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OldTrees
2009-06-29, 07:12 PM
I am new at homebrewing.
My major questions are:
1. Are the Hypothetical Objects/Effects and Nonmaterialist class features balanced?
2. Can the Hypothetical Objects/Effects class feature be broken by combining it with something else?
3. Will this class be overpowered other classes when used by a non-optimiser in a group of non-optimisers?
4. Is this class overpowered?
5. What Tier is this class?
6. How could I change it to be more multiclassing friendly without overpowering the class?
7. If the class could be made more multiclassing friendly, then what would be the level dipping breakpoints(if any)?
8. How could I improve this class?

Thank you in advance for your help.

Deluders are a very rare occurrence in the world. They have been gifted with the ability to treat reality as a social construct. If they believe in a nonexistent ladder then all who believe will be able to use the ladder.
Alignment: While most Deluders are chaotic, due to the madness inherent in the creation and utilization of the nonexistent, it is not unheard of for neutral aligned Deluders to exist. Even a few rare lawful Deluders have been rumored to exist.
Background: Most Deluders have developed some form of mental disorder that made them believe that reality was malleable. The most common disorder to develop into a Deluder is sophism. As such Deluders come from all walks or life.
Races: All races suffer the curse and blessing of Deluders, although human, derro and drow Deluders are the most common.

Deluder
Deluders have the following game statistics.
Abilities: Str for melee attacks, Dex for AC, stealth and returning ranged throwing weapons, Con for health and Concentration, Int for skills, finding and removing traps, Wis for Autohypnosis, Cha for Bluff
Alignment: Any crazy.
Hit Die: d6

The Deluder
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Lump Sum Maximum

1st|
+0|
+0|
+0|
+2|Hypothetical Objects, Nonmaterialist, Trapfinding| 112.5 gp

2nd|
+1|
+0|
+0|
+3|Uncanny Feint (move action)| 675 gp

3rd|
+2|
+1|
+1|
+3|Sneak Attack +1d6| 2,025 gp

4th|
+3|
+1|
+1|
+4|Hypothetical Threat| 4,050 gp

5th|
+3|
+1|
+1|
+4|Pack Feint| 6,750 gp

6th|
+4|
+2|
+2|
+5|Sneak Attack +2d6| 9,750 gp

7th|
+5|
+2|
+2|
+5|Hypothetical Effects (0th)| 14,250 gp

8th|
+6|
+2|
+2|
+6|Uncanny Feint (swift action)| 20,250 gp

9th|
+6|
+3|
+3|
+6|Sneak Attack +3d6| 27,000 gp

10th|
+7|
+3|
+3|
+7|Hypothetical Effects (1st)| 36,750 gp

11th|
+8|
+3|
+3|
+7|Combat Expertise| 49,500 gp

12th|
+9|
+4|
+4|
+8|Sneak Attack +4d6| 66,000 gp

13th|
+9|
+4|
+4|
+8|Improved Combat Expertise| 82,500 gp

14th|
+10|
+4|
+4|
+9|Hypothetical Effects (2nd)| 112,500 gp

15th|
+11|
+5|
+5|
+9|Sneak Attack +5d6| 150,000 gp

16th|
+12|
+5|
+5|
+10|Hypothetical Effects (3rd)| 195,000 gp

17th|
+12|
+5|
+5|
+10|Hypothetical Effects (4th)| 255,000 gp

18th|
+13|
+6|
+6|
+11|Hypothetical Effects (5th), Sneak Attack +6d6| 330,000 gp

19th|
+14|
+6|
+6|
+11|Hypothetical Effects (6th)| 435,000 gp

20th|
+15|
+6|
+6|
+12|Hypothetical Nature, Hypothetical Effects (7th)| 570,000 gp [/table]

Class Skills
The Deluder's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Hide (Dex), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis),
Skill Points at 1st Level: (8+Int Modifier) x 4.
Skill Points at Each Additional Level: 8+Int Modifier.

Class Features
Trapfinding (Ex.): Deluders (like rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Deluders (like rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Deluder who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Hallucinogenic Incense (Ex.): A Deluder does not see any value in real objects. This can be for any number of reasons. (He/she might have vowed to be self-sufficient, disbelieve that anything is truly "real" or some other reason) As such they do not collect wealth of any form. However they do require a unique incense that, while harmless to non-Deluders, allows them to refine their talents. The Deluders share of the treasure is spent on the ever increasing quantity of this incense.

Hypothetical Objects (Ex.):
• At 1st level a Deluder gains the ability to delude himself and others into believing a nonexistent object exists. These existing nonexistent objects are called hypothetical objects. The only expendable Hypothetical Objects that can be created are food and water for personal use only.

• The total value of a Deluder's hypothetical objects cannot exceed the lump sum maximum (as shown in the table). The lump sum maximum is currently set at ¾ starting wealth by level.

• As a move action, a Deluder can make a hypothetical object manifest on their person. To do so the Deluder makes an Autohypnosis check vs. a DC of (HD+11). A hypothetical object stays manifested only as long as the Deluder maintains belief in it.

• Once per round, if a manifested hypothetical object is used in any manner that would not work if it didn't exist (attacks, climbing a rope, wearing armor vs. an attack …) and once per round that a hypothetical object is manifested in an antimagic field or when a hypothetical effect is used in an antimagic field, then the Deluder must decide if he wants to keep it manifested or have it cease to exist. (This decision is which the player wants to happen. The Deluder cannot choose to make a save for the option he/she doesn't want to compensate for a poor skill modifier.) Once the decision is made, the Deluder makes a skill check vs. a DC of (HD+11). The skill used is determined by their choice. If they wanted the object to cease to exist they make an Autohypnosis check. If they wanted the object to continue to exist they make a Concentration check. This check does not take an action however due to the effort they can't take 10 on the check even if they have Skill Mastery.

• A hypothetical object while manifested will exist for those who believe in it and not exist for those who don't believe in it.

• If someone witnesses an event that doesn't mesh with their belief about the hypothetical object (a hypothetical sword passing through someone or someone receiving a wound without a weapon existing) then that someone chooses either to change their belief or to excuse away the event. (This decision is which the witness wants to happen. The witness cannot choose to make a save for the option he/she doesn't want to compensate for a poor will save.) Once the decision is announced, the witness makes a Will save vs. a DC of (10+Cha+HD/2). If the save is successful then the witness succeeded in their choice, otherwise the reverse option is the result.

• If the Deluder witnesses evidence that one of his/her hypothetical objects might not exist (a hypothetical sword passing through someone) then the Deluder must make a Bluff check vs. a DC of (HD+11) to excuse away the evidence. On a failed check the hypothetical object ceases to exist.

• As a move action, a Deluder can make a hypothetical object cease to exist. To do so the Deluder makes an Autohypnosis check vs. a DC of (HD+11).

Uncanny Feint (Ex.): At 2nd level a Deluder gains the ability to feint in combat as a move action. At 8th level this changes to a swift action.

Sneak Attack (Ex.): If a Deluder can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The Deluder’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Deluder flanks her target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every three Deluder levels thereafter. Should the Deluder score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a Deluder can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A Deluder can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Deluder must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Deluder cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Hypothetical Threat (Ex.): At level a Deluder gains the ability to convince itself that the threat does not exist and thus not be affected by the threat. When being affected by a physical or magical threat a Deluder can as a free action make a Autohypnosis check DC (21 + CR) to ignore all effects of the threat.

Pack Feint (Ex.): At 5th level a Deluder gains Pack Feint as a bonus feat. (See Pack Feint below)

Hypothetical Effects (Ex.): At the specified levels a Deluder gains the ability to create a hypothetical object that can cast a spell of the specified spell level when a command word is uttered. An object that can cast a spell of spell level "L" is counts as 1,800 x L x Class Level gp toward the lump sum maximum. For example: A 15th level Deluder creates a hypothetical object to cast Scorching Ray, a 2nd level spell, this would count as 1,800 x 2 x 15 = 54,000 gp toward the 15th level lump sum maximum of 112,500 gp.

Combat Expertise (Ex.): At 11th level a Deluder gains Combat Expertise as a bonus feat.

Improved Combat Expertise (Ex.): At 13th level a Deluder gains Improved Combat Expertise as a bonus feat. (See Improved Combat Expertise below)

Hypothetical Nature (Ex.): At 20th level a Deluder becomes more akin to a hypothetical object. In all ways the Deluder acts like a hypothetical object except the Deluder will never risk disbelieving their own existence and they do not count toward their lump sum maximum.

Changes
Restricted Hypothetical Objects to nonexpendable objects, food or water
Changed Nonmaterialist to Hallucinogenic Incense to get rid of increased party wealth problem

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Pack Feint [General]
Prerequisites: Dexterity 13, Wisdom 13, Base Attack Bonus +3, Bluff: 3 ranks
Benefit: When you successfully use Bluff to ‘Feint in Combat’, the target loses its Dexterity bonus to AC for your next attack and the next attack of any allies adjacent to the foe when you made your Bluff check. To benefit from this Feat, each ally’s next attack and your next attack must be made on or before your next turn.

Improved Combat Expertise [General, Fighter]
Prerequisites: Intelligence 13, Base Attack Bonus +6, Combat Expertise
Benefit: When you take an Attack action or a Full Attack action, you may take –X to hit and get +X to your AC until your next action. X can be up to your base attack bonus, with a maximum of your Base Attack Bonus (instead of +5).

DracoDei
2009-06-30, 07:39 AM
Compare this to the Lunatic (http://www.giantitp.com/forums/showthread.php?p=3967759) and Weirder (http://www.giantitp.com/forums/showthread.php?t=11491)(reworked version someone else did can be found here (http://www.giantitp.com/forums/showthread.php?t=54108)). For the guy keeping all these madmen from getting themselves killed within the first 5 minutes of the adventure someone came up with The Only Sane Man (http://www.giantitp.com/forums/showthread.php?p=4121336).

Note that all of these are prestige classes, so having a base class that fits the motif is a nice change of pace.

OldTrees
2009-06-30, 09:26 AM
Thank you.
I never knew about those neat prcs. (bookmarked)

Upon comparison, this class is akin to the Weirders Un/Real ability.
However, I do not know if my Hypothetical Objects/Efects, Nonmaterialist trade off is balanced.

DracoDei
2009-06-30, 01:24 PM
I would say at a rough guess that that ability is approximately as good as a Artificer, in as much as both of them can create bane weapons for whatever they are fighting. Artificer is considered a pretty powerful class, but these guys can have enemies rolling to disbelieve their armor or weapon in the middle of a fight I think. As a balancing factor, it seems these guys can change out their equipment as many times during the day as they like?

Actually, the most tricky factor, especially in a small party is that it effectively increases the total amount of wealth in the party.

Also, it does seem like a lot of rolls.

OldTrees
2009-06-30, 07:30 PM
Yes, these guys can change one Hypothetical object as 2 move actions (with 2 skill checks [25% failure rate each. Each failure requiring another move action and check.])

When I worded Nonmaterialist I was thinking about the Vow of Poverty. It looks like I unintentionally left the ability to give the party the wealth.
How can I refluff the Nonmaterialist class feature to eliminate this aspect?

Yes it is a lot of rolls. This will slow down combat unfortunately.