastery: As detailed above.

    Unarmed Strike: At first level, a flowist gains Improved Unarmed Strike as a bonus feat. A flowist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a flowist may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a flowist striking unarmed. A flowist may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
    - Usually a flowist’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
    - A flowist’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
    - A flowist also deals more damage with her unarmed strikes than a normal person would, identical to that of a monk of her level.

    Flow Freely: At twentieth level a flowist has complete mastery over her flux. Double her total flux (this includes base flux, bonus flux from a high stat modifier and bonus flux from other sources such as the feat Bonus Flux).
    - Also, rather than using Gentle Touch as a standard action, a flowist may incorporate it into her unarmed attacks. For example, when a level 20 flowist charges an opponent she receives the usual +2 bonus to attack for charging. If she hits her foe, she deals damage as normal and may also deal 10d6 force damage and get a free bull rush (in addition to any extra effects from focusing flux into Gentle Touch).
    Last edited by danzibr; 2015-05-22 at 06:41 PM.
    My one and only handbook: My Totemist Handbook
    My one and only homebrew: Book of Flux
    Spoiler
    Show
    A comment on tiers, by Prime32
    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
    ゙(゚、 。 7
     l、゙ ~ヽ
     じしf_, )ノ

  4. - Top - End - #4
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    Default Re: Book of Flux [3.5, massive WIP]

    Martial Flowist

    "I am a weapon. Flux only sharpens me."
    -Grid, the first martial flowist

    Adventures: Martial flowists took the original flowist's self-perfecting aspect and applied it to fighting, and this reflects in their personalities and adventures. Most martial flowists favor fighting with manufactured weapons rather than what their gods have given them, learning how to fight better at the cost of being less proficient at controlling their flux. Some martial flowists actively seek out combat to prove their worth and test themselves while others use their abilities only in times of need.

    Characteristics: At a glance a martial flowist is indistinguishable from any other martial class. Only in combat do they exert their dominance with their powerful fusions.

    Alignment: While primarily lawful like the original flowists they stem from, martial flowists are less inclined toward good. Lawful evil martial flowists make great and terrible tyrants.

    Religion: Martial flowists often worship gods of combat such as Kord.

    Background: Grid was a Dje'Boehm warrior known as the Seeker of Power. When Dina came upon Consen she met Grid. The two became friends, Dina teaching Grid how to wield his flux, though the Dje'Boehm was more interested in fighting. He altered Dina's teachings, viewing flux as an offensive tool, and martial flowists were born.

    Races: Somewhat surprisingly, the races typically associated with brutes rarely become martial flowists. It simply takes too much time and dedication to master one's flux for the typical orc to become a martial flowist. Many martial flowists are human, though they can be found in any race with flux.

    Other Classes: Martial flowists get along well with like-minded fighters, warblades, crusaders and paladins, even barbarians at times. Martial flowists generally have little use for contemplative flowists, seeing them as misusing flux.

    Role: Like original flowists, martial flowists fill the melee role, but while original flowists have more versatility martial flowists have more offense. Martial flowists should be on the front lines tankin' and spankin'.

    Game rule information
    Martial martial flowists have the following game statistics
    Abilities: While martial flowists are primarily a martial class, they may specialize in various forms of combat, some demanding a high Strength, others high Dexterity. Constitution helps any martial flowist's already respectable hit point gain. All martial flowists benefit from having at least one high mental stat, chosen at character creation, reflecting their method of harnessing their flux.

    Alignment: Any.

    Hit Die: d12.

    Starting Gold: 3d4x10 gp.

    Starting Age: As monk.

    Class Skills
    A martial flowist's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Spot (Wis), Swim (Str) and Tumble (Dex). In addition, a Martial martial flowist gains access to additional class skills based on her Path of Mastery:
    Path of the Mind: Knowledge (nature) (Int) and Knowledge (the planes) (Int).
    Path of Will: Heal (Wis) and Survival (Wis).
    Path of the Heart: Bluff (Cha) and Diplomacy (Cha).

    Skill Points at 1st Level: (2+Int modifier)x4.

    Skill Points at Each Additional Level: 2+Int modifier.

    Class Features
    All of the following are class features of the martial martial flowist.

    Weapon and Armor Proficiency: Martial martial flowists are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

    Table 3: Martial martial flowist class progression by level
    Level BAB Fort Save Ref Save Will Save Special Flux Fusions Known
    1st
    +1
    +2
    +0
    +2
    Amplified Weaponry, Fly, Gentle Touch, Gentle Weapon Touch, Internal Fusions, Path of Mastery, Stinted Focus, 10 minute focus
    0
    1
    2nd
    +2
    +3
    +0
    +3
    1
    2
    3rd
    +3
    +3
    +1
    +3
    Surface Fusions
    3
    2
    4th
    +4
    +4
    +1
    +4
    1 minute focus
    5
    3
    5th
    +5
    +4
    +1
    +4
    7
    3
    6th
    +6/+1
    +5
    +2
    +5
    11
    4
    7th
    +7/+2
    +5
    +2
    +5
    15
    4
    8th
    +8/+3
    +6
    +2
    +6
    full-round action focus
    19
    5
    9th
    +9/+4
    +6
    +3
    +6
    23
    5
    10th
    +10/+5
    +7
    +3
    +7
    27
    6
    11th
    +11/+6/+1
    +7
    +3
    +7
    35
    6
    12th
    +12/+7/+2
    +8
    +4
    +8
    standard action focus
    43
    7
    13th
    +13/+8/+3
    +8
    +4
    +8
    51
    7
    14th
    +14/+9/+4
    +9
    +4
    +9
    59
    8
    15th
    +15/+10/+5
    +9
    +5
    +9
    67
    8
    16th
    +16/+11/+6/+1
    +10
    +5
    +10
    move action focus
    79
    9
    17th
    +17/+12/+7/+2
    +10
    +5
    +10
    91
    9
    18th
    +18/+13/+8/+3
    +11
    +6
    +11
    103
    10
    19th
    +19/+14/+9/+4
    +11
    +6
    +11
    115
    10
    20th
    +20/+15/+10/+5
    +12
    +6
    +12
    swift action focus
    127
    11

    Flux: As detailed above. Refer to the original flowist's table to determine how long it takes her to fabricate fusions and focus flux.

    Fly (Ex): As detailed above.

    Gentle Touch (Ex): As detailed above.

    Path of Mastery: As detailed above.

    Stinted Focus: Martial flowists spend much more time perfecting their martial abilities rather than their mastery of flux. They may focus only up to one less than their martial flowist level into each individual fusion.
    Last edited by danzibr; 2015-05-22 at 06:45 PM.
    My one and only handbook: My Totemist Handbook
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    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
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    Default Re: Book of Flux [3.5, massive WIP]

    Contemplative Flowist

    "We've all received knowledge from our ancestors in a much more profound way than we first realize."
    -Zem, the first contemplative flowist

    Adventures: Most contemplative flowists would rather spend their days in deep meditation and reading philosophical texts. Most of their travels involve meeting with learned people and acquiring such texts, though they at times join others to right the wrong of the world (or cause wrongs) or gain fame and fortune. Unlike other flowists, contemplative flowists typically learn about different types of magic, psionics, incarnum and the like.

    Characteristics: Like any flowist, contemplative flowists control their flux, fabricating fusions and focusing flux into them. Unlike other flowists, contemplative flowists can fabricate mental fusions, giving them the ability to perform what the untrained eye might mistake as magic.

    Alignment: Due to the nature of their studies, most contemplative flowists are lawful with a leaning toward good and neutral over evil. However, due to personal philosophies contemplative flowists of every alignment exist.

    Religion: Mastering one's flux is independent of the gods and contemplative flowists have no particular religious inclination.

    Background: Upon her arrival at Consen, Dina became friends with a Kyaron named Annie. Annie was particularly drawn to Dina's teachings, though Annie herself had little use for fighting, wanting instead to use her flux to perfect her mind. Annie discovered flux itself contains knowledge, passed down from generation to generation.

    Races: More intellectual races are drawn toward the teachings of contemplative flowists. Kyaron in particular become contemplative flowists, as do humans and elves.

    Other Classes:

    Role:

    Game rule information
    Contemplative flowists have the following game statistics
    Abilities: Contemplative flowists benefit mostly from a high Constitutuion to offset their poor hit die and at least one high mental stat, chosen at character creation, reflecting their method of harnessing their flux. Unlike other flowists, contemplative flowists likely won't see much combat.

    Alignment: Any.

    Hit Die: d4.

    Starting Gold: 3d4x10 gp.

    Starting Age: As monk.

    Class Skills
    A contemplative flowist's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Spot (Wis), Use Magic Device (Cha) and Use Psionic Device (Cha). In addition, a Contemplative flowist gains access to additional class skills based on her Path of Mastery:
    Path of the Mind: Any two skills whose key abilities are Intelligence.
    Path of Will: Heal (Wis) and Sense Motive (Wis).
    Path of the Heart: Bluff (Cha) and Diplomacy (Cha).

    Skill Points at 1st Level: (4+Int modifier)x4.

    Skill Points at Each Additional Level: 4+Int modifier.

    Class Features
    All of the following are class features of the martial contemplative flowist.

    Weapon and Armor Proficiency: Contemplative flowists are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

    Table 4: Contemplative contemplative flowist class progression by level
    Level BAB Fort Save Ref Save Will Save Special Flux Fusions Known
    1st
    +0
    +0
    +2
    +2
    Fly, Gentle Touch, Internal Fusions, Mental Fusions, Path of Mastery, 1 minute focus
    2
    3
    2nd
    +1
    +0
    +3
    +3
    Surface Fusions
    6
    5
    3rd
    +1
    +1
    +3
    +3
    Greater Focus (+1)
    10
    7
    4th
    +2
    +1
    +4
    +4
    full round action focus
    16
    9
    5th
    +2
    +1
    +4
    +4
    23
    11
    6th
    +3
    +2
    +5
    +5
    32
    13
    7th
    +3
    +2
    +5
    +5
    standard action focus
    42
    15
    8th
    +4
    +2
    +6
    +6
    Greater Focus (+2)
    53
    17
    9th
    +4
    +3
    +6
    +6
    65
    19
    10th
    +5
    +3
    +7
    +7
    move action focus
    80
    21
    11th
    +5
    +3
    +7
    +7
    96
    22
    12th
    +6/+1
    +4
    +8
    +8
    114
    24
    13th
    +6/+1
    +4
    +8
    +8
    Greater Focus (+3), swift action focus
    133
    25
    14th
    +7/+2
    +4
    +9
    +9
    153
    27
    15th
    +7/+2
    +5
    +9
    +9
    176
    28
    16th
    +8/+3
    +5
    +10
    +10
    free action focus
    199
    30
    17th
    +8/+3
    +5
    +10
    +10
    225
    31
    18th
    +9/+4
    +6
    +11
    +11
    Greater Focus (+4)
    280
    33
    19th
    +9/+4
    +6
    +11
    +11
    free immediate action focus
    280
    34
    20th
    +10/+5
    +6
    +12
    +12
    309
    36

    Flux: As detailed above except contemplative flowists fabricate their meditations more swiftly. At nineteenth level a contemplative flowist may fabricate her meditations and focus her flux while it is not her turn without using up her next turn's swift action. Refer to the original flowist's table to determine how long it takes her to fabricate fusions and focus flux.

    Fly (Ex): As detailed above.

    Gentle Touch (Ex): As detailed above.

    Path of Mastery: As detailed above except if a contemplative flowist chooses the Path of the Mind she chooses any two skills whose key ability is Intelligence.

    Mental Fusions: Opposite martial flowists, contemplative flowists took Dina's idea of self-perfection and applied it to their minds. Just as a child is born knowing how to nurse, there is knowledge is flux. Dina herself knew how to sharpen her wits but didn't realize this secret. Contemplative flowists have the unique ability to fabricate mental fusions, granting them knowledge and abilities beyond their worldly experience.
    -Unlike internal, surface and external fusions, mental fusions aren't located in another part of the body. Mental fusions may be internal, surface or external. In this sense, fusions may be separated into broad categories, non-mental and mental, then non-mental and mental may be further classified as internal, surface or external. What separates mental fusions from non-mental is that they deal with knowledge in some way or another whereas non-mental don't.

    Greater Focus: Contemplative flowists spend much more of their lives devoted to mastering their flux than the other two types of flowists. At third level and every five levels thereafter a contemplative flowist may focus more flux into her individual fusions. This stacks with the feat Increased Flux Limit.
    Last edited by danzibr; 2015-05-22 at 06:46 PM.
    My one and only handbook: My Totemist Handbook
    My one and only homebrew: Book of Flux
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    A comment on tiers, by Prime32
    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
    ゙(゚、 。 7
     l、゙ ~ヽ
     じしf_, )ノ

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    Default Re: Book of Flux [3.5, massive WIP]

    Fusions
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    When likening fusions to spells, all fusions have a casting time of however long it takes the flowist to focus. The range of all internal and surface fusions are personal (and hence have no area) while the range and area of external fusions vary. For duration, internal and surface fusions persist as long as they have flux focused in them while passive external fusions either last a number of rounds per flowist level, after which the check to see if the flowist successfully fabricates the fusion must be made again (in the case of Antimagic Field) or their duration is instantaneous (in the case of Teleport).
    - The fusions are listed by category, first internal, then surface, then external, then mental, reflecting the order in which they are learned, basically. However, like noted above, mental fusions may be either internal, surface or external, thus fusions are separated into two broad categories, non-mental and mental, then each further into internal, surface and external.
    - All fusions are extraordinary abilities.

    Internal
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    Alacrity
    Passive, internal
    This fusion sharpens a flowist's mind and body, allowing her great speed.
    - Fabricating this fusion has several effects. She gets a 5 foot insight bonus to her base speed per 1 flux focused up to a 20 foot bonus with 4 flux. Focusing 5 flux gives her the effects of the Blur spell in addition to the speed bonus. Focusing 6 flux gives an additional 5 foot bonus to speed. Focusing 7 flux gives her all the effects of the Haste spell except for the speed bonus. Focusing 8, 9 or 10 flux gives additional bonuses to speed at 5 feet per flux focused.
    - Focusing 11 flux gives her an extra swift action. Focusing 13 flux gives her an extra move action. Focusing 15 flux gives her an extra standard action. Focusing 17 flux gives her an extra full action. Unlike other fusions, a flowist may get an extra action this way only once per encounter, and once flux is focused to attain an extra action it remains focused for the rest of the encounter.
    - For example, a seventeenth level flowist may focus 10 flux to receive a 40 foot insight bonus to her speed and the effects of Blur and Haste. If she focuses 7 more flux into this fusion she receives a single extra full action but the 7 flux may not be focused into a different fusion until the encounter is over.

    Flowing Initiative
    Passive, internal
    While often calm and contemplative, flowists realize acting first can mean the difference between life and death, and fortunately by sharpening their senses and bodies they can act more quickly than normal.
    - A flowist may focus flux into this fusion to get a +1 insight bonus to her initiative per 2 flux focused.

    Flowing Recovery
    Passive, internal
    One's flux is directly tied to their life energy. A flowist may use her flow to stimulate her body into recovering at an incredibly rapid rate.
    - A flowist may focus x flux into this fusion to get fast healing x/4, rounded up.

    Increased Strength
    Passive, internal
    A basic use of flux which all flowists learn is to make themselves stronger. Unlike spells and other effects which simply give the user bigger muscles, fabricating this fusion makes the muscles more effective, helping them to realize their true potential.
    - A flowist may focus flux into this fusion to get a +1 insight bonus to Strength per 3 flux focused.

    Increased Dexterity
    Passive, internal
    Like the fusion Increased Strength, flowists know how to make themselves swifter.
    - A flowist may focus flux to get a +1 insight bonus to Dexterity per 3 flux focused.

    Increased Constitution
    Passive, internal
    Like the fusion Increased Strength, flowists know how to make themselves hardier.
    - A flowist may focus flux to get a +1 insight bonus to Constitution per 3 flux focused.

    Increased Intelligence
    Passive, internal
    Like the fusion Increased Strength, flowists know how to make their minds clearer and work more efficiently.
    - A flowist may focus flux to get a +1 insight bonus to Intelligence per 3 flux focused.

    Increased Wisdom
    Passive, internal
    Like the fusion Increased Strength, flowists know how to grant themselves greater willpower, intuition and perception.
    - A flowist may focus flux to get a +1 insight bonus to Wisdom per 3 flux focused.

    Increased Charisma
    Passive, internal
    Like the fusion Increased Strength, flowists know how to improve their personality, persuasiveness and physical attractiveness.
    - A flowist may focus flux to get a +1 insight bonus to Charisma per 3 flux focused.

    Mental Bastion
    Passive, internal
    Flowists are known for great mental strength, whether intelligent, wise or charismatic. From early on in their training they learn to protect their minds from certain adverse conditions.
    - Fabricating this fusion provides the flowist with immunities to certain mental status effects. By focusing 2 flux into this fusion she becomes immune to being dazzled. By focusing 4 flux she becomes immune to being shaken. 6 flowists gives her immunity to being fascinated, 8 to confused, 10 to dazed, 12 to frightened, 14 to feebleminded, 16 to panicked, 18 to any form as scrying (as per the spell Mind Blank). The effects are cumulative.

    Powerful Strike
    Passive, internal
    Another offense-oriented fusion, by focusing their flux into their fists, knees, elbows and whatever else they strike with, this helps flowists strike harder.
    - A flowist may focus flux into this fusion to get a +1 insight bonus to melee damage per 2 flux focused.

    Sure Strike
    Passive, internal
    Primarily a martial class, flowists can fabricate numerous fusions which help them in combat. This fusion sharpens their mind and body for the purposes of striking unerringly.
    - A flowist may focus flux into this fusion to get a +1 insight bonus to attack rolls per 2 flux focused.

    Tough Stomach
    Passive, internal
    The chief concern of most flowists is self-improvement, both mental and physical. One thing all flowists are capable of is using their flux to protect their bodies from physical ailments.
    - Fabricating this fusion provides the flowist with immunities to certain physical status effects. By focusing 2 flux into this fusion she becomes immune to being fatigued. By focusing 4 flux she becomes immune to being sickened. 6 flowists gives her immunity to diseases, 8 to exhausted, 10 to blinded/deafened, 12 to poisons, 14 to nauseated, 16 to paralyzed, 18 to stunned. The effects are cumulative.

    Surface
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    Absorb Blows
    Passive, surface
    Not naturally the physically toughest of people despite often being thick in melee, this important fusion allows a flowist to shrug off considerable damage.
    - A flowist may focus flux to get damage reduction x/-, where x is the number of focused flux. This does not allow her natural weapons to overcome damage reduction.

    Amplified Offense
    Passive, surface
    One of flowists most impressive abilities, fabricating this fusion allows their fists, knees or other body parts function just like magical weapons.
    - A flowist may focus flux into her fists, or whichever part of her body she wishes to make her unarmed strikes with, to get a +1 weapon bonus to her fists weapons per 2 flux focused. This bonus may be distributed among an enhancement bonus, up to +5, and special abilities such as Flaming or Speed, subject to DM approval.
    - As usual, a weapon must have an enhancement bonus of +1 before it can have special abilities. However, this does not mean a flowist must spend flux to do so; for example, a flowist wearing a +1 Amulet of Mighty Fists +1 could spend 2 flux to make her fists +1 flaming fists.
    - This fusion may also be used on other natural weapons, but for every natural weapon after the first it requires one more flux to be focused. For example, a Kobold using the web enhancement with six levels of flowist may focus five flux into this fusion making one her claws a +1 flaming claw and her bite a +1 keen bite or six flux into this fusion making all three of her natural attacks +1 flaming.

    Fire Resistance
    Passive, surface
    By focusing their flux to the surface of their bodies, flowists are able to make themselves able to tolerate great amounts of heat.
    - A flowist may focus flux to get fire resistance 2x, where x is the number of focused flux.

    Cold Resistance
    Passive, surface
    Similar to Fire Resistance, fabricating this fusion allows a flowist to better handle cold.
    - A flowist may focus flux to get cold resistance 2x, where x is the number of focused flux.

    Acid Resistance
    Passive, surface
    Similar to Fire Resistance, fabricating this fusion allows a flowist to better handle acid.
    - A flowist may focus flux to get acid resistance 2x, where x is the number of focused flux.

    Electricity Resistance
    Passive, surface
    Similar to Fire Resistance, fabricating this fusion allows a flowist to better handle electricity.
    - A flowist may focus flux to get electricity resistance 2x, where x is the number of focused flux.

    Sonic Resistance
    Passive, surface
    Similar to Fire Resistance, fabricating this fusion allows a flowist to better handle sonic.
    - A flowist may focus flux to get sonic resistance 2x, where x is the number of focused flux.

    Power Resistance
    Passive, surface
    Somewhat similar to Spell Resistance, fabricating this fusion grants the flowist some defense against powers.
    - A flowist may focus flux to get power resistance 2x, where x is the number of focused flux. This overlaps (does not stack with) other sources of power resistance.

    Spell Resistance
    Passive, surface
    Similar to how flux flowists through all living things, magic can be found everywhere. They're not the same, but flux interacts with magic to a certain degree. This fusion grants the flowist some defense against magic.
    - A flowist may focus flux to get spell resistance 2x, where x is the number of focused flux. This overlaps (does not stack with) other sources of spell resistance.

    Tough Skin
    Passive, surface
    Like the fusion Absorb Blows, flowists can make their bodies tougher, but rather than using their flux to shrug off some damage, they toughen their skin, making them less likely to receive any damage.
    - A flowist may focus flux to get a +1 insight bonus to her natural armor class per 2 flux focused.

    External
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    Antimagic Field
    Passive, external
    With this fusion a flowist creates a bubble around herself which most magic can't penetrate and inside of which doesn't function.
    - A flowist may focus x+12 flux to get an antimagic field of radius x/3 rounded down feet centered on her (a circle of radius 0 is the square(s) which the flowist occupies). This fusion lasts a number of rounds equal to her flowist level, after which she must either end the fusion or again attempt the check associated with external fusions.

    Flowing Armor
    Passive, external
    This fusion turns a flowist's flux into an armor-like, invisible substance surrounding her body.
    - A flowist may focus flux to get a +1 insight bonus to her deflection armor class per 2 flux focused. This fusion lasts a number of rounds equal to her flowist level, after which she must either end the fusion or again attempt the check associated with external fusions.

    Gentle Ray
    Active, external
    With Gentle Strike a flowist focuses flux into her fingertips. It is possible to fabricate a fusion similar to Gentle Strike but rather than ending at her fingertips the flowist extends her flux outside of her body.
    - This fusion works like Gentle Touch but with the following differences:
    • It is a ranged touch attack with a range of close (25 ft. + 5 ft./2 flowist levels) rather than a melee touch attack.
    • It deals 1d6 force damage per flux focused, up to a maximum of half her flowist level, rather than 1d6 force damage per two flowist levels.
    • In addition to focusing flux into this fusion to deal extra fire, cold, electricity, sonic or acid damage, a flowist may focus 2 flux to increase the range to medium (100 ft. + 10 ft./flowist level), though with a -2 penalty to attack. The flowist must be able to see her target.

    It takes a standard action to make the aforementioned ranged touch attack. A flowist may do this as often as she wishes so long as this fusion is fabricated. To determine which direction the opponent is knocked back, extend the line segment centered on the center of the flowist and the center of the foe.

    Gentle Blast
    Active, external
    By forcing her flux out in all directions, a flowist can damage and knock back all enemies within a certain range. This fusion works like Gentle Ray with the following differences:
    • It deals half as much damage (that is, 1d6 force damage per four flux focused, extra fire, cold, electricity, sonic or acid damage per four flux focused) and also has half as much distance knocked back from the bull rush.
    • The flowist makes a ranged touch attack against all foes within a range of close. This cannot be increased.
    • The flowist does not need to see her opponents.
    • It is consumed upon use and the flowist must refabricate it to use it again.


    Telekinesis
    Active, external
    Similar to how Gentle Touch may be used at a range, a flowist may use the force of her flux to move objects.
    - A flowist may focus x flux into this fusion to move an object weighing up to 5x pounds within close range (25 ft. + 5 ft./2 flowist levels). This movement is identical to the Sustained Force entry under the Telekinesis spell. It takes a standard action to do so and the fusion is consumed upon use; that is, if the flowist wishes to teleport again she must refabricate this fusion.

    Teleport
    Active, external
    The connection between a flowist and her flux is very deep. In fact, they are near inseparable, though with intense training and much experience a flowist learns how to project their flux outside of their body. Her body and flux naturally wish to be reunited.
    - A flowist may focus x+10 flux into this fusion to teleport 5x feet to a vacant square with which she has line of sight. It takes a standard action to do so and the fusion is consumed upon use; that is, if the flowist wishes to teleport again she must refabricate this fusion.

    Mental
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    Hereditary Knowledge
    Passive, internal (mental)
    A person's knowledge is not strictly limited to their mind. People's bodies learn when they perform the same actions over and over. More than that, their life energy remembers what their bodies and minds practice, and this knowledge is passed down through generations.
    - Upon learning this fusion choose two skills. A flowist may focus x flux into this fusion to be treated as having an extra x/2 ranks, rounded up, distributed among the two skills. These ranks may exceed the natural skill rank cap but may not be used to satisfy prerequisites.
    - This fusion may be learned multiple times. Every time it is learned after the first choose two more skills.
    - Also, the two skills should be approved by the DM. If the flowist has no ancestor who has ever practiced iaijutsu it's unlikely there will be much of that knowledge in their flux.

    Reanimate
    Active, external (mental)
    Corpses have no flux in them. When a person dies and their soul departs, their flux dissipates. However, flux itself is the stuff of life and by putting some of her flux into a corpse a flowist can animate a corpse, making something similar to a zombie. In doing so the flowist puts some of her own life energy into the corpse, weakening herself. Unlike normal zombies, flux zombies (see the Creatures section below) are not inherently evil, though most good flowists would find it hard to justify fabricating this fusion.
    - By making physical contact with a corpse, a flowist may turn it into a flux zombie as follows:
    • She must focus 1 flux per HD of the creature to be reanimated.
    • Her maximum hit points and maximum flux points are lowered by 1 per HD of the creature to be reanimated. Her hit point maximum and flux are returned to normal when the zombie is destroyed (though she is not healed).
    • The zombie lasts for a number of rounds equal to the flowist's fabricator level, after which it turns to ash and may not be reanimated again.
    • The flowist may focus additional flux above the required amount to strengthen her zombies in two different ways. The first method is for every two flux focused beyond the zombie's HD gives it a +1 insight bonus to its Strength and Dexterity scores and +1 hp/hit die. The second method is for every three flux focused beyond the zombie's HD the zombie retains either a special attack or special quality it had in life, subject to DM approval.


    Dominate
    Active, external (mental)
    By putting her flux into the mind of another living being a flowist can attempt to take control of its mind.
    - A flowist may make a melee touch attack against a living creature with an intelligence of at least 1 to dominate it as per the spell Dominate Person. The creature may attempt a Will save (DC 10+1/2 Flowist level+modifier) to negate the effect. Flux focused into this fusion has the following effects:
    • The flowist must focus a base amount of flux into this fusion. Dominate automatically fails if the target has more hit dice than the base amount of flux focused.
    • For every 2 flux focused beyond the base amount Dominate's range is increased. 2 flux makes its range close, 4 flux makes its range medium, 6 flux makes its range long. The flowist must still have line of sight with her target.
    • If Dominate is used on a second creature the flowist immediately loses control of the first creature.
    • Dominate is discharged upon use; in order to use it again the flowist must again fabricate her fusions.


    Last edited by danzibr; 2012-12-30 at 01:27 PM.
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    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
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     l、゙ ~ヽ
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    Default Re: Book of Flux [3.5, massive WIP]

    Feats
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    Amplified Weaponry
    Prerequisite: Ability to fabricate Amplified Offense.

    Benefit: This feat allows flowists to apply the Amplified Offense fusion to her weapons. Like with Amplified Offense, every additional weapon strengthened costs an additional flux.

    Bonus Flux
    Prerequisite: Ability to fabricate a fusion.

    Benefit: Gain 1 additional flux per level.

    Special: This feat may be taken several times. Its effects stack.

    Gentle Weapon Touch
    Prerequisite: Gentle Touch ability.

    Benefit: This feat allows a flowist to use her Gentle Touch ability through her weapon. Once per round when making a standard attack or full attack against an enemy, a flowist may designate one of her attacks with which to use this ability. If she hits, she deals damage as normal and deals 1d6 force damage per flowist level and knocks her foe back appropriately. If she misses it is wasted. At flowist level twenty the once-per-round limitation is removed by Flux Freely.

    Increased Flux Limit
    Prerequisite: Ability to fabricate fusions.

    Benefit: Increase the amount of flux which can be focused into a single fusion by 1.

    Fusion Study
    Prerequisite: Must be a living being with either Intelligence, Wisdom or Charisma at least 10.

    Benefit: You learn a single internal fusion and gain 1 flux. You may spend 10 minutes to focus your flux into your fusion as you fabricate it. If you have additional flux you may focus more flux into your chosen fusion, treating your flowist level as half your HD. This may not be used to learn a mental fusion.

    Special: This feat may be taken multiple times. Each time you learn a new internal fusion and gain an additional flux.

    Advanced Fusion Study
    Prerequisite: Must be a living being with either Intelligence, Wisdom or Charisma at least 10 and able to fabricate an internal fusion.

    Benefit: You learn a single surface fusion and gain 1 flux. You may spend 10 minutes to focus your flux into your fusion as you fabricate it. If you have additional flux you may focus more flux into your chosen fusion, treating your flowist level as half your HD. This may not be used to learn a mental fusion.

    Special: This feat may be taken multiple times. Each time you learn a new surface fusion and gain an additional flux.
    Last edited by danzibr; 2012-12-13 at 03:24 PM.
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    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
    ゙(゚、 。 7
     l、゙ ~ヽ
     じしf_, )ノ

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    Default Re: Book of Flux [3.5, massive WIP]

    Prestige Classes 1
    There are four prestige classes presented in the Book of Flux. The first, ???, is primarily for martial classes such as fighters and warblades who wish to pick up some flux-related abilities. The second, ???, is for those already able to control their flux, specializing their abilities. The third, ???, is a catch-all similar to mystic theurge, cerebremancer, soulcaster or the like. The final, reanimator, deals with the undead.


    PrC 1

    Have one for non people going into this, general description.


    PrC 2

    Have one which specializes what the people do
    Last edited by danzibr; 2012-12-13 at 03:29 PM.
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    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
    ゙(゚、 。 7
     l、゙ ~ヽ
     じしf_, )ノ

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    Default Re: Book of Flux [3.5, massive WIP]

    Prestige Classes 2

    PrC 3


    Have hybrids for arcane casters, divine casters, psions

    Reanimator

    "Man I love making zombies."
    -Unknown reanimator

    Flux is the stuff of life. Reanimated corpses do not have the flux they had in life. This does not stop certain flowists from uses corpses to rise again and fight for them. While most reanimators are evil due to obvious reasons, there is nothing inherently evil about reanimating corpses with flux. Good flowists rarely become reanimators, but those that do are simply exceptionally interested in that part of the circle of life.

    Hit Die: d4.

    Requirements
    To qualify to become a reanimator, a character must fulfill all the following criteria.
    - Skills:
    - Feats:
    - Fabricating: Ability to fabricate the Reanimate fusion.
    - Special: Must really like zombies.

    Class Skills
    The reanimator's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Knowledge (religion) (Int), Listen (Wis), Search (Int), Spot (Wis) and Profession (Wis).
    - Skills Points at Each Level: 2 + Int modifier.

    Table 5-1: The Reanimator
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Reanimate Mastery, Improved Fabricator Level, Share Fusions
    2nd
    +1
    +0
    +0
    +3
    Bonus Feat
    3rd
    +1
    +1
    +1
    +3
    Specialized Focus
    4th
    +2
    +1
    +1
    +4
    Bonus Feat
    5th
    +2
    +1
    +1
    +4
    Extended Animation
    6th
    +3
    +2
    +2
    +5
    Bonus Feat
    7th
    +3
    +2
    +2
    +5
    Specialized Focus
    8th
    +4
    +2
    +2
    +6
    Bonus Feat
    9th
    +4
    +3
    +3
    +6
    Unending Animation
    10th
    +5
    +3
    +3
    +7
    Bonus Feat, Reanimate Adept

    Class Features
    All the following are class features of the reanimator prestige class.
    - Weapon and Armor Proficiencies: You gain no new proficiencies with weapons, armor or shields.
    - Reanimate Mastery: When making the check to see if the Reanimate fusion is fabricated, you get a bonus on his roll equal to your reanimator level.
    - Improved Fabricator Level: Each time you gain a level of reanimator, you also increase your fabricator level as if you had gained a level in the fabricator class to which you belonged prior to gaining the reanimator level. This affects total flux, fusions known and how much flux you may focus into a single fusion, but does not increase Gentle Touch, Fly or any other abilities of that class. The modifier used to determine bonus flux and the like is the same as your previous Path of Mastery.
    - Share Fusions: You may have any internal or surface (but not external) fusions you fabricate also affect your flux zombies. The flux zombie must be within 5 feet at the time of fabricating to receive the benefit. The fusions stops affecting the flux zombie if it moves farther than 5 feet per reanimator level away and will not affect the flux zombie again even if it returns to to you while the fusion is still in effect.
    - Bonus Feat: At second level and every even level thereafter you get a bonus feat chosen from the following list: Corpsecrafter, Bolster Resistance, Deadly Chill, Destruction Retribution, Hardened Flesh, Nimble Bones, Necromantic Presence, Necromantic Might. You must still meet the prerequisites.
    - Specialized Focus: At third and seventh levels you become more adept at fabricating the Reanimate fusion but less so at fabricating others. The maximum flux you may focus into Reanimate is increased by 1 but the maximum flux you may focus into all other fusions is lowered by 1.
    - Extended Animation: At fifth level your flux zombies last 1 minute per fabricator level rather than 1 round per fabricator level.
    - Unending Animation: At ninth level when fabricating Reanimate you have the option of removing the 1 minute per fabricator level duration, making the created flux zombie last indefinitely, though it is still destroyed if it is reduced to 0 hit points. This only applies to one flux zombie at a time. If you choose to do this when you already have an unending flux zombie the first is destroyed upon the second's creation.
    - Reanimate Adept: At tenth level your maximum flux and maximum hit points are only reduced by half, rounded up, of what the Reanimate fusion normally reduces them by.
    Last edited by danzibr; 2015-05-22 at 06:50 PM.
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    A comment on tiers, by Prime32
    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
    ゙(゚、 。 7
     l、゙ ~ヽ
     じしf_, )ノ

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    Default Re: Book of Flux [3.5, massive WIP]

    Races

    Dina's travels led her far and wide, ultimately ending up at the lost continent Consen. The great Mi'Gan River springs forth from the Thunder Mountains, running all the way north, dividing the continent in two. Dina discovered two sentient races native to Consen, Dje'Boehm and Kyaron. The Dje'Boehm and Kyaron have warred as long as either race remembers, vying for rulership of Consen, though the Dje'Boehm are primarily in West Consen, Kyaron in East Consen.

    Rumors of Dje'Boehm and Kyaron have spread to other parts of the world. Some call them the supreme races, some the dark ones and light ones. They earned the title supreme races because, beyond being physically respectable specimens, they have great drive in addition to special racial abilities. Kyaron are gifted with certain mental aspects while Dje'Boehm have the ability to berserk, similar to a barbarian but not making themselves any tougher.

    Several times the two peoples have tried to come to some sort of agreement, but something always interferes. The current leader of the Kyaron is Abel Glade, his younger sister Shara. The leader of the Dje'Boehm is Cain Trueblood. Cain and Shara fell in love and planned to be together, something which caused their peoples great joy, excited at the prospect of their war ending. Shortly thereafter Shara went missing, Cain and Abel blaming each other and reigniting the fight.

    Kyaron
    Try to get a pic.
    Put a cool quote here.

    Put some cool text here, like Kyaron being a supreme race.

    Personality:
    Most Kyaron, if given the choice, would study the arts, craft fine things from music to pottery and eat delectables. Their eternal war with the Dje'Boehm causes them to learn how to fight as well.

    Physical Description: Kyaron are indistinguishable from humans to the normal eye. All Kyaron have beautiful fair skin and most have golden, wavy hair. Their eye color ranges from the purest of blues to the brightest of greens. Not as tough as other races, their bodies run at lower temperatures, keeping them cool to the touch.

    Relations: For millennia the only other race the Kyaron knew were the Dje'Boehm, whom they hate. Their history has been nothing but an eternal war between the two races. Still, at times they trade with Dje'Boehm and, exceptionally rarely, a Kyaron and Kyaron will become romantically involved. This is frowned upon in both cultures and the couple almost always runs away and lives on their own. The two races are dissimilar enough that such a relationship rarely yields offspring.

    Alignment: Kyaron lean toward order. They build their cities in neat patterns and have sophisticated laws, even their spoken language being highly structured. Their written language is incredibly complicated, using symbols for sounds in addition to symbols for entire ideas which, depending on the context, can be read different ways.

    Lands: Dje'Boehm inhabit West Consen, a dangerous land. To the north is savannah, great plains beneath it, then the Re'Qua Forest and Thunder Mountains yet more south. Some Kyaron live on the ocean as fisherman, others in the plains as farmers, some near the woods as huntsmen or lumberjacks.

    Religion: Most Kyaron pray to gods of beauty and the like, though some to gods of war to help with their unending battle.

    Language: Kyaron speak Kyaron and oftentimes common.

    Names: All Kyaron have family names which to them sound pretty, often taken from the common tongue, such as Glade or Copse. Their given names have no meaning, though sound nice.

    Adventurers: Kyaron adventures mainly consist of defending their crops from wild animals and helping their war cause. Sometimes they flee their continent, hoping for a more peaceful life.

    Kyaron racial traits:
    • -2 Constitution, +2 Charisma: Kyaron aren't particularly hardy but have incredible personalities and are gorgeous.
    • Humanoid (human): Kyaron are humanoid creatures with the human subtype.
    • Medium: As medium creatures, Kyaron have no special bonuses or penalties due to their size.
    • Kyaron base land speed is 30 feet.
    • Extra Flux: Kyaron get 2 bonus flux.
    • Automatic Languages: Kyaron. Bonus Languages: common. The only two languages Kyaron naturally encounter are Kyaron and common.
    • Favored Class: Any caster, subject to DM approval.


    Dje'Boehm
    Try to get a pic.
    Put a cool quote here.

    Put some cool text here, like Dje'Boehm being a supreme race. ***???

    Personality: Dje'Boehm love battle and competition, but also value community and family.

    Physical Description: Like Kyaron, Dje'Boehm are indistinguishable from humans to the normal eye. All Dje'Boehm have olive skin and straight brown or black hair. Most have dark eyes, though some have hazel. They're naturally muscular and their bodies run at a higher temperature, making them warm to the touch. When they reach adulthood they start to develop deep lines under their eyes as if from lack of sleep. The older they get the more pronounced these lines are.

    Relations: For millennia the only other race the Dje'Boehm knew were the Kyaron, whom they hate. Their history has been nothing but an eternal war between the two races. Still, at times they trade with Kyaron and, exceptionally rarely, a Dje'Boehm and Kyaron will become romantically involved. This is frowned upon in both cultures and the couple almost always runs away and lives on their own. The two races are dissimilar enough that such a relationship rarely yields offspring.

    Alignment: Dje'Boehm lean toward chaos. They are an itinerant race, their settlements a collection of temporary houses. They have no written language, only verbal traditions.

    Lands: Dje'Boehm inhabit West Consen, a dangerous land. To the north is savannah, great plains beneath it, then the Re'Qua Forest and Thunder Mountains yet more south. Many Dje'Boehm live on the ocean as fisherman, but a majority live on the plains, hunting hydras for meat.

    Religion: Most Dje'Boehm pray to gods of strength and battle if at all.

    Language: Dje'Boehm speak the common tongue, though they have no written language.

    Names: All Dje'Boehm have descriptive family names, often two words put together such as Hydraslayer or Trueblood. Their first names are a vowel followed by a consonant, then an apostrophe and what they go by, and the vowel-consonant pair runs in families. For example, Grid, the first martial flowist, was actually In'Grid, and his younger brother was In'Brig.

    Adventurers: Dje'Boehm adventures mainly consist of hunting for food and fighting Kyaron in an attempt to finish their eternal war. The few Dje'Boehm that leave Consen often seek a more peaceful life, having lost the taste for battle.

    Dje'Boehm racial traits:
    • +2 Strength, +2 Dexterity, -2 Intelligence, +2 Wisdom: Dje'Boehm are stronger and faster than humans but no less sturdy. While they're not necessarily stupid by any means, their culture does little to cultivate intellectual growth, relying instead on wits.
    • Humanoid (human): Dje'Boehm are humanoid creatures with the human subtype.
    • Medium: As medium creatures, Dje'Boehm have no special bonuses or penalties due to their size.
    • Dje'Boehm base land speed is 30 feet.
    • Low-Light Vision: A Dje'Boehm can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    • Dje'Boehm only need 4 hours of sleep to be well-rested.
    • Adaptive: If a Dje'Boehm is forced to make a saving throw, whether he passes or not he gains a +2 bonus on all future saving throws against the same effect.
    • Berserk (Ex): Beginning at fifth level Dje'Boehm have the ability to push their bodies to the limits similar to the barbarian alternate class feature whirling frenzy, with the following differences. It is usable once per encounter, after which the Dje'Boehm becomes exhausted rather than fatigued. When a Dje'Boehm berserks the sky darkens, clouds forming to reflect the dangerous state.
    • Hyper (Ex): Beginning at fifteenth level Dje'Boehm develop a great version of Berserk. It is similar to the eleventh level version of the alternate class feature whirling frenzy, with the following differences. Like Berserk it is usable once per encounter, after which the Dje'Boehm falls unconscious and cannot be woken for at least one minute. If the Dje'Boehm is woken before an hour has passed, he is exhausted. If woken before four hours pass, he is fatigued. When Hyper the Dje'Boehm grows a pair of black feathery wings, giving him a fly speed of twice his base land speed with good maneuverability. Like when a Dje'Boehm berserks, when he hypers the sky darkens, only to a greater extent, and there's usually a secondary effect, such as the smell of brimstone or flashes of lightning.
    • Abundant Flux: Dje'Boehm get 1 bonus flux per level.
    • Automatic Languages: Common. Bonus Languages: Kyaron. The only two languages Dje'Boehm naturally encounter are common and Kyaron.
    • Favored Class: Any martial, subject to DM approval.
    • Level adjustment +1.
    Last edited by danzibr; 2012-12-13 at 03:30 PM.
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    A comment on tiers, by Prime32
    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
    ゙(゚、 。 7
     l、゙ ~ヽ
     じしf_, )ノ

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    Default Re: Book of Flux [3.5, massive WIP]

    Creatures

    Flux zombie
    Heuristically speaking, a flux zombie is somewhere between a normal zombie and a necrocarnum zombie. They're faster than a normal zombie but are still unintelligent. Also, similar to necrocarnum zombies they can be buffed, but rather than getting their own essentia pool they get something similar to share spells, provided their creator is a reanimator.
    - Like zombies, flux zombies are lumbering masses of flesh. They move swifter but are just as mindless and, in most cases, stinky.

    Combat
    Like their counterparts created through questionable magic, flux zombies are mindless. They follow their master's commands to the best of their abilities.

    Creating a Flux Zombie
    ``Flux zombie'' is an acquired template that can be added to any corporeal creature (except undead) that has a skeletal system (referred to hereafter as the base creature).
    A flux zombie uses all the base creature's statistics and abilities except as noted here.
    Size and Type: The creature's type changes to undead. It retains any other subtypes the base creature had except subtypes that indicate kind (such as goblinoid or reptilian). It does not gain any augmented subtype. The creature's Hit Dice, base attack bonus, saves and skill points change as given below. Size is unchanged.
    - A flux zombie uses all the base creature's statistics and special abilities except as noted here.
    Hit Dice: All Hit Dice from class levels are dropped and each of the creature's remaining Hit Dice increase to a d12. If the creature has no Hit Dice remaining, it gains 1d12.
    Armor Class: The base creature's natural armor bonus increases by a value based on the zombie's size equal to that of a normal zombie.
    Base Attack Bonus: A flux zombie has a base attack bonus equal to 3/4 of its Hit Dice (as a cleric).
    Attacks: A flux zombie loses any weapon proficiencies that the base creature possessed. It retains all the natural attacks of the base creature, and it also gains a slam attack if it didn’t already have one. A flux zombie fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A flux zombie armed with a weapon uses its slam or a weapon, as it desires.
    Full Attack: A flux zombie fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.
    Damage: Flux zombies have slam attacks. If the base creature does not have this attack form, use the appropriate damage value equal to that of a normal zombie according to the flux zombie’s size. If the base creature already had a slam attack, it retains its old damage value or uses the appropriate value equal to that a normal zombie would have, whichever is better. A flux zombie’s natural weapon attacks deal the same base damage as the corresponding attacks of the base creature did.
    Special Attacks: A flux zombie loses all the special attacks of the base creature.
    Special Qualities: A flux zombie loses all the special qualities of the base creature and it gains the following special qualities.
    Damage Reduction: A flux zombie gains damage reduction 5/slashing.
    Saves: The flux zombie’s base save bonuses are as follows: Fort + 1/3 HD, Ref +1/3 HD, and Will +1/2 HD +3.
    Abilities: A flux zombie has no Constitution or Intelligence scores and its Charisma score changes to 1.
    Skills: A flux zombie has no skills.
    Feats: A flux zombie loses any feats derived from class levels and any racial bonus feats the base creature had (including the extra feat a human gains). It gains Toughness as a bonus feat.
    Environment: Any.
    Organization: Any.
    Challenge Rating: A flux zombie's strength and hence challenge rating varies drastically depending on how it was created, and as such determining their challenge rating is case-by-case, up to the DM.
    Treasure: None.
    Alignment: Always true neutral.
    Advancement: As base creature, or — if the base creature advances by character class.
    Level Adjustment: —.
    Last edited by danzibr; 2012-12-13 at 03:38 PM.
    My one and only handbook: My Totemist Handbook
    My one and only homebrew: Book of Flux
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    A comment on tiers, by Prime32
    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
    ゙(゚、 。 7
     l、゙ ~ヽ
     じしf_, )ノ

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    Default Re: Book of Flux [3.5, massive WIP]

    Random Information
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    Motivation
    I had a dream the morning of 11/8/12. In this dream I could fly by sitting Indian style, so to speak, and by touching someone could send them flying. I could also picture bright blue stuff flowing through my veins (and arteries, I guess), and for some reason remember it granting defensive capabilities as well. All I had to do was focus and I change what the blue stuff in my veins could do.

    Other
    Also, the different fusions for stat/energy resistance is deliberate; that is, it's supposed to be clear that you can get many going at one time.

    For terminology, it's best to compare flowists with MoI classes.
    MoI class → flowist
    invest → focus
    essentia → flux
    soulmeld → fusion
    form → fabricate
    bind to chakra → (no equivalent)
    So for example:
    An incarnate invests essentia into soulmelds and forms soulmelds then binds them to chakras.
    A flowist focuses flux into fusions and fabricates fusions.

    To do/What I need help with
    • Need more mental fusions... I'm thinking making them caster-like. I was thinking having them be like factotums, but there are delicate balance issues here and it might water them down. Like, when learning a mental fusion pick a spell, can focus flux to be able to use the spell however often at whatever caster level.
    • Need more features for martial flowist... right now they're far weaker than warblade imo. But what to give them? Bonus feats? Passive buffs? They already should get plenty from their fusions.
    • Need to write in more fluff!?!?
    • Need to consider if things are too strong/too weak. I think the Reanimator is quite strong.
    • Need to write up the other PrC's.
    • Need to give Kyaron more stuff; weak for LA +0 atm.
    • Similarly Dje'Boehm might be weak for LA +1.
    • Get pictures.
    • Make ACF's.
    • Need capstones for martial and contemplative flowists.
    • Rename martial and contemplative flowists. In particular, I'm looking for a word that would be like... forceful water movement or something. Like gush. Or something. And contemplative flowist would be the opposite.

    Change log
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    5/22/15: Holy crap, 2.5 years later. I changed the tables and fixed typos. Got inspiration to pick up this bugger.
    12/30/12: Couple of typos fixed and added Dominate (mental fusion).
    12/28/12: Minor changes. Touched up the to-do list and changed how Gentle Touch can be improved. Rather than +1/flux it's +size/4 flux.
    12/13/12: Added!

    Alright, have at it, folks. Let me know what you think. I'm totally open to any suggestion, though to be honest I'm reluctant when it comes to changing stuff. Sorry, personal flaw of mine.
    Last edited by danzibr; 2015-05-22 at 06:56 PM.
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    A comment on tiers, by Prime32
    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
    ゙(゚、 。 7
     l、゙ ~ヽ
     じしf_, )ノ

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    Default Re: Book of Flux [3.5, massive WIP]

    Obviously I haven't read all of it in the little time span it's been up, but I'd advise you to make the names more distinctive from one another, rather than just "Flowist" and two others with the same name but an adjective added to it.
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    Default Re: Book of Flux [3.5, massive WIP]

    Quote Originally Posted by Morph Bark View Post
    Obviously I haven't read all of it in the little time span it's been up, but I'd advise you to make the names more distinctive from one another, rather than just "Flowist" and two others with the same name but an adjective added to it.
    Totally open to suggestions!

    One of my personal weaknesses is naming things. I've sucked at it always.
    My one and only handbook: My Totemist Handbook
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    A comment on tiers, by Prime32
    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
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    Default Re: Book of Flux [3.5, massive WIP]

    Hmm well, two weeks and the only comment is on changing the names. I think it's time to let uninteresting projects die.
    My one and only handbook: My Totemist Handbook
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    A comment on tiers, by Prime32
    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
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    Default Re: Book of Flux [3.5, massive WIP]

    Quote Originally Posted by danzibr View Post
    Hmm well, two weeks and the only comment is on changing the names. I think it's time to let uninteresting projects die.
    This looks interesting to me. I think the issue is that it involves a lot of new mechanics (and people are probably also slightly put off by a thread title that describes its own content as massive). This looks neat enough that I'll try to take a look and comment, but it may take some time.
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    Completed:
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    The Narrow Bridge
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    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

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    Default Re: Book of Flux [3.5, massive WIP]

    This looks rather similar to Incarnum, personally. Energies from the soul that all living beings have (but not undead)? Focusing points of energy into things to increase their power?
    Illumian Dread Necromancer Lich avatar by Tinymushroom.
    Quote Originally Posted by Bloodgruve View Post
    Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...

    Blood~

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    Default Re: Book of Flux [3.5, massive WIP]

    Quote Originally Posted by JoshuaZ View Post
    This looks interesting to me. I think the issue is that it involves a lot of new mechanics (and people are probably also slightly put off by a thread title that describes its own content as massive). This looks neat enough that I'll try to take a look and comment, but it may take some time.
    Hmm, maybe there's hope after all! I'll remove the word massive from the title.
    Quote Originally Posted by GreenSerpent View Post
    This looks rather similar to Incarnum, personally. Energies from the soul that all living beings have (but not undead)? Focusing points of energy into things to increase their power?
    Yup. And if you read it you'd see I say as such. Under the general mechanics stuff: Mechanically speaking, flux is more like incarnum (or rather essentia, given how essentia is a being's personal store of incarnum) than anything else.
    My one and only handbook: My Totemist Handbook
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    A comment on tiers, by Prime32
    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
    ゙(゚、 。 7
     l、゙ ~ヽ
     じしf_, )ノ

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    Default Re: Book of Flux [3.5 WIP, ideas welcome]

    Tell you what, I'll have a good read through it and do my best to review it. Might take a wee while though, as your writing is rather verbose.
    Illumian Dread Necromancer Lich avatar by Tinymushroom.
    Quote Originally Posted by Bloodgruve View Post
    Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...

    Blood~

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    Default Re: Book of Flux [3.5 WIP, ideas welcome]

    Quote Originally Posted by GreenSerpent View Post
    Tell you what, I'll have a good read through it and do my best to review it. Might take a wee while though, as your writing is rather verbose.
    Much appreciated! And yeah... I do love the fluff. Perhaps I should just cut it all out and make it nice and crunchy. I'm going to add in something at the top to help.
    My one and only handbook: My Totemist Handbook
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    A comment on tiers, by Prime32
    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
    ゙(゚、 。 7
     l、゙ ~ヽ
     じしf_, )ノ

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    Default Re: Book of Flux [3.5 WIP, ideas welcome]

    As a small thought I had while I was going over the Fly mechanic, some sort of Dominate effect might be nice to throw in as a mental fusion. Like you extend strings of flux from your fingertips, overpowering the target's own flux and make them a puppet.

    Something like "Flux Puppet" would be good... or throw it in as a fusion available to all, but only Contemplative Flowists can use it as a true dominate effect (AKA their mind is under your control). All the others can only use it to control their bodies (AKA they'll still be able to think for themself, but you'll control their body).

    EDIT: No, no, the fluff is the best part! That's why I love my favourite prestige class (Keeper of the Cerulean Sign) so much! Good fluff and good crunch makes a perfect class sandwich!
    Last edited by GreenSerpent; 2012-12-29 at 01:35 PM.
    Illumian Dread Necromancer Lich avatar by Tinymushroom.
    Quote Originally Posted by Bloodgruve View Post
    Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...

    Blood~

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    Default Re: Book of Flux [3.5 WIP, ideas welcome]

    Quote Originally Posted by GreenSerpent View Post
    As a small thought I had while I was going over the Fly mechanic, some sort of Dominate effect might be nice to throw in as a mental fusion. Like you extend strings of flux from your fingertips, overpowering the target's own flux and make them a puppet.

    Something like "Flux Puppet" would be good... or throw it in as a fusion available to all, but only Contemplative Flowists can use it as a true dominate effect (AKA their mind is under your control). All the others can only use it to control their bodies (AKA they'll still be able to think for themself, but you'll control their body).

    EDIT: No, no, the fluff is the best part! That's why I love my favourite prestige class (Keeper of the Cerulean Sign) so much! Good fluff and good crunch makes a perfect class sandwich!
    I *love* this idea! Perfect fluff meets crunch. I'll write it in later when my son is asleep.

    Also I'll keep the fluff up. And add some more. Some places are obviously lacking.

    EDIT: Looks like that'll happen tomorrow. Wifey was on the laptop.
    Last edited by danzibr; 2012-12-29 at 10:08 PM.
    My one and only handbook: My Totemist Handbook
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    A comment on tiers, by Prime32
    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
    ゙(゚、 。 7
     l、゙ ~ヽ
     じしf_, )ノ

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    Default Re: Book of Flux [3.5 WIP, ideas welcome]

    Added Dominate (mental fusion). Dunno how balanced it is.
    My one and only handbook: My Totemist Handbook
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    A comment on tiers, by Prime32
    Quote Originally Posted by KillianHawkeye View Post
    As a DM, I deal with character death by cheering and giving a fist pump, or maybe a V-for-victory sign. I would also pat myself on the back, but I can't really reach around like that.
      /l、
    ゙(゚、 。 7
     l、゙ ~ヽ
     じしf_, )ノ

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    Default Re: Book of Flux [3.5 WIP, ideas welcome]

    Oh man. This is a really cool concept. I'm sorry that you've gotten so little in the way of feedback. I played around with the rules a lot today, built a character that's rather nasty. Efreeti bloodline gives it a little bit of a boost. Basically features charisma synergy, unarmed strike bonuses, manages 4d8 unarmed if you don't homerule that monk unarmed damage should extend in both directions... but that's not the hallmark, and it still deals a silly amount of damage if you don't.

    The hallmark isn't even it's 8 attacks (Just the base flowist) that wind up dealing an average of exactly 888.00 damage (Anydice) if all attacks hit. And it's not a flurry of misses, either. +41/+41/+41/+41/+37/+37/+33/+33. It requires Flow Freely, in which case the damage is substantially lower, but even then it manages respectable damage. Lightning fists is a nice feat that grants two more attacks, but at the cost of some of your attack bonus.

    Nor is the hallmark the fact that all of these unarmed strikes are made as ranged attacks with 20 feet ranged increments, overcome damage reduction, and heal you for 1d6 HP per hit.

    The hallmark isn't even the respectable 56 AC it boasts, nor even the 293.5 projected HP. It's not even the fact that it can fly with perfect maneuverability at high speeds.

    The Hallmark is that the chassis this class provides allows a character to obtain all of these things without compromise. A good feat/equipment selection can make a straight-20 flowist more than just a combat menace, good selection can turn a flowist into a full-on force of nature.


    But that's at 20th level. The high end of Flowist is definitely the golden times for the class, starting is a bit slow but otherwise these are mechanically solid rules.

    As far as usefulness goes, the Flowist can specialize in a few ways, become a combat monster, or an excellent party face, the Contemplative makes a... decent skill-monkey, if it's skill selection list could be larger, fulfilling more niches. The Martial Flowist seems... lacking. It deals with a significant power drop from the Flowist, but I suppose it could make a good charger, or tripper. Or maybe even a Karmic Strike setup.

    Ultimately, I'd like to see all of the Flowists gain some miscellaneous utility abilities that they could put their flow pools towards. Nothing really combative, but I notice in my build there's a weakness against darkness. Maybe some way to light up? (Brilliant Energy + Amplify Offense works well enough, but that's at higher levels). I see that the Flowist is considered a T3. If you cared to bump it up to T2, small, almost decorative abilities that fill out some of the otherwise quiet levels might do the trick.

    I love the fluff of these classes and this mechanic, personally. It feels like this isn't so much related to Incarnum, or even a spiritual successor, but what you've done with versatility around Flow points feels to me like what I wanted Incarnum to be. It's like Qi, or perhaps translated to modern science fantasy, The Force and similar supernatural powers. I like that a lot. On the other hand, I'm not a fan of some of the storytelling revolving around how the Flow came to discovery. To me, it feels like all of the pieces are there, and solid, but some of the connecting storytelling elements are missing.

    As far as the name goes, I don't care for it very much, but it's relatively unimportant. I do, however, quite like the term 'fabricator' levels, however.



    The Reanimator class looks interesting, and potentially very powerful, but it misses out on the traditional power of a Necromancer-type character, where they have a horde of undead consistently at their beck and call. A Reanimator might do just fine with a mess of bodies that are just fresh, or even slowly dropping one opponent at a time and reanimating them (With the help of it's permanent undead) and slowly expanding from there. The Undead you can manage, however, are usually of significantly higher HD, or of greater number than Animate Dead, or Rebuke Undead can give you. Which isn't much of a problem, really, as they're still not exceptionally powerful... And then I saw Share Infusions and I went a little gaga. That's actually massive. Still it would start up rather slow unless a battle began and ended in a mass grave.

    Now, moving onto the Races... I think... that they're a little weird. I like how you're honest about Kyaron's given names---it seems that a majority of all PCs have Kyaron parents, or at least namers. Dje'Boehm seems really weird. Like, really weird. First of all, they hunt hydras as a food source which, to me, seems a little extreme. But what do I know? Their racial abilities are, as far as I can tell, actually weird. They darken the sky whenever they get upset? Also, wings sprout out from their backs when they fly into a full-on rage? That's... odd to me. But I'll leave it alone.



    On Mental Abilities... I might have some suggestions. Large, and small ones. First of all, some mass effects might be nice. Mass Calm Emotions, or even that one bardic spell that incites a crowd to riot. Some kind of Invisibility effect would not go unwanted to those Contemplatives who intend to lurk about. Also maybe some kind of ability damage, in a similar vein to Ego Whip. Debuffs are always seen under good light for the character who doesn't rely on damage to deal with challenges. Perhaps things to lower opponents' defense/offense, or even eventually simply burn out their Flow energy for a darker side of things. I'm sure that eventually I'll have more ideas for Mental Fusions though.

    Anyway, the last part of the post is set to be something of a wish-list for me. Not full-blown suggestions, just things you might want to consider. Sharing a select amount of internal fusions would be nice. Suddenly you've become an excellent buffer, or healer with Fast Healing. Maybe it only affects one target at a time, so that you avoid the Dragonfire Inspiration alphorn mess. (although I do like dragonfire inspiration on an alphorn) As I mentioned earlier, a simple way to shed light, perhaps like a torch would be nice. Very bad for hiding, but there are other ways to get darkvision/blindsense. Then again, you could always get a torch. Maybe a way to sense the movement of the flow in the outside world, or even the ability to gain some information on living things you see, like aura-reading. There are a lot of manipulation effects, but nearly no informative effects. Perhaps some way to see the ethereal or astral as well?

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