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Jane_Smith
2010-01-12, 02:28 AM
A homebrew class I am working on combining these elements/themes;

1: The summoner's eidolon from pathfinder supplements. See here;
http://www.d20pfsrd.com/extras/advanced-player-s-guide-playtest/summoner. You will notice lots of eidolon refrences in my current work below - this is still in the early drafts and I am working/editing this still to fit properly word-wise, etc. The idea is that the character themselves are born with the spirit of a eidolon merged with them or that they are somekinda powerful, supernatural creature themselves and they are slowly unlocking their untold might. See 2,

2: The Tome of Magic Binder. Taking the theme that the character -themselves- are the powerful, bound/etc mysterious creatures of power and they draw their latent epic mightness out of their mortal bodies with sheer willpower rather then the aid of a pet or pact.


The reason for d10 hit dice, good bab, 2/3 good saves, 4 skill choices of the players choice, etc, was because I was trying to keep the class set with the pathfinder 'outsider' traits somewhat; see here.

http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider

This also fits the theme of the class considering their constantly changing evolutions, etc. Their like the embodiment of chaos. I am still working out lore/etc, any ideas of suggestions/etc are appreciated.



~~~~~~~~~~~~~~~The Aspect~~~~~~~~~~~~~~~~

http://img36.imageshack.us/img36/2100/aspect.jpg (http://img36.imageshack.us/i/aspect.jpg/)


Alignment: Any.
Hit Dice: d10.
Base Attack: Good.
Saves: Select any two saving throws upon entering this class to have the good progression. The other progresses poorly. Aspects are never the same.

Class Skills
The Aspect's class skills are Bluff (Cha), Craft (Int), Knowledge (Arcana) (Int), Perception, Sense Motive, and Stealth. Due to their varied nature, Aspects also receive 4 additional class skills determined by the player upon entering this class. This choice cannot be changed.
Skill Points at Each Level: 6 + Int modifier.


The Aspect Table
1st-- Evolution, Fearless Spirit, Manifestation (+1)
2nd-- Evasion, Supress Powers
3rd-- Ability Score Increase
4th-- Bonus Feat
5th-- Manifestation (+2)
6th-- Unbent Spirit
7th-- Improved Manifestation
8th-- Ability Score Increase
9th-- Bonus Feat
10th- Manifestation (+3)
11th- Strong Spirit
12th- Improved Evasion
13th- Ability Score Increase
14th- Bonus Feat
15th- Manifestation (+4)
16th- Free Spirit
17th- Greater Manifestation
18th- Ability Score Increase
19th- Bonus Feat
20th- Manifestation (+5)


Class Features

Weapons and Armor Proficiency: The Aspect is proficient with all simple weapons and light armor, but not shields. Wearing armor or shields does not interfere with a Aspect spell-like abilities or supernatural powers, if any, gained from its evolution or manifestation.

Evolution: Each aspect receives a number of evolution points that can be spent to give the aspect new abilities, powers, and other upgrades based on their aspect level, see below. These abilities, called evolutions, can be changed every even level the aspect reachs, but they are otherwise set. A number of evolutions grant the aspect additional natural attacks. Natural attacks listed as primary are made using the aspect’s full base attack bonus and add the aspect’s Strength modifier to damage rolls. Natural attacks listed as secondary are made using the aspect’s base attack bonus – 5 and add 1/2 the aspect’s Strength modifier on damage rolls (if positive). If the aspect only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack’s type.

Evolutions are grouped by their base point cost. Evolutions sometimes cost more points for more potent effects. Evolution points cannot be saved. A aspect may only purchase evolutions with a maximum point cost he may possess based on his aspect level, as shown below. All of the points must be spent whenever the aspect gains a level. Unless otherwise noted, each evolution can only be selected once.

Fearless Spirit (Ex): All aspects have immunity to fear effects while manifesting.

Manifestation (Ex): The aspect may use its sheer willpower to gain new powers for a short time. This burst of evolution requires a minute of concentration, but may be rushed as a standard action. If rushed, the character must make a will save against a DC of 15 + twice the number of bonus temporary evolution points the manifestation gives. A aspect may use a manifestation that grants fewer evolution points then normal to lower this DC. If successful, the aspect gains a number of temporary evolution points to spend on abilities as listed on the table above. These points may be used on a single ability, or any number of abilities whose point costs are equal to the total bonus given. Once these abilities are selected upon a manifestation, they cannot be changed unless the manifestation is ended prematurally or its duration ends normally and the aspect uses a new manifestation.

The aspect must meet all prerequisites the manifested evolutions require. He gains the benefits of these powers for one hour, or until cancelled as a free action. Rushed manifesting does not provoke attacks of opportunity when used, though spending a minute to do so does. Taking any damage makes the manifestation end immediately, the daily use lost in the process. A aspect may use this ability a number of times per day equal to 3 + his Charisma bonus (if positive). If the will save for a rushed manifestation fails, it still uses up one daily attempt of your manifestation.

Evasion (Ex): At 2nd level, when an aspect is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Supress Powers (Ex): At 2nd level, a aspect may, as a full round action, make all evolutions supressed. His supernatural and unused spell-like ability powers cannot be detected by any means. He can reactivate all his evolutions as a immediate action. Manifestation cannot be used when the aspect is supressing his abilities.

Ability Score Increase: At 3rd level, the aspect gains a +1 bonus to any one ability score of his choice. At 8th level, and every five levels thereafter, he gains another additional bonus to any ability score. He may select the same ability score multiple times, these effects stack and are permenant.

Bonus Feats: At 4th level and every four levels thereafter, the aspect gains a bonus feat. The aspect must meet all prerequisites to take the feat.

~~~Plan on making a list of bonus feats to select from that improve natural qualities, such as improved natural attack, improved natural armor, quicken spell-like ability, etc.

Unbent Spirit (Ex): At 6th level, the aspect gains the slippery mind ability, which allows him to wriggle free from magical effects that would otherwise control or compel him. If he fails his saving throw against a enchantment spell or effect, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. The aspect only gains this effect when manifesting.

Improved Manifestation (Ex): At 7th level, the duration of the aspect's Manifestation ability is doubled to two hours per successful use.

Srong Spirit (Ex): At 11th level, the aspect gains immunity to energy drain and negative levels, and adds his charisma bonus (if positive) on saving throws against death spells and effects when manifesting.

Improved Evasion (Ex): At 12th level, when subjected to an attack that allows a Reflex saving throw for half damage, an aspect takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Free Spirit (Ex): At 16th level, the aspects mind is untouchable, gaining immunity to all mind-affecting spells and abilities when manifesting.

Greater Manifestation (Ex): At 17th level, the aspect no longer needs to make a will save to perform a rushed manifestation.



Aspect Level/Max Evolution Point Cost/Total Evolution Points
1st-- 1 / 2
2nd-- 1 / 3
3rd-- 2 / 4
4th-- 2 / 5
5th-- 3 / 7
6th-- 3 / 8
7th-- 3 / 9
8th-- 4 / 10
9th-- 4 / 11
10th- 5 / 13
11th- 5 / 14
12th- 6 / 15
13th- 6 / 16
14th- 6 / 17
15th- 7 / 19
16th- 7 / 20
17th- 8 / 21
18th- 8 / 22
19th- 9 / 23
20th- 9 / 25



~~~~~Evolutions

(Still working on abilities)


~~~New Feats

Evolution Surge (General)
Prerequisite: Evolution class feature.
Benefit: The character immediately gains 2 evolution points. These points must be spent upon taking the feat, and follows all standard rules for purchasing evolution abilities.

Manifestation Mastery (General)
Prerequisites: Evolution and Manifestation class features, Cha 15+.
Benefit: The character gains an additional temporary point to spend on evolution powers when he uses the Manifestation ability, and may attempt a rushed manifestation as a standard action instead of a full-round action.

Dante & Vergil
2010-01-14, 11:26 PM
I liked the Eidolon from the summoner, so I can't wait to see more.

Latronis
2010-01-14, 11:51 PM
'Additional Reading' is going to slow this down, but i do love that picture