PDA

View Full Version : Duos Animus Unis [3.5 Base Class]



Cogwheel
2009-10-17, 08:22 AM
Note: While one can multiclass freely afterwards, the Spiritbound class may not be entered later in a character's career without a very good reason. If a character is to be a Spiritbound, their first class level must be in this class.

Spiritbound

"Soulless automaton? If only you were correct."


All constructs have a power that keeps them "alive", a force that keeps them working. For warforged, it is a combination of magic and something approximating life. For others, such as golems, trapped elementals are used as a power source. It was only a matter of time until the principle was taken further.

The Spiritbound are constructs - living or otherwise - with an incredibly powerful extraplanar creature sealed within them at the time of their creation. This gives them enough power to function, and far more beyond that. With experience, a Spiritbound can learn to draw more and more on the power of the being that gives it strength.

It is a common misconception that all Spiritbound are evil. This is true only in a select few cases, mostly when the imprisoned creature is a fiend. Creating a Spiritbound is often an evil act, as it involves binding a sentient creature into a prison for life. The construct itself, however, has absolutely no choice over the matter.

Abilities: The Spiritbound relies on strength for damage and accuracy, as do almost all warriors, and charisma to fuel their abilities. Those who prefer to remain living for whatever reason may also wish to invest in constitution.

Role: This depends on the Spiritbound's source, to an extent, but all serve as front-line melee characters. An Elemental one is focused on avoiding damage and dealing out the same, while a Celestial Spiritbound dispenses healing and counterattacks. The Fiendish variety, meanwhile, specializes in weakening the enemy.

Background: The reasons for a Spiritbound's creation are often incredibly varied. One could be made because, like golems, a trapped spirit is the only way to give a construct life in the setting in question. Or perhaps (this might be a common reason for Warforged in Eberron) someone wished for a powerful weapon or guard. The consequences to the construct and trapped entity involved are, after all, hardly their concern.

Organization: None. While Spiritbound can instinctively sense another of their kind, and have some degree of sympathy and understanding for those of the same predicament, they have no true organization.

Alignment: Like their origins, a Spiritbound's moral compass is often quite varied. The two are, in fact, somewhat related. The entity trapped within a Spiritbound is sentient and capable of speaking - often only to the Spiritbound, admittedly - and often alters the host's moral code over time.

Races: Any construct. Spiritbound may be any type of construct or living construct, but nothing else. Within this, however, all bets are off. A Spiritbound is most commonly a Warforged, but they might be a Nimblewright, a golem, a homunculus or something even stranger. It should be noted that a typically mindless construct is granted sentience if it is a Spiritbound.

Religion: Spiritbound are, generally speaking, disinclined to this. Quite aside from their unique condition, being created by a perfectly ordinary, mortal being tends to diminish one's capacity for faith.

Other classes: Martial classes tend to be viewed as practitioners of the same skills, albeit often with somewhat less flair. The more faithful or nature-oriented classes - clerics, paladins, rangers, druids and so forth - are often avoided for their tendency to denounce most Spiritbound as abominations or deeming their very existence heretical.

Arcane casters are also avoided and, frequently enough, distrusted. This stems from the simple reason that arcane spellcasters are frequently the creators of Spiritbound, which does nothing to improve their image with their creations.

Other classes, such as rogues and bards, are often met with a sort of bland indifference. Or rather, dealt with on a case-by-case basis: The typical Spiritbound has no particular opinion of their profession, and instead judges them based on their personality and actions.

Adaptation: The Spiritbound may, if required, be adapted to non-constructs with a few small changes of flavour. Additionally, as almost every class feature is dependant on the Spiritbound's source of choice, DMs and players are encouraged to create new sources if any fit their needs better.

Hit die: d10

Wealth: 4d4x10 gold


Class Features

Class Skills
: The Spiritbound Spiritbound's class skills (and the associated abilities for each skill) are as follows: Climb (Str), Craft (Int), Profession (Wis), Listen (Wis), Spot (Wis), Diplomacy (Cha), Bluff (Cha), Intimidate (Cha), Knowledge (The Planes) (Int), Knowledge (Arcana) (Int), Jump (Str), Swim (Str).

Skill points At First Level: (4+intelligence modifier)x4

Skill points At Each Additional Level: 4+Intelligence modifier

The Spiritbound
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Source, Planar Enmity, Aspect I

2nd|
+2|
+3|
+0|
+3|Manifestation I

3rd|
+3|
+3|
+1|
+3|

4th|
+4|
+4|
+1|
+4|Aspect II

5th|
+5|
+4|
+1|
+4|Manifestation II

6th|
+6/+1|
+5|
+2|
+5|Planar Speech

7th|
+7/+2|
+5|
+2|
+5|

8th|
+8/+3|
+6|
+2|
+6|Aspect III

9th|
+9/+4|
+6|
+3|
+6|Manifestation III

10th|
+10/+5|
+7|
+3|
+7|Bulwark of the Planes

11th|
+11/+6/+1|
+7|
+3|
+7|Aspect IV

12th|
+12/+7/+2|
+8|
+4|
+8|Manifestation IV

13th|
+3/+8/+3|
+8|
+4|
+8|

14th|
+14/+9/+4|
+9|
+4|
+9|Aspect V

15th|
+15/+10/+5|
+9|
+5|
+9|Manifestation V

16th|
+16/+11/+6/+1|
+10|
+5|
+10|Apotheosis

17th|
+17/+12/+7/+2|
+10|
+5|
+10|Aspect VI

18th|
+18/+13/+8/+3|
+11|
+6|
+11|Manifestation VI

19th|
+19/+14/+9/+4|
+11|
+6|
+11|

20th|
+20/+15/+10/+5|
+12|
+6|
+12|Deus Ex Machina[/table]

Weapon and Armour Proficiency: Spiritbound are proficient with all Simple and Martial weapons, all types of armour and shields.

Source (Ex): At first level, a Spiritbound gains a Source according to their alignment: Elemental if they are neutral, Fiendish if they are evil, and Celestial if they are good. If the Spiritbound is eligible for more than one of these, they may choose one. A Spiritbound's Source affects all their other class features. The Spiritbound possesses a number of Spirit points equal to their charisma modifier multiplied by their class level, which they may use to fuel their Manifestation and Aspect abilities. A number of spirit points equal to the Spiritbound's class level are restored every hour.

Aspect(Su): When a Spiritbound activates an Aspect ability, they take on a characteristic of the creature sealed within them for a short time. An Aspect ability grants the Spiritbound some ability, at the cost of a certain amount of spirit points per round, depending on the ability. Aspects may be activated as a swift action and dismissed as a free action. A Spiritbound may have any number of aspects active at a time, but the costs are cumulative. A spiritbound, upon gaining an Aspect, may choose any aspect on the list for their Source, up to the rank they have just accessed.

Manifestation(Su): By using a Manifestation ability, the Spiritbound uses the power of the creature sealed within themselves to affect the outside world. The effects, while instantaneous, can sometimes last longer. In such cases, all Aspect rules apply, except that Manifestations require a different action depending on the Manifestation. The save DC for all Manifestations is (10+1/2 Spiritbound level+Cha modifier). Like Aspects, a Spiritbound may choose a manifestation from a list.


Planar Enmity (Ex): Due to their nature, Spiritbound suffer a -4 diplomacy penalty against certain creatures according to their Source: elementals, good outsiders and evil outsiders for elemental, celestial and fiendish sources, respectively.

Planar Speech (Ex): At 6th level, the Spiritbound learns another language: Celestial for those with a celestial Source, Infernal or Abyssal for those with a fiendish Source, and Auran, Aquan, Ignan or Terran for one with an Elemental source.

Bulwark of the Planes (Ex): The Spiritbound's power source gives it some measure of protection from harm - one inherent to the creature it houses. At 10th level, a Spiritbound gains either DR/Evil equal to half their class level (Celestial), Spell Resistance equal to their class level +10 (Fiendish) or Acid, Cold, Fire, Electricity and Sonic resistance equal to their class level +10 (elemental).

Apotheosis (Ex): At 16th level, the barrier between the Spiritbound and the creature it houses thins as the two draw closer to becoming a single creature. The Spiritbound's type becomes Outsider (good) (Celestial), Outsider (evil) (Fiendish), or Elemental (Elemental) and they gain DR 10/Good (Fiendish), DR 10/Evil (Celestial) or DR 5/- (Elemental), according to their Source. This, in the case of Celestials, is cumulative with Bulwark of the Planes.

Deus Ex Machina (Su): At 20th level, the Spiritbound learns to unleash the creature trapped within themselves, while simultaneously forcing it to fight for them. The creature appears within 5 feet of the Spiritbound and remains for 5 rounds, during which the Spiritbound is unconcious. It is identical to its summoner in all ways, except that all aspects are activated at no cost, and it may use Manifestations at no cost. After the effect expired, the Spiritbound is exhausted for the next 2 hours, even if they would normally be immune to this condition. This ability cannot be used when the Spiritbound is exhausted.

Cogwheel
2009-10-17, 08:23 AM
Elemental Aspects



Heart of the Sun
Rank: I
Cost: 1 point/round
Effect: The Spiritbound ignites in a fiery conflagration, harming both itself and all nearby. While under this effect, it takes 1 point of fire damage per round, and all within 5' of it and all struck by a natural attack take 1d6/2 class levels fire damage per round. Those within 10' take 1/class level fire damage per round.

Granite Shell
Rank: I
Cost: 1 point/round
Effect: The Spiritbound calls upon the powers of the earth to harden their body, granting them +3 natural armour.

Strength of Storms
Rank: II
Cost: 4 points/round
Effect: The Spiritbound takes on the might of a water elemental, gaining a +6 racial bonus to strength and a +10 racial bonus to swim checks.

Zephyr Wings:
Rank: II
Cost: 1 point/round
Effect: The Spiritbound is lifted by the air around it, gaining a fly speed of 60' with good maneuverability.

Blazing Path
Rank: III
Cost: 7 points/round
Effect: The Spiritbound leaves a trail of flame wherever they tread. When the Spiritbound moves with this aspect active, they deal 3d6 fire damage to any tiles they move through, as well as all adjacent tiles.

Burrower's Spirit:
Rank: III
Cost: 3 points/round
Effect: The spiritbound gains 2 1d10 claw attacks, a burrow speed of 30' (which may or may not leave a tunnel, at the spiritbound's discretion) and tremorsense 60'.

Billowing Fog:
Rank: IV
Cost: 11 points/round
Effect: The spiritbound is surrounded by a whirling, damp torrent of fog, which provides several effects.
First, it blows most objects out of the way, putting the spiritbound under the effect of a wind wall, in a 5' radius around his person.
Second, the dampness helps reduce the power of fire, and all fire spells deal half damage to the Spiritbound.
Third, the fog helps to obscure it, granting the Spiritbound 50% concealment.

Dancing Inferno
Rank: V
Cost: 13 points/round
Effect: Wreathing their strikes in a shroud of hungering fire, the Spiritbound adds +4d6 fire damage to all their attacks while this Aspect is active.

Watery Orb:
Rank: V
Cost: 6 points/round
Effect: The spiritbound replaces the area around them with a small portion of the elemental plane of water. A radius equal to 10'/class level is filled with water; those within are considered submerged, swimming, and take any penalties or bonuses inherent in this. Meanwhile, the Spiritbound gains water breathing (if they need to breathe at all, which is unlikely), a swim speed of 40', and is considered under the effects of a freedom of movement spell for all things pertaining to the water.

Storms of Rage
Rank: V
Cost: 13 points/round
Effect: The Spiritbound focuses their fury into a small storm, affecting a 30 foot radius around them. Those within the area have their vision obscured by heavy rain, granting concealment to anyone within the area, and total concealment to those more than 10 feet away.

Winds prevent any within the area from moving unless they succeed at a reflex save. Lightning, acid and hail rain simultaneously from the skies, dealing 2d6 electricity damage, 2d6 acid damage, 1d6 cold damage and 1d6 bludgeoning damage to those within the area each round. The Spiritbound is immune to each of these effects, unless they choose to be affected.

Fury of the Elements:
Rank: VI
Cost: 40 points/round
Effect:This is truly the most powerful ability present in the elemental Spiritbound's arsenal. It has 4 distinct effects, each pertaining to a different element, each within a radius equal to 5'/class level.
First, every creature within the radius takes 1d4/2 class levels of fire damage per round. Creatures immune to fire are instead considered to have Fire Resistance 30, and all fire resistance other than this is halved.
Second, each creature is affected as if in a wind wall and hit with a gust of wind every round; creature sizes affected are increased by one size category.
3rd, all within the area are affected as if by an Earthquake spell.
4th, all within range gain total concealment from a dense fog, and must make a fortitude save every round or ,choke on it, becoming nauseated for 1 round.

The Spiritbound is immune to these effects, unless they wish to be affected. For example, the Spiritbound would benefit from the total concealment, but would be able to see through the concealment of any others.

Adamantine Supremacy
Rank: VI
Cost: 17 points/round
Effect: Turning their body to pure diamond, the Spiritbound gains DR 20/- while this Aspect is active. This stacks with any existing Damage Reduction


Elemental Manifestations

Winter's Flight
Rank: I
Action: Standard
Cost: 2 points
Effect: the Spiritbound sends a stream of ice and frigid water at two targets within 30 ft. dealing 1d6/Spiritbound level (max 5d10) to both of them.

Mark of the Inferno
Rank: II
Action: Standard
Cost: 5 points
Effect: The Spiritbound seals a fire inside any target within 20 ft. Whenever they are damaged next, the sealed energy erupts outwards, dealing 1d8 fire damage/Spiritbound level (maximum 8d6) to all creatures within 15 ft. except for the Spiritbound.

Gale
Rank: II
Action: Standard
Cost: 5 points
Effect: The Spiritbound sends out a blast of wind, knocking an enemy away. Any creature up to Huge size (or an object of similar size) must make a fortitude save or be sent flying back by 10 feet per class level (maximum 80 feet) and be stunned for one round. Should the creature or object's progress be halted, they take 1d6 damage for every 10 feet that they did not travel through (round down).


Earthbreaker Strike
Rank: III
Action: Standard
Cost: 8 points
Effect: the Spiritbound shatters the ground under themselves, dealing 5d6 bludgeoning damage to all enemies within 30ft. and turning the affected area into difficult terrain.

Whirlwind
Rank: IV
Action: Full-Round
Cost: 11 points
Effect: the Spiritbound unleashes the speed of an air elemental hidden within themselves, making a full attack and an extra two attacks, all at their full attack bonus.

Suffocation
Rank: IV
Action: Full-Round
Cost: 11 points
Effect: The Spiritbound forces the air out of the lungs of any single creature within 30 ft., choking them. The victim must make a fortitude save or be reduced to 0 hit points. Should they fail a second consecutive save on the subsequent round, they begin to die, as per the drowning rules. This does not affect creatures who do not need to breathe.

Rimebind Shackles
Rank:V
Action: Standard
Cost: 14 points
Effect: The Spiritbound blasts an enemy with extreme cold, freezing them to the spot. This deals 1d12/Spiritbound level (maximum 20d12) cold damage to an enemy within 20 ft. (no save) and stuns them for 2 rounds (fort negates)

Igneus Cruor
Rank: VI
Action: Standard
Cost: 18 points
Effect: The Spiritbound turns the target's blood into liquid fire, incinerating them in a matter of seconds. Any target within 20 ft. must make a fortitude save or die. If they succeed, they still take 1d10 fire damage/Spiritbound level (maximum 20d10). This Manifestation cannot affect creatures with immunity to fire and creatures with no blood.

Celestial Aspects


Vengeance
Rank: I
Cost: 1 point/round
Effect: The Spiritbound channels their fury into a counterattack whenever they are struck by their enemies. Whenever the Spiritbound takes damage from an enemy within their reach, they may make an attack of opportunity against that enemy.

Bravery
Rank: I
Cost: 1 point/round
Effect: The Spiritbound grants themselves and their allies a mental shield of sorts, which guards against mental effects, especially fear, granting immunity to fear and +1 to all will saves.

Bastion of Light
Rank: II
Cost: 4 points/round
Effect: The Spiritbound radiates a soothing golden light, granting themselves and all allies within 30 ft. fast healing 3.

Aura of Magificence
Rank: II
Cost: 4 points/round
Effect: The Spiritbound suffuses their allies and themselves with celestial energy, shielding them from harmful effects and granting a bonus to all saving throws equal to the Spiritbound's charisma modifier +2.

Seraphic Retribution
Rank: III
Cost: 7 points/round
Effect: The Spiritbound shrouds themselves and their allies in a shield of white fire. Whenever an enemy deals damage to the Spiritbound or an ally within 5 ft. of them, the Spiritbound may deal an equal amount of divine damage to that enemy.

Angelic Wings
Rank: IV
Cost: 7 points/round
Effect: The Spiritbound gains wings (white feathers, golden feathers or light), a flight speed equal to double their base land speed with Average maneouverability and fast healing 3.

Lion's Courage
Rank: IV
Cost: 11 points/round
Effect: Courage and inspiration are powerful forces, doubly so when backed by magic. By activating this aspect, the Spiritbound grants themselves and all allies within 30 ft. a morale bonus to attack rolls, damage rolls and skill checks equal to the Spiritbound's class level (max 15).

Dawnbringer
Rank: V
Cost: 13 points/round
Effect: Whenever the Spiritbound deals damage to an enemy, they create a surge of healing energy, healing themselves and all allies within 10 ft. for 2d6 hp.

Chosen of the Solars
Rank: VI
Cost: 17 points/round
Effect: The Spiritbound radiates a painful aura of celestial energy that harms their enemies. All enemies within 20 ft. of the Spiritbound must make a reflex save every round or be blinded for 3 rounds, and make a fortitude save every round or be stunned for one round.

Sacred Firestorm
Rank: VI
Cost: 40 points/round
Effect: The Spiritbound calls down lances of energy from the heavens, tearing through enemies while strengthening themselves. Each round, a bolt of energy strikes the ground, dealing 1d6 damage per class level to every enemy within 30 ft. of the Spiritbound and blinding them (a reflex save halves the damage and negates the blinding). Each ally in that area, however, is instead healed for 1d6 hit points per two class levels, and gains a +2 sacred bonus to strength, dexterity or constitution, at their choice for 10 rounds.

Celestial Manifestations


Rejuvenating Strike
Rank: I
Cost: 2 points
Action: Standard
Effect: The Spiritbound channels their might into a tide of healing energy as they strike an opponent. The Spiritbound makes a single attack. If it hits, they heal themselves or any target within 10 ft. for 1d6 hit points per class level (max 5d6).

Sunburst
Rank: II
Cost: 5 points
Action: Standard
Effect: The Spiritbound summons a blast of sunlight from another location, potentially even another plane. They make a single attack - if it succeeds, all enemies within 30 ft. of the target, including the target themselves, must make a reflex save or be blinded. In addition, fungi, oozes, undead and any creatures harmed by sunlight (such as Drow, but not kobolds or orcs) take 1d6 damage per class level, up to a maximum of 10d6. This counts as natural sunlight for all purposes.

Shield the Meek
Rank: III
Cost: 8 points
Action: Immediate
Effect: The Spiritbound quickly intervenes between an enemy and one of their targets, interrupting an attack. They may move to a tile adjacent to any ally within 30 ft. and either take the hit for themselves (roll against the Spiritbound's AC) or attempt to parry/deflect the blow, granting the attack's target a +10 deflection bonus to AC.

Direct the Blades
Rank: III
Cost: 8 points
Action: Swift
Effect: The Spiritbound exerts a subtle form of mind-control over all enemies within 60 feet. For the next round, each of these enemies are forced to attack the Spiritbound over all other foes, if possible. Additionally, they will attempt to use melee weapons - or, failing this, unarmed attacks - over ranged attacks or spells, unless this means that they would be unable to reach the Spiritbound.


Rallying Cry
Rank: IV
Cost: 11 points
Action: Full-round
Effect: The attacks you deal in battle give inspiration and vigor to your allies, strengthening their resolve. The Spiritbound makes a full-round attack, dealing damage as normal. Additionally, all allies within 30 ft. gain +5d6 to the damage of any attacks they make before the Spiritbound's next turn.

Celestial Boon
Rank: V
Cost: 14 points
Action: Standard
Effect: The Spiritbound releases a massive burst of positive energy with their strike. The spiritbound makes a single attack and, in addition to normal damage, heals themselves or a target within 30 ft. as though with a Heal spell.

Avenging Strike
Rank: VI
Cost: 18 points
Action: Standard
Effect: The Spiritbound channels their anger into a single, mighty blow, shattering their enemies. The Spiritbound makes one attack, dealing normal damage, and deals an additional amount of damage equal to (maximum health - current health)x2. For instance, a Spiritbound with 150 maximum health and 120 current health would deal an additional 60 damage.


Fiendish Aspects


Malign Aura
Rank: I
Cost: 1 point/round
Effect: The Spiritbound covers themselves in a field of hellish energy that weakens their foes, giving all enemies within 10 ft a -2 penalty to AC, attack rolls or saves, chosen at the beggining of every round.

Sulphrous Pall
Rank: II
Cost: 4 points/round
Effect: The Spiritbound wraps themselves in a noxious cloud of sulphrous smoke, forcing all enemies within 5 ft to make a fortitude save every round or be sickened for 3 rounds.

Hellfire Shroud
Rank: III
Cost: 7 points/round
Effect: Cloaking themselves in the flames of Baator itself, the Spiritbound deals 2d6 fire damage to anyone that hits them with a metal weapon, unarmed strike or natural attack.

Mantle of the Souleater
Rank: IV
Cost: 11 points/round
Effect: The Spiritbound leeches away the life force of those on the brink of death. Whenever any living creature with a maximum of 20 hit points or more goes below 0 hit points, the Spiritbound gains a +2 bonus to dexterity, armour class and strength (this stacks with itself) and 1d6 temporary HP. These bonuses last for the aspect's duration.

Wings of the Pit
Rank: IV
Cost: 6 points/round
Effect: the Spiritbound sprouts wings (Black feathers or bat wings, chosen when this ability is gained), granting them the ability to fly at twice their base land speed (average maneouverability) and fire resistance 10.

Acheron's Touch
Rank: V
Cost: 13 points/round
Effect: The spiritbound can draw on the power of the lower planes to deflect any magic aimed at them. They gain SR (11+Spiritbound level) and may reflect any spell that fails to overcome their SR at its caster.

Call of the Abyss
Rank: VI
Cost: 17 points/round
Effect: The Spiritbound invokes the forces of the abyss, dragging strands of the souls of their enemies into its depths. The Spiritbound deals 2 constitution every round to all enemies within 10 ft. of them.

Fiendish Manifestations



Breath of Hades
Rank: I
Cost: 2 point
Action: Standard
Effect: The Spiritbound breathes a cloud of fire and sulfur at their enemies. All those within a 30 ft. cone in front of the Spiritbound take 1d6 fire damage per class level (reflex halves, maximum 5d6) and must make a fortitude save or be nauseated for 2 rounds.

Mightsapper Blow
Rank: II
Cost: 5 points
Action: Standard
Effect: The Spiritbound strikes a single enemy, draining their power to use as its own. The Spiritbound makes a single attack, dealing 1d3 strength damage. Their strength score is then raised by this much for the next 10 rounds. This ability does not stack with itself.

Soul-Leecher Strike
Rank: III
Cost: 8 points
Action: Full-Round
Effect: A flurry of attacks steals away the victim's very life. The Spiritbound makes a full attack against their target. With each successful attack, the target must make a fortitude save or sustain a negative level. No more than 2 negative levels can be sustained in such a way from each use of this Manifestation.

Gehenna's Blessing
Rank: IV
Cost: 11 points
Action: Full-Round
Effect: The Spiritbound makes infuses their strikes with negative energy, stealing their foe's life force away while granting it to themselves. The Spiritbound makes a full attack against a single target, adding 2d6 negative energy damage to every attack and healing themselves by an amount equal to the extra damage done. This will not heal the Spiritbound if their target is not alive or immune to negative energy (such as a construct), and if it is healed by negative energy, than the process is reversed - the target is healed by an amount equal to the extra "damage" that would normally be done, while the Spiritbound is harmed.

Bonds of Cania
Rank: V
Cost: 14 points
Action: Standard
Effect: The Spiritbound causes unmelting, unbreakable black ice to materialize around their enemies. The spiritbound makes a single attack against their target, who is, in addition to the usual damage, paralyzed for 1 round unless they succeed at a reflex save. Additionally, any number of targets within 30 ft. of the original target are immobilized for 1 round unless they succeed at a reflex save.

Stygian Flame
Rank: V
Cost: 14 points
Action: Full-round
Effect: The Spiritbound unleashes a torrent of life-draining shadows, engulfing one enemy within 60 feet, and all enemies within 20 feet of them (reflex negates, in all cases). Once one is engulfed in these shadows, they take 1d3 constitution damage every round for a number of rounds equal to the Spiritbound's class level. A fortitude save negates damage for that round, and three consecutive successful fortitude saves disperse the shadows on that creature.

Abaddon's Fury
Rank: VI
Cost: 18 points
Action: Full-round
Effect: The Spiritbound focuses their abilities into a single strike, robbing its victim of each and every one of its abilities. In addition to the normal damage from the attack, the target must make a fortitude save or take 3d6 strength, dexterity, intelligence, wisdom and charisma damage, as well as 2d6 constitution damage.

Cogwheel
2009-10-17, 08:24 AM
Feats/Items will go here. If I create any. I make no promises.

Ashtagon
2009-10-17, 08:39 AM
Conceptually, I think may be better designed as a bloodline from Unearthed Arcana (and SRD), rather than as a new class. I think it woudl work much better that way.

http://www.d20srd.org/srd/variant/races/bloodlines.htm

Averagedog
2009-10-17, 08:50 AM
looks like a very interesting class to me. as of yet, I'm not sure if the class is as powerful as martial adepts or weaker though the immunities that come with being a construct are very nice.

just out of curiosity, how often do you imagine players to use their aspects and manifestation abilities in a day? if memory serves me correctly, don't constructs get a charisma penalty?

Cogwheel
2009-10-17, 09:44 AM
They do, yes, which weakens the class a fair bit. I'm considering changing it to another attribute because of that, but I don't know if any others would actually make sense. I'm not sure how often they'd use Aspects/Manifestations, though - it depends on the amount of points, what they're used on, how many fights you get in to, how many breaks you get in between, and so on. Overall, it'll probably be a bit less than Martial Adepts use maneuvers, but I really can't say.

Also: The class doesn't make you a construct, it just requires that you be one. That's like saying the Dwarven Defender is powerful because dwarves get some nice bonuses. That said, the bonuses probably break even with the weaknesses (charisma penalty, possible lack of a Con score).

Ashtagon: You're welcome to adapt it to a bloodline. I, however, am unfamiliar with the bloodline rules, and considerably better at making base classes. The rationalization, for what it's worth, is that you've always had the power. You just get a better grasp of how to use it with time. It's a bit like a fighter, really - a well-trained warrior. Only instead of putting your practice into learning combat techniques (feats), you learn to harness your own innate power. I'm not saying that a bloodline wouldn't be a better idea - it may well be. That said, it works better for me personally this way, and at the end of the day, I'm really rather lazy.


Everyone else: A set of Fiendish Manifestations and the first three Celestial Manifestations are on their way. Suggestions for ranks 4 through 6 for Celestials are more than welcome.

Averagedog
2009-10-17, 09:56 AM
I was about to suggest that you have the class regenerate spirit points on an hourly basis when I saw that you already had that :D. So does this mean that it is possible for this class to continuously spend spirit points so that at the beginning of the next day they are not at their max?

Cogwheel
2009-10-17, 10:33 AM
Quite possible, yes. The Spiritbound regenerates points over time, not from rest. That said, resting for 8 hours is basically sure to restore all your points. Part of the reason for this is that, well, constructs never sleep.

Also, fiendish Manifestations are up. 3 Celestial ones are on their way.

Frozen_Feet
2009-10-17, 11:13 AM
You know, this class made me instantly think of biju hosts of Naruto. If the spirits were sealed inside living beings, constitution might make more sense than charisma, but as it is... eh. You might want to diversify the class a bit by making more choices for aspects and manifestations within the three paths. Alternatively, give guidelines for creating new sources to the player. Anyways, good job.

Averagedog
2009-10-17, 11:18 AM
I like breathe of hades, but does it have a max damage cap? For bonds of Cania, stun and paralyzation are normally only fort saves. I would also reason that the secondary targets are only held immobilized from their present position rather than actually stunned.

Cogwheel
2009-10-17, 11:34 AM
Frozen: Never watched Naruto, don't intend to. As for diversifying within a Source, not going to happen. That said, yes, it's very easy to adapt this to someone living, and I would suggest either constitution or charisma in that case. The particular fluff I was going for is for constructs, that's all. Additionally, the guidelines to making new sources are all there - look at the existing power levels, make something new for the class features, and create a bunch of new aspects and manifestations, while using the current options as guidelines. More than that? I'm lazy and a terrible teacher. Honestly, I wouldn't have a clue where to start.

Average: Good call on immobilization, I'll fix it.. later. It's late now. Same goes for Breath of Hades - the cap is 5d6. Again, fixing later. Lastly, I realize that it's typically a fort save. In this case, it's more like a very powerful ice version of Entangle - you're not resisting anything, you're attempting to dodge the ice as it comes up out of the ground and tries to hold you in place. Thus, a reflex save.

Everyone: 3 Celestial Manifestations are up. The other three, as well as changes, may come tommorow. I promise nothing, though, seeing as it'll be a rather busy day. Again, ideas for ranks 4 through 6 would be appreciated.

Thanks again for all the quick feedback!

Realms of Chaos
2009-10-17, 04:53 PM
Deux ex Machina isn't a bad ability or anything but it translates to "god from the machine".

That seems a bit odd for this class.

Why not try something like Deux ex Animus (god from the soul, I think)

industrious
2009-10-17, 05:08 PM
Anima ex Machina?

Realms of Chaos
2009-10-17, 05:20 PM
Oh, I somehow didn't see that this class was intended for constructs only. Generally speaking, base classes should never have any prerequisites. Just saying.

Cogwheel
2009-10-18, 12:35 AM
Oh, I somehow didn't see that this class was intended for constructs only. Generally speaking, base classes should never have any prerequisites. Just saying.

I know. You can change it if you want. This is how I wanted to make the class >_>

Believe me, I know that rule, I've been homebrewing for quite some time. And yes, this actually bugs me too - that said, it's how I envision the class. As I said time and again, it can be changed really easily if you want to. Just a few name/fluff changes, really. Sorry, I don't mean to sound defensive or anything, it's just that I've already considered all this.

And yes, Deus Ex Machina (typically used to mean a case of some outside force saving the characters of a story) literally means "god out of the machine". I figured a literal meaning of it made a good deal of sense here, since the being powering a Spiritbound is more or less a demigod.


Also: Thanks again for the feedback, and I'll be changing Bonds of Cania and Breath of Hades now, after which I'll get to work on the Celestial manifestations.

Cogwheel
2009-10-18, 06:50 AM
Last of the Celestial Manifestations are done, and with that, all Aspects/Manifestations are up.

Averagedog
2009-10-18, 09:25 AM
Avenging strike is way waaaaaaaaaaaaaay to powerful. first off, the enemy does not get a save against this damage from this ability which you would only use if you were under half your health and secondly the multiplier is too large. A full BAB class with martial proficiency will most likely get power attack. at that level depending on how little hp you have left you could be doing, assuming average hp with 16 con (132hp), 262 damage on top of your regular attack if you hit if your at 1 hit point or 132 damage at half hp. for such a powerful ability i think you should make a fortitude save for 1/4th the damage similar to disintegrate if you are at or below half your hitpoints and a save for 1/2 if you are above half your hitpoints.

another idea to throw around is to change the multiplier of the damage based on how little life you have left. instead of saying max hp - remaining hp multiplied by 2, maybe it would be better to say, normal damage(your probably power attacking :P ) multiplied by x where x is 1 divided by the percentage of HP you have left with the lowest percentage cap at 20 percent which amounts to a multiplier of x5. Lets say your feeling lucky and you have 24 strength and you have only 20 percent of your hp left. you power attack for 10 and deal 17 damage including str bonus. If you hit and if they fail the save you will deal 185 damage from this strike. A bit less than your previous maximum but still enough to basically one shot most things.

I also think this ability should be switched with Celestial boon. clerics get access to 6th level spells at level 12. 3 levels later is late enough for some awesome healing.

you might also want to add a duration to rallying cry, because as written it could be said to last forever :D.

Cogwheel
2009-10-18, 10:15 AM
Good catch on Rallying Cry, it'll only last a round once I fix it. Boon and Avenging Strike will be switched. However, while you might well be right about Avenging Strike, I think I should defend it first, just in case nothing is actually wrong.

Basically, in my mind, a few things keep this balanced. First, the large point cost. Second, the unspoken cost to this attack - it's a standard action, like a good deal of other manifestations. That means one attack, not a full attack. So the extra damage is meant to compensate for all the lost attacks, and deal a fair bit of damage on top of that - after all, if it dealt just as much, it would just be a way to dump spirit points.

Third, there's the requirement. To do any sort of decent damage, you need to have taken quite a bit yourself. This is a class, mind you, that frequently heals itself, so it requires that you don't take advantage of quite a few of class features, instead choosing to deliberately soak up large amounts of damage. Oh, and if you mess up/overestimate yourself? You're dead. Not only that, but constructs are very hard to resurrect (admittedly, this point may be moot if the class is adapted for non-constructs).

Lastly, there's one more issue. It's single-target damage. By the time you can throw around spells like Horrid Wilting for a vast amount of area damage, single-target damage pales a bit. Not only that, but damage in general starts to seem like a waste of time once casters have been flinging save-or-dies around for ages. If we make this a 6th rank manifestation, that applies even more - look at Igneur Cruor, a rank 6 manifestation that's basically a save-or-die.


...But I digress. Big time. I'm not this manifestation's lawyer. Well, not yet :smalltongue: It's entirely possible that you're right, I'm just laying out all the facts in case you missed one. I want to make sure that something has a problem before I fix it - again, sorry if I seem overly defensive. Any critique is very much appreciated.



Edit: Amusing trivia. It was originally going to be damage multiplied by 3, but then I realized that that would be crazy overpowered. Also, this class? It's a year old. I made it, didn't fill in Celestial/Fiendish Manifestations, and gave up. Then I left it for 13 months, found it, filled the rest in, added Bulwark of the Planes, and posted it. This thing is ancient, and honestly, it shows. Not exactly my best piece of homebrew (but, admittedly, not a horror show like the Shaman before sensible people intervened).

Averagedog
2009-10-18, 10:26 AM
I suppose your right, considering that HARM is a 6th level spell with a max of 150 damage while this ability is basically going to equate to a 9th level spell. Well whatever your decision is, I still think that there should be a save on it.

Cogwheel
2009-10-18, 10:36 AM
Hm. Fort, Reflex or Will for half damage? I'm inclined to say Fort...

Also, despite the level they're given out at, I think rank 6 Manifestations are more like 8th level spells or so. Just because you can use them more often.

Eleven
2009-10-18, 12:29 PM
Is there any reason you left out Law and Chaos from the sources?

Cogwheel
2009-10-18, 12:45 PM
Is there any reason you left out Law and Chaos from the sources?

Yes. I believe the reason is commonly known as laziness. That said? If I come up with the willpower to make two more sources, I will do so, and include some class features (3, I reckon, which still sadly leaves 19th level dead) with a couple abilities to pick from each time according to your source. The real question here isn't effort, to be honest - it's ideas. I was practically drowning in ideas when I made the Sandman, but the Spiritbound seems to give me horrid writer's block. Terrible excuse, I know - I'll do what I can, in any case. Law and Chaos are certainly ideas I've toyed with for Sources.

Also, if you ask this question about some other source? Well, I'm just going to say that part of the point of this class is how easy it is to adapt :smalltongue: It's basically a framework to create a tank of your choice with additional bells and whistles, with the minimum of fuss.

Gorgondantess
2009-10-20, 07:38 PM
Wow. This is an interesting looking, wonderfully flavorful class: truly, it has some potential.
However, as of now, the abilities are looking a bit... broken. Also, too limited. All the class can do, really, is use a handful of either direct damage abilities or passive enchantments, and swing around a sword. It could use some change... fill in those dead levels with something interesting. For a start, more abilities would be lovely: maybe on the dead levels you can add a manifestation or aspect from a miscellaneous pool, or even from another type. Even that wouldn't be enough, though: Id' advise making a few more aspects, and allowing them to choose from 2 or 3 each level, rather than just getting one, kindof like martial progressions. Adds in some versatility and customization. Then maybe give it minor martial/spellcasting progression, something to make things interesting: not necessarily much more powerful, just... interesting.
Then, after that... reduce the power of some of those manifestations and such. I know it costs a lot, but one can boost their charisma really high to offset that. Besides, it ruins the balance action economy by allowing nova-ing- getting off a ton of damage in one turn at high cost is a lot better than getting off a lot damage in several turns at low cost.
If you don't believe me, let me paint you a scenario.
We have, say, a warforged soulbound, level 5, elemental. 14 charisma, maybe.
The DM decides to be a sadist and sends 2 monsters at him of his CR... say, trolls.
The warforged loses initiative, and the trolls walk up and attack him; knowing he'll die in a few rounds, he decides to nova. He hits one with Mark of the Inferno, which will deal a potential 10d6 damage to all nearby if it is set off, and then, using his remaining standard action, hits them both with Winter's Flight, dealing 5d10 damage. This averages at 62.5 damage... just barely lower than the troll's max hp. If the warforged rolls slightly above average, he can decimate 2 creatures in one round, while only one of which can match a whole party of level 5 characters.
On top of that, they both offer no save, no SR, not even AoOs... pretty much the only thing that can beat it is resistance.
Maybe a bit wordy, but I think I got the message across: some of that stuff is massively powerful.
For a suggestion right now: give the stuff saves, or at least require RTAs, and scale out the damage a bit more: for Winter's Flight, maybe 1d10 damage/2 levels, to a max of 10d10, for Mark of the Inferno, I'd advise both a save to negate and only 1d6 damage/level.
I've looked over the other stuff, and it's not as powerful as those two, but that's just at a glance: I'd look over all the abilities and try to compare them against spells able to be cast by a wizard of similar level.

In the end, it's a great idea in concept, and you definitely have something going, but it's abilities need to be spread out: give it more stuff, all of it less powerful, and I think it could turn out great.

Solaris
2009-10-20, 09:36 PM
I've really only skimmed, not read in-depth, but I can definitely see this as being a prestige class (flavor-wise as the Dragon Disciple is to squishy sorcerers).
Another suggestion, should the inspiration strike you, is perhaps to have the character specialize in an element.

Cogwheel
2009-10-20, 11:08 PM
First of all, thanks for the feedback, and I'm glad you like the class.

Secondly, in principle, I know exactly what you mean. I'm not entirely sure I agree on power, mind. You're still restricted by your number of actions, and remember, these manifestations are almost all instead of the full attack you could be making. Winter's Flight and so on hit hard because of that. Plus, damage is most of what an elemental Spiritbound does.

Third? I'm with you. I wish the class had more features, as dead levels really bug me. However, I'm completely out of ideas. I'll be honest, I don't like the class as it stands. At all. That said, I don't know how to add to it.

Cogwheel
2009-10-20, 11:11 PM
I've really only skimmed, not read in-depth, but I can definitely see this as being a prestige class (flavor-wise as the Dragon Disciple is to squishy sorcerers).
Another suggestion, should the inspiration strike you, is perhaps to have the character specialize in an element.

It does come across as a bit PrC-y... I might do a version of it like that. Not sure.

Oh, and if anyone out there has any ideas? For anything? Please, tell me. It doesn't need to be statted out, just a vague concept will do for aspects/manifestations/other class features. I can work an idea into a full ability, but the problem is that right now, I don't even have ideas.

Gorgondantess
2009-10-20, 11:19 PM
First of all, thanks for the feedback, and I'm glad you like the class.

Secondly, in principle, I know exactly what you mean. I'm not entirely sure I agree on power, mind. You're still restricted by your number of actions, and remember, these manifestations are almost all instead of the full attack you could be making. Winter's Flight and so on hit hard because of that. Plus, damage is most of what an elemental Spiritbound does.

Third? I'm with you. I wish the class had more features, as dead levels really bug me. However, I'm completely out of ideas. I'll be honest, I don't like the class as it stands. At all. That said, I don't know how to add to it.

...Once again. Action economy. A full attack doesn't do 60+ damage unless you're well above level 10. We're talking about killing 2 CR 5 creatures in one round with a 5th level character. That's OP by anyone's standards, I'm sorry. It's not just that, it's, well... 10d6 damage with a move action. Eesh.
For ideas... well, it sounds crappy, but I advise picking up the spell compendium, start at page one and keep going until you find a bunch of cool spells that could be adapted as manifestations/aspects. Noone will ever know, unless they read this.:smallwink:
(Alternately, try that with ToB for more passive stuff.)
As for the dead levels... as I said, maybe get some special aspects/manifestations? Or, rather than special, generic: for example, a second level generic aspect might be fly 60' good maneuverability for 1 spirit point/round. Or charm person, or blindsense, or teleporting, or anything else like that that could apply to any of the forms.
Also, I like the idea of having an elemental, but only being able to do damage is kindof boring. What about things like burrowing, summoning winds, meld into stone, etc?
In the end, I can see this as becoming a kindof spontaneous, refluffed ToB character, but it'll need a lot more aspects and manifestations.

Cogwheel
2009-10-20, 11:28 PM
Well, er... how do they say this, again? Thanks for saving my class. Seriously, that's brilliant. I just need to ditch my compulsive need to come up with completely original abilities, for once >_>

However, I'm short on time. So I'll pick up Spell Compendium and set about fixing this class, but it'll take a while. For now? It's just a hopeless mess, so I suggest you give up on it and use something else. Again, thank you for all the help - I'll try to salvage this mess now.

Gorgondantess
2009-10-20, 11:44 PM
Well, er... how do they say this, again? Thanks for saving my class. Seriously, that's brilliant. I just need to ditch my compulsive need to come up with completely original abilities, for once >_>

However, I'm short on time. So I'll pick up Spell Compendium and set about fixing this class, but it'll take a while. For now? It's just a hopeless mess, so I suggest you give up on it and use something else. Again, thank you for all the help - I'll try to salvage this mess now.

Heh. No problem. Just remember not to copy the abilities exactly: one or two as the spell X are okay, but generally try to emulate it, but make it your own.
Anyways, I'm working on a handful of manifestations/aspects right now, just... because I can.:smallwink:
I'll PM them to you, eh?

Cogwheel
2009-10-20, 11:49 PM
Whythankyougoodsir etc. No, really. I owe you. Thanks again for all the help - I'll try to get to work as soon as I can.

Cogwheel
2009-11-09, 07:22 AM
Done! Sorta. I edited in some new manifestations and aspects, though it's only 10 total, spread thinly. More are on the way, once I have the time, which may be in a while.


Oh, and Gorgon. Could you... send those aspects again? I kinda accidentally deleted the PM >_> Sorry.

Cogwheel
2009-11-10, 07:01 AM
Wings of the Zephyr have been removed. Heart of the Sun, Zephyr's Flight, Burrower's Spirit, Billowing Fog, Watery Orb and Fury of the Elements have been added, all elemental aspects, courtesy of Gorgondantess and slightly edited.

Cogwheel
2009-11-18, 12:23 AM
So... it's come to my attention that, well, I'm out of ideas even when I look through the Spell Compendium. The thought of working on this class at all annoys me, and I can't bring myself to make any progress on it. In short, any inspiration has come and gone and, as ridiculous as it sounds, my brain is basically telling me to work on something else, and quickly. So I'll be leaving it at this, though anyone with ideas is still more than welcome to post them, and I'll see to it that they're edited in, with credit given.

Anyway, that's all for this class. It's playable, in case you're wondering. It's just not good, and likely will remain that way.

Scholar23
2010-06-20, 01:12 PM
:smallconfused:hmm

mrcarter11
2010-06-20, 01:48 PM
Well, looking only at the fiend side here.. but since you just made it to be evil.. could take some ideas from devils and demons.. I mean, as a 2 or 3 level aspect.. let it summon up a whip similar to a balor.. or maybe as a manifest somewhere aroun 4 level.. they could summon.. using poison should be in there some time.. maybe as an aspect. Like poison saliva.. then give them a bite or lick.. to apply the poison to a weapon.. throw in hellfire somewhere, maybe as both a manifest and an aspect.