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eftexar
2011-07-08, 05:01 PM
Lunar Scythe (3.5)

Abilities: Wisdom is your most important ability as it sets, well, everything in this class. It determines both your combat and magical capabilities.

Organization: Lunar Scythes usually donít meet or associate with one another just because they are Lunar Scythes, although when two meet on the battlefield, as friend or foe, the chaos that ensues is amplified.

Alignment: A Lunar of the good alignment are more common than evil. Regardless a Lunar Scythe must always be of chaotic alignment. Losing this alignment results in the loss of all class abilities and lambents until your alignment returns to chaos.

Religion: Most Lunar Scytheís worship a god of the moon, but it isnít a requirement for this class. The goddess of the moon, Selene*, is the deity most often worshiped by a lunar scythe.
*This is not an actual deity in the handbooks (that I know of), but is a deity once worshiped in the real world.

Background: A Lunar Scythe usually discovers the powers of the moon on her own, usually after coming into contact with something associated with lunar power. As such many Lunar Scythes are lycanthropes.

Races: Most Lunar Scythes are humans or elves, but any humanoid race might take this class. The limitations a player has to taking the Lunar Scythe class is that they must be of a race that originated on a plane with a moon (or moons) or have successfully traveled through pandemonium.

Other Classes: Most classes will be terrified of you. And not because of any predispositions, but because your presence on the field almost always means that any plan they put together will fail.

Role: Your role is a front-line fighter first and foremost, although your style of fighting might even lean a little towards that of a rogue. Your lambents are great for wrecking chaos across the field and you warp the minds and spellcasting of others just by being present.

Class Features

Hit Die: d8

Starting Gold: As Fighter

Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex) Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str), and Tumble (Dex)

Skill Points: 2 + Int mod (x 4 at first level)

{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Lambents Known | Max Lambent Level
1st | +0 | +0 | +0 | +2 | Moon Magic, Scythe Focus, Moontouched | 1 | 1
2nd | +1 | +0 | +0| +3 | Initiate of Selene | 2 | 1
3rd | +2 | +1 | +1| +3 | Shadowed Strike | 2 | 1
4th | +3 | +1 | +1 | +4 | Threatening Edge | 2 | 1
5th | +3 | +1 | +1 | +4 | | 3 | 2
6th | +4 | +2 | +2 | +5 | Moonwalk | 3 | 2
7th | +5 | +2 | +2 | +5 | Lunar Miasma | 3 | 2
8th | +6/+1 | +2 | +2 | +6 | Stardust | 4 | 2
9th | +6/+1 | +3 | +3 | +6 | Selene's Blessing (5ft) | 4 | 2
10th | +7/+2 | +3 | +3 | +7 | Tidal Armor | 4 | 2
11th | +8/+3 | +3 | +3 | +7 | | 5 | 3
12th | +9/+4 | +4 | +4 | +8 | Phantom Edge | 5 | 3
13th | +9/+4 | +4 | +4 | +8 | New Moon Technique | 5 | 3
14th | +10/+5 | +4 | +4 | +9 | Selene's Blessing (10ft) | 6 | 3
15th | +11/+6/+1 | +5 | +5 | +9 | Selene's Caress | 6 | 3
16th | +12/+7/+2 | +5 | +5 | +10 | Boreion Selas | 6 | 3
17th | +12/+7/+2 | +5 | +5 | +10 | Waxing Moon | 7 | 4
18th | +13/+8/+3 | +6 | +6 | +11 | Selene's Wisdom | 7 | 4
19th | +14/+9/+5 | +6 | +6 | +11 | Selene's Blessing (15ft) | 7 | 4
20th | +15/+10/+5 | +6 | +6 | +12 | Lunacy | 8 | 5
[/table]

Weapons and Armor Proficiencies: You are proficient with all simple weapons, plus the scythe. You are also proficient with medium armor, but not with shields.

Class Abilities

Moon Magic:
You gain the ability to cast lambents. You learn a new lambent at first level, second level, and every 3 levels after. You may not choose a lambent of a higher level than you have access to. The save for these lambents is 13 + 1/2 level + wisdom modifier Ė lambent level. This save is decreased by 3 during the day and on the night of the new moon, but is increased by 3 on the night of a full moon. The reason for this save is that a higher level spell is harder to cast, which in turn makes it easier to resist, as well as to represent the changing state of the moon.
Lambents are not considered arcane or divine magic. They otherwise interact with other spells normally. A lambent may be affected by any feat or ability that arcane or divine spellcasting can (limited within the parameters of lambents of course). Lambents may still impose spell failure (as if they were arcane spells) and still require concentration checks should the situation arise. Spell resistance never applies to lambents, unless otherwise stated. A lambent always takes a standard action to cast, unless modified by an outside factor.
Instead of spell slots, uses per day, or spell points each of your lambents have a recharge time based on the level of lambents you have access to as follows:
Each of your highest level lambents have a recharge time of 1 hour, your next highest 30 minutes, your third highest 15 minutes, your fourth highest 1 minute, and your fifth highest 2d4 rounds.
Each time you learn a new lambent you may also swap out an older lambent for a lambent of equal or lower level (to that swapped out).

Moontouched:
Any HD granted from a lycanthropic template or from a moon oriented race stacks with your lunar scythe levels for lambents gained, as well as the maximum level you have access to. This does not grant any other benefits of spellcasting.
Additionally a Lunar Scythe may enter any prestige class that requires arcane spells or mysteries, and any progressions of them in casting level progress the maximum level of lambents and lambents known (but not any other benefits of spellcasting). However a class that grants both mysteries and arcane spells does not increase the casting capabilities of this class twice.

Lv1 > Scythe Focus:
Wielding a scythe does not interfere with the somatic components of any lambents you cast.

Lv2 > Initiate of Selene:
When attacking with a scythe you may substitute your wisdom in place of strength for attack rolls.

Lv3 > Shadowed Strike:
You may add your wisdom modifier to all damage rolls with a scythe against an opponent you have concealment against.

Lv4 > Threatening Edge:
Enemies treat all squares you threaten with a scythe as difficult terrain.

Lv6 > Moonwalk [Su]:
Once per round as an immediate action you may teleport up to twice your base land speed. This does not end your turn (like dimension door might) and if it was used in response to an attack the attack hits before the teleport.

Lv7 > Lunar Miasma [Su]:
Your mere presence drives your foes mad. Whenever you make an aggressive action towards an opponent all opponents, including the one you attacked, within 30ft must make a will save DC 5 + 1/2 level + wisdom modifier or be confused as per the spell for the next 1d4 + 1 rounds. This DC is increased by 10 on the night of a full moon. Additionally any lycanthrope who fails its save is forcefully transformed into its animal form and may not exit that form for 1d4 + 1 rounds.
Any opponent that succeeds on their will save is immune to this effect for the next 24 hours. This ability is a mind-effecting compulsion. Chaotic aligned targets are immune to this ability.
You may suppress or resume this ability as a swift action.

Lv8 > Stardust [Su]:
Anytime you use moonwalk you may choose to release a bright flash of light. Anyone, other than yourself, within 5ft must make a reflex save of 10 + 1/2 level + wisdom modifier or be blinded for 1 round. This flash of light takes place before any attack can be made against you.

Lv9, 14, 19 > Seleneís Blessing [Su]:
As a swift action you can suppress the effects of antimagic in an emanation of the size listed on the chart from yourself until the start of your next turn. Although this is a supernatural ability it may be used within antimagic.

Lv10 > Tidal Armor [Su]:
You gain energy resistance equal to your wisdom modifier. Unlike normal resistance this does not function until you take energy damage, at which point, after taking that damage, you gain this energy resistance versus that type of energy for the next 1d4 + 1 rounds. If this coincides with other energy resistance you have, it stacks.
If you are struck by another energy type it changes to the new type after the damage is taken (with the new duration). Essentially the change in energy resistance does not apply to the effect that changed it.

Lv12 > Phantom Edge [Su]:
Any scythe you wield is treated as also being made of silver and having the ghost touch property.

Lv13 > New Moon Technique:
Anytime you use moonwalk you may, if in a feasible location to hide, attempt a hide check at your ending location as a free action.

Lv15 > Seleneís Caress [Su]:
You gain fast healing equal to your wisdom modifier on any night the moon is out. This doubles on any night where the full moon is out.

Lv16 > Boreion Selas [Su]:
Any spells cast within 30ft of you, including those you cast, are altered as per the metamagic feats, except there is no increase in spell level or casting time. The exception to this is heighten spell, which does raise the spells level. The specific metamagic feat applied is determined by rolling a 1d6:
{table=head] Dice Roll | Effect
1 | Empower Spell
2 | Enlarge Spell
3 | Extend Spell
4 | Heighten Spell (+3 levels)
5 | Maximize Spell
6 | Reroll on the chart and apply the reverse
[/table]
If a 6 is rerolled on the chart twice then the spell instead backfires dealing the spells level multiplied by the casters casting modifier damage to the caster. This ability may not be deactivated, but can be suppressed by antimagic or other abilities.

Lv17 > Waxing Moon:
If an opponent provokes an attack of opportunity from you, and you successfully hit with it, your target must make a reflex save DC 10 + 1/2 level + wisdom modifier or take a negative to hit equal to your wisdom modifier on the attack or effect that provoked an attack of opportunity from you (as well as any further strikes in an attack sequence). If your target was casting a spell they must make a concentration check DC of 5 + level + wisdom modifier or lose the spell (instead of the normal check).

Lv18 > Seleneís Wisdom:
Once per round when you are subject to an effect that requires a fortitude save you may take an immediate action to make a will save in its place.

Lv20 > Lunacy [Su]:
Anytime you score a critical hit with a scythe your target must make a will save DC 10 + 1/2 level + wisdom modifier or begin behaving erratically as if they were affected by the confusion spell. If your target fails the save by 10 or more they are instead affected as if by the insanity spell. This ability is a mind-effecting compulsion.

Lambents
Level 1

Clarity
Type: Abjuration [Lawful]
Components: V
Range: Self
Duration: Instantaneous
Save: none
You free yourself of a single mind-effecting spell or ability. If the ability lacked a save this instead grants you one to escape its effect at a DC of 10 + 1/2 creators level + creators governing modifier.

Placidity
Type: Enchantment (Compulsion) [Mind-effecting, Lawful]
Components: V, S
Range: 30ft + 5ft per wisdom modifier
Duration: 3 rounds per wisdom modifier
Except as noted this functions exactly as the spell Moonlust (see spell compendium). Spell resistance does not apply.
Special: If there is no moon out you may not use this lambent.

Light of Luna
Type: Evocation [Light, Chaotic]
Components: S
Except as noted this functions exactly as the spell Light of Lunia (see spell compendium). The lambent is not subject to spell resistance. The damage listed is not set, instead the damage listed as the base damage plus the increase it receives per 2 levels you possess.
Alternatively you may heal a living creature 1d6 + 1d6 points of damage per 3 levels with one of the rays.

Casting Lunacy
Type: Abjuration [Chaotic]
Components: V, S
Range: Self
Duration: 1 round per wisdom modifier
Save: none
You may choose the save of the next lambent (reflex, fortitude, or will) you cast. If the next lambent you cast doesn't have a save this effect is wasted.

Deflection Field
Type: Abjuration [Chaoticl]
Components: S
Range: Self
Duration: 1 round per wisdom modifier
Save: none
While you are under the effects of this spell you may attempt to deflect any ray, ranged attack, or ranged touch attack that targets you. Doing so requires a successful opposed attack roll and the use of one of your remaining attacks of opportunity.

Lunar Revenance
Type: Conjuration (Healing) [Chaotic]
Components: V, S
Range: Touch
Duration: 1 round per wisdom modifier
Save: none
Except as noted this functions exactly as the spell Revenance (see spell compendium). Spell resistance does not apply.

Level 2

Entropic Maw
Type: Abjuration [Chaotic]
Components: V, S
Duration: 1 round per wisdom modifier
Save: see text
Except as noted this functions exactly as the spell Maw of Chaos (see spell compendium). The lambent does not cause damage and the concentration check is instead 5 + 1/2 level + wisdom modifier. Spell resistance does not apply

Mindless Lunacy
Type: Enchantment (Compulsion) [Mind-Effecting,Chaotic]
Components: V
Duration: 2 rounds per wisdom modifier
Save: see text
Except as noted this functions exactly as the spell Mindless Rage (see spell compendium). Spell resistance does not apply. If the target has a rage ability, they may not make a save against this effect.

Entropic Touch
Type: Necromancy/Conjuration (Healing) [varies]
Components: V, S
Range: Touch
Duration: Instantaneous
Save: see text
You may choose to either dish out positive energy or negative energy. Dependent on the target it may heal or deal damage. The amount is equal to 1d4 + 1 per level. Your target may make a will save to half this if it causes damage. You are immediately affected by the opposite you affected your target with at equal power.
If you are dealing damage to your target this lambent is chaotic aligned, but if you are healing your target it is lawful aligned.

Rainbow Power
Type: varies [Chaotic]
Components: V, S
Save: see text
You may duplicate any spell with 'prismatic' or 'rainbow' in its name with a normal casting time no more than 1 round (which is reduced to the lambents casting time). Your lunar scythe level must be twice the level of the spell you wish to cast, in order to cast it. You may never cast the same spell this way more than once in a day and your caster level is considered 5 lower (to a minimum of 1) for the purposes of the spell cast.
Special: You may only use this lambent at night. On the night of a full moon your caster level for this increases by 5.

Moon Power
Type: varies [Chaotic]
Components: V, S
Save: see text
You may duplicate any spell with 'moon,' 'lunar,' or 'luna' in its name with a normal casting time no more than 1 round (which is reduced to the lambents casting time). Your lunar scythe level must be twice the level of the spell you wish to cast, in order to cast it. You may never cast the same spell this way more than once in a day and your caster level is considered 5 lower (to a minimum of 1) for the purposes of the spell cast.
Special: If there is no moon out you may not use this lambent. On the night of a full moon your caster level for this increases by 5.

Level 3

Passive Wax and Wane
Type: Enchantment (Compulsion) [Mind-Effecting, Chaotic]
Components: V, S
Range: Self or Ranged Touch (30ft + 5ft per wisdom modifier)
Duration: 1 minute per wisdom modifier
Save: Will negates
Your target, upon a failed save, has its highest save switched with its lowest save. If some saves are equal then they are chosen randomly. A target may opt to fail the save to this ability.

Aggressive Wax and Wane
Type: Enchantment (Compulsion) [Mind-Effecting, Chaotic]
Components: V, S
Range: Ranged Touch (30ft + 5ft per wisdom modifier)
Duration: 1 minute per wisdom modifier
Save: Will negates
Choose a single type of save (reflex, will, or fortitude). Your target, upon a failed save, switches its save with your save. A target may opt to fail the save to this ability. If this effect is dispelled on you or your target it ceases to functions.

Rainbow Bridge
Type: Abjuration/Evocation [Chaotic, Light]
Components: S
Range: 90ft + 15ft per wisdom modifier
Save: see text
Except as noted this functions exactly as the spell Moonpath (see spell compendium). A disintegrate spell does not affect the Rainbow Bridge. The rainbow bridge need not be flat or straight. The sanctuary effect requires a save DC of 10 + 1/2 your level + the targets wisdom or charisma modifier (whichever is higher).

Witching Hour
Type: Abjuration [Chaotic]
Components: V, S
Range: Touch
Duration: Instantaneous
Save: Fortitude negates
If you target fails their save against this touch attack you may remove a single permanent penalty or effect applied to you by another's spell or ability and pass it onto your target. If your target is immune to the effect it is simply removed. Regardless of success or failure you are affected by the confusion spell for 1d4 + 1 rounds.
Special: If there is no moon out your target receives a +5 circumstance bonus to its save against this ability.

Level 4

Lunar Entropy
Type: Abjuration [Chaotic]
Components: V, S
Range: Ray (60ft + 10ft per wisdom modifier)
Duration: 2 minutes per wisdom modifier
Save: see text
A target who attempts any type of extradimensional travel or uses a teleportation effect while affected by this lambent (see list in the dimensional anchor spell in the players handbook for examples) must make a will save or be unable to use the effect. Additionally, on a failed save, the target must also make a fortitude save or take 1d4 damage per 2 levels you possess.

Ball of Entropy
Type: Evocation [Chaotic, varies]
Components: S
Range: Ray (90ft + 15ft per wisdom modifier)
Duration: Instantaneous
Save: See text
Your target takes 1d6 + 1d6 random damage per 2 levels. The type of damage dealt is determined by a 1d12 roll:{table=head] Dice Roll | Effect
1 | Untyped
2 | Force
3 | Negative Energy
4 | Cold
5 | Fire
6 | Acid
7 | Electricity
8 | Slashing
9 | Bludgeoning
10 | Piercing
11 | Sonic
12 | No Damage
[/table]
Your target may make a save (or not) to half damage based on a 1d4 roll:{table=head] Dice Roll | Effect
1 | Will
2 | Reflex
3 | Fortitude
4 | None
[/table]

Lunar Lance
Type: Abjuration [Light,Chaotic]
Components: V, S
Range: Ray (30ft + 5ft per wisdom modifier)
Duration: Instantaneous
Save: See text
Your target is blinded for 1 round and dazzled for 3 x wisdom modifier rounds. Creatures sensitive to bright light are treated as if they were exposed to it for an entire round. If the moon is out this lambent deals 1d4 damage per 3 levels. If the full moon is out it deals 1d6 damage per level. A reflex save may be made to half either amount of damage. Spell resistance does not apply.
Special: If there is no moon out you may not use this lambent.

Level 5

Fickle Moon
Type: Divination/Evocation [varies]
Components: V, S
Range: Emanation (30ft + 5ft per wisdom modifier)
Duration: 1 round per wisdom modifier
Save: Reflex half
Each round, at the start of your turn and when this lambent is cast, roll a 1d6 to determine the alignment of this spell:
{table=head] Dice Roll | Effect
1 | Chaotic
2 | Evil
3 | Good
4 | Neutral
5 | Lawful
6 | Reroll twice and apply both
[/table]
Anyone with the alignment rolled, excluding yourself, within the emanation takes 1d6 + 1d6 damage per 6 levels at the end of your turn. A reflex save may be made to half damage. If an effect is rolled twice and/or the target matches more than one alignment, the targets are struck multiple times. If a 6 is rolled twice the spell immediately backfires dealing its damage only to you.
Any target who has disguised its alignments as something else or has an undetectable or no alignment is not affected by the roll on the chart, but you instead roll a percentile roll. A 1-25 results in them being struck twice, a 26-50 results in them being struck once, and a 51-100 results in them not being hit. This is rolled for each potential target individually.
"This ability was inspired by Draco Dei's Detect Evil and Turn it to Sizzling Bacon (http://www.giantitp.com/forums/showthread.php?t=206718) spell."

Pandemonious Howl
Type: Evocation [Sonic,Chaotic]
Components: V
Range: 120 foot burst centered on you
Duration: Instantaneous
Save: see text
All enemies within the area take 1d10 + 1d10 per 2 caster levels sonic damage and are affected as if by the confusion spell for 1d4 + 1 rounds. Your targets may make a reflex save to half damage and a will save to negate the confusion. If your target succeeds on a will save you must make a will save or be afflicted with confusion for the next 1d4 +1 rounds.



Design Notes:
This class is entirely themed after the moon. Originally I had just planned to make some class abilities to coincide with that. Then I realized that this class was just begging for spellcasting. Unfortunately, or fortunately, I have a vendetta against normal spellcasting so I ended up making some tweaks. The spells have recharge times instead of the normal limitations and the saves are no longer horrendous at higher levels.
Amidst all the lunacy and entropy I decided to create an anti-antimagic field.

Kuma Kode
2011-07-08, 05:53 PM
Not sure I understand subtracting the spell level from the DC... are more powerful spells meant to be easier to resist?

The recharge times is definitely a nice touch and gives the class a unique flare, but the table is too complicated to memorize. Every time you'd cast a spell you'd have to look it up or write it down once you got more than two levels of spells.

It's common practice to put "At X level" or "a CLASS of X level" kind of wordage in the description of the abilities so I don't have to keep scrolling up to see when that ability is acquired.

For a pixie in the playground, your formatting is wonderful.

Wyntonian
2011-07-08, 05:58 PM
While I love this class, from flavor to abilities, it seems a little more suited to being a dual-progression PrC for arcane casters and mystery-users. It works ok as it is, but......

eftexar
2011-07-08, 07:18 PM
Good points Kuma Kode. I changed the recharge times to a simpler progression (that doesn't even require a chart) and added in the levels abilities are received.
And yes the more powerful spells are supposed to be easier to resist. I think it balances things out. Do you use a more powerful spell that might not work or a lower power spell that has a higher chance of working? I think it adds another level of strategy and stops casters from spamming high level spells.

I understand duel progression are normally for PrCs, Wyntonian, but I think that making it a PrC would take away from the flavor of the class. I also intended for it to stand alone. I'm glad you like it though.

Kuma Kode
2011-07-08, 08:25 PM
Good points Kuma Kode. I changed the recharge times to a simpler progression (that doesn't even require a chart) and added in the levels abilities are received. Cool.

And yes the more powerful spells are supposed to be easier to resist. I think it balances things out. Do you use a more powerful spell that might not work or a lower power spell that has a higher chance of working? I think it adds another level of strategy and stops casters from spamming high level spells. Making it tactically interesting is something I can appreciate. You may want to mention somewhere in the fluff that higher level spells are harder for the caster to control and therefore easier to dodge or resist than spells of which they have a stronger grasp.

I understand duel progression are normally for PrCs, Wyntonian, but I think that making it a PrC would take away from the flavor of the class. I also intended for it to stand alone. I'm glad you like it though. Dual progression is typically reserved for Prestige Classes, and I can't recall any dual-progression base classes that aren't homebrewed. However, as someone who has homebrewed one (http://www.giantitp.com/forums/showthread.php?t=171010) myself, I agree that there's something alluring about having the mechanics be separate from the class that typically carries them.

Most of the actual allure of mysteries is in their path and family organization, however. Taking that away just makes them... funky spells. You may want to homebrew some moon-related ones instead of just generic shadow casting.

DracoDei
2011-07-08, 08:26 PM
Overall I have no idea about the balance of this class.

I do have two comments however:
I don't think the recharge times are too confusing. You only need to figure them out once every 5 levels and write them down.

I would give them a sorcerers ability to swap out spells whenever they gain access to a new level of spells... maybe given them the ability to swap out as many as they like among their old ones, just so that a few bad choices, or changes of campaign themes don't hurt forever.

eftexar
2011-07-08, 08:47 PM
I allowed the swapping out of spells and mysteries whenever new ones are learned and added in fluff on spellcasting.
As for making moon related spells, I might do that at some point. It's just that my last class, the Disciple of the Fade, involved the creation of a completely custom spellcasting system with some 40 'spells' and I'm still recovering from that.

DracoDei
2011-07-08, 10:05 PM
The last sentence of Tidal Armor is a bit wonky. Why would it reduce the damage if it is for the wrong type?

Also, I doubt you meant for it to work against Negative Energy or Force, but it currently does.


I assume that "level" in the concentration formula for Waxing Moon refers to the spells level? Or is it your class level?

eftexar
2011-07-08, 10:20 PM
The last sentence of tidal armor states that the change in energy resistance does not apply to the effect that changed it.
Why shouldn't it apply to negative energy or force? Although not normally done, I think it makes things interesting and isn't really unbalancing.
The formula in waxing moon implies your level. I think the current formulas for spell concentration are broken. I think this formula scales better (of course I could just be weird).

edit- Fixed wording of tidal armor (hadn't realized how confusing it was until you pointed it out).

eftexar
2011-07-09, 08:50 PM
Finally took Kuma Kode's idea of homebrewing the spells. I ended coming with the idea of lambents. I only have one lambent so far, but am working on the rest. Also added a whole mess of abilities.

DracoDei
2011-07-09, 10:09 PM
The percentages for people with disguised alignments in Fickle Moon don't add up to 100%. I think you need a 25% chance of getting struck once by it to round it out for them.

eftexar
2011-07-09, 10:17 PM
Sorry bad wording on my part. What I meant was for a single percentile roll with a 1-25 meaning two strikes or a 26-50 meaning one strike. I reworded it, even if sort of inelegantly.

Epsilon Rose
2011-07-09, 11:04 PM
I like the flavor of this class and I thank you for introducing me to the word lambent (which I think is a beautiful word to use for spells).
Some of the abilities on this class might be a bit to powerful (particularly Lunar Miasma) and I'm not sure how well all the randomness will work out. That said it might not be an issue, and I doubt I could tell without seeing this in a campaign.

eftexar
2011-07-09, 11:11 PM
The wonders of a thesaurus...
I was trying to model the lunar miasma after the frightening presence ability, so that might be why. I might add in that chaotic aligned characters are immune to it. As to balancing it I'm really not sure how to nerf it without making it suck. If you have any ideas on that?...
I'm not sure about the randomness either, but it provides for an interesting drawback at places. Actually I ended up doing abilities with randomness because somehow the moon led to the word entropy (so this class was sort of created by randomness).

Epsilon Rose
2011-07-09, 11:22 PM
The wonders of a thesaurus...
I was trying to model the lunar miasma after the frightening presence ability, so that might be why. I might add in that chaotic aligned characters are immune to it. As to balancing it I'm really not sure how to nerf it without making it suck. If you have any ideas on that?...
I'm not sure about the randomness either, but it provides for an interesting drawback at places. Actually I ended up doing abilities with randomness because somehow the moon led to the word entropy.

I'm even sure it is broken, so unless other people start mentioning it I wouldn't worry to much.

Entropy, really? I was just chalking it up to lunacy. And the randomness is an interesting mechanic. It's just that I always worry about classes that have a chance of not doing what the player tells them to (before factoring things like saves and to hit). The scythe doesn't seem to have anything to egregious or action redefining so it might not be an issue in this case. The most worrisome instance is probably Boreion Selas (I have a feeling 5 and 6 will come up far to often for comfort).

DracoDei
2011-07-09, 11:37 PM
Speaking of Boreion Selas you need to specify if you can turn the ability OFF and if so what the actions to turn it on and off are. You also need to specify how many levels it is heightened by.

eftexar
2011-07-09, 11:42 PM
I had actually intended that it couldn't be turned off. Otherwise the Lunar Scythe could just disable it to cast it's lambents normally. I'll change that.
Boreion Selas says that there is no increase in level. I'll change that to spell level to clarify.

eftexar
2011-07-10, 12:53 AM
Finished all of the lambents. Still not sure how to fix Boreion Selas, or if I should. Anyways, if anyone has opinions on the lambents or the Boreion Selas ability I welcome them.
Actually if anyone has a better name for the class...

DracoDei
2011-07-10, 01:18 AM
Finished all of the lambents. Still not sure how to fix Boreion Selas, or if I should. Anyways, if anyone has opinions on the lambents or the Boreion Selas ability I welcome them.
Actually if anyone has a better name for the class...
Go read what Heighten Spell DOES. Now tell me how many spell levels the spells effected by that roll are considered to be heightened by, despite not taking up a higher spell slot. One? Raised to 9th level? Raised to half your class level, but at least by one, but in NEITHER case to higher than 9th level? What?

eftexar
2011-07-10, 01:28 AM
Whoops! Forgot what heighten spell actually did... Changing that right now...