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Temotei
2011-08-17, 04:05 PM
Waverider

http://i.imgur.com/Yd21Al.jpg (http://browse.deviantart.com/?order=9&q=penance&offset=24#/d2pwyao)
Be water, my friend.
-- Bruce Lee

Meet water--the ultimate destructor and the ultimate life giver. The waverider is one who strives for mastery over water in all its forms, as well as for the grace and power that is associated with it.

Adventures: Waveriders adventure to increase their connection to water or liquids in general. However, as a class, they are fairly unbound, leaving much of their reasoning for adventures to the character.

Characteristics: A waverider's capabilities revolve around heavy damage and support in order to defeat enemies and protect allies at the same time. However, the waverider also has utility in heating and cooling water, controlling its movements through wave call and calm waters, and several other abilities, allowing them to be useful both in combat and out of it.

Alignment: Waveriders may be of any alignment, and alignment doesn't usually affect the waverider beyond their character.

Religion: Waveriders often worship Obad-Hai (god of nature), Geshtai (goddess of lakes), Osprem (goddess of sea voyages), Procan (god of seas), Tem-Et-Nu (god of rivers), or Valkur (god of sailors). Evil waveriders might worship Yeathan (god of drowning). Waveriders may also worship any deity that a warrior would, such as Kord (god of strength), Heironeous (god of valor), or Hextor (god of tyranny).

Background: Waveriders descend from a lost martial art, from which they learned how to flow like water and crash like waves. Eventually, the art became lost, but what was derived from it was not. A waverider may be one of the few that remain that learned from the original martial art, or they may have learned from another that did.

Races: The waveriders are a diverse people, ranging from humans to orcs and beyond. Aquatic races will often become waveriders to great advantage, their natural environment giving them prior experience with water.

Other Classes: Monks and waveriders usually will get along just fine, having martial arts as a background and a flowing style in combat. Likewise, warrior classes might see the waverider in a positive light as a combatant with great potential for both offense and defense. Water god-worshiping clerics should get along just fine with a waverider, perhaps even attempting to learn from him in order to feel closer to their god. Druids may feel indifferent or curious about the waverider, while wizards, sorcerers, warmages, and the like focused on fire effects may not be too happy with him. However, most classes should feel just fine adventuring with a waverider.

Role: A waverider fills the role of a primarily melee combatant with several support abilities, crowd-control effects, and heavy-damaging combos. However, these abilities should usually only be enough to supplement allies' abilities, as they are not as powerful, nor as easy to use.

GAME RULE INFORMATION
Waveriders have the following game statistics.
Abilities: Wisdom increases the duration of several of the waverider's abilities. Dexterity strengthens the waverider's motion-related abilities and increases his survivability. Strength increases Swim checks, which increase the waverider's mobility on land as well as in water.
Alignment: Any.
Hit Die: d8.
Starting Age: As monk.
Starting Gold: 3d4x10 gp.

Class Skills
The waverider's class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Escape Artist (Dex), Heal (Wis), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

WAVERIDER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+2
+2
+0
Wave call, tidesense


2nd
+1
+3
+3
+0
Liquid heat, wave spirit


3rd
+2
+3
+3
+1
Electroreception, schooling +1


4th
+3
+4
+4
+1
Splash jump


5th
+3
+4
+4
+1
Bubble


6th
+4
+5
+5
+2
Flowing rhythm, rain dance 1/day


7th
+5
+5
+5
+2
Freeze liquid


8th
+6/+1
+6
+6
+2
Calm waters


9th
+6/+1
+6
+6
+3
Steamed, schooling +2


10th
+7/+2
+7
+7
+3
Fluid steps


11th
+8/+3
+7
+7
+3
Mirrored body, refined rhythm


12th
+9/+4
+8
+8
+4
Rain dance 2/day


13th
+9/+4
+8
+8
+4
Freezing body


14th
+10/+5
+9
+9
+4
Purifying rain


15th
+11/+6/+1
+9
+9
+5
Schooling +3


16th
+12/+7/+2
+10
+10
+5
Perfect rhythm


17th
+12/+7/+2
+10
+10
+5
Reactive wave call


18th
+13/+8/+3
+11
+11
+6
Rain dance 3/day


19th
+14/+9/+4
+11
+11
+6
Great cultivation


20th
+15/+10/+5
+12
+12
+6
Tides of fate



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

Weapon and Armor Proficiency: Waveriders are proficient with all simple and martial weapons and with light armor and shields (except tower shields).

Wave Call (Su): The waverider's most iconic ability is the summoning of waves of water, whether water is near or not. Once every 1d4 rounds, as a standard action, the waverider can summon a wave of water 20 feet tall and 20 feet wide originating from him that travels 30 feet, dealing 1d6 per 2 class levels damage to enemies hit by it. Allies are immune to damage from the wave.

Tidesense (Ex): Feeling changes in nearby water, a waverider is able to see as if he had tremorsense with a range of 10 feet + 5 feet/class level, except it only applies to swimming, diving, and otherwise waterborne creatures.

Liquid Heat (Su): At 2nd level, the waverider is capable of changing a liquid's temperature on a whim as a swift action, making it anything between 32°F and 140°F. This change lasts for a number of minutes equal to twice the waverider's class levels. The liquid then changes back to its original temperature at a rate of 5°F per round. Liquids inside a creature's body are unaffected.

Wave Spirit (Su): A waverider is connected to water with his very soul, the ups and downs of life becoming water in his spirit. The waverider strengthens as a wave gains power on the ocean, eventually building to a climactic tidal crashing point. Every round in which the waverider calls a wave or makes a melee attack, he gains a +1 bonus to attack and damage rolls to a maximum of 1 + 1/4 class levels. These benefits last for Wis modifier rounds after the waverider stops attacking for 1 round. If he attacks or uses wave call during this time, the waverider's bonus increases again.

At 10th level, the bonus per round increases to +2 to attack and damage rolls. In addition, the maximum increases to 2 + 1/2 class levels.

Electroreception (Ex): At 3rd level, the waverider gains electroreceptive senses, allowing him to discern what direction he is facing at all times with absolutely no effort.

Schooling (Ex): The waverider learns to emulate the schooling of fish, distracting and confusing enemies. Whenever the waverider and at least one of his allies are within 15 feet of each other, each one gains a +1 bonus to AC and Reflex saves. These bonuses increase by 1 at 9th level and every sixth level after (15th).

Splash Jump (Su): At 4th level, wave calling becomes a mode of movement as much as an attack. When the waverider calls a wave, he may make a Swim check against DC 10. If he succeeds, the waverider can move up to 10 feet with the wave as a free action. For every 5 he beats the DC by, he can move an additional 5 feet. In addition, allies hit by the wave can also attempt to splash jump, except at DC 15 and for every 10 they exceed the DC by, they may move an additional 5 feet. Since the waverider is so familiar with water and its ways, it's easier for him to use it to his advantage than for his allies. Lastly, the waverider is able to walk on water if he concentrates, using a swift action every round he walks on water.

Bubble (Ex): At 5th level, the waverider becomes constantly protected by a thick bubble. The waverider gains 5 fire resistance and a +1 deflection bonus to AC. The fire resistance improves by 5 and the deflection bonus increases by 1 at 8th level and at every third level after (11th, 14th, 17th, 20th). At 20th level, fire immunity replaces the waverider's fire resistance. Finally, the bubble provides a constant water breathing effect for the waverider. If necessary, the waverider can dispel the bubble as a swift action. Every minute after, he must make another swift action to keep the bubble off or it will return to protect him again.

Flowing Rhythm (Ex): At 6th level, the waverider learns how to better streamline his actions, allowing him to find a certain rhythm in the flow of combat. After using wave call, the waverider can make a single melee attack as a free action. If this attack hits, the waverider gains a +1 dodge bonus to AC for 1 round. This ability is available once per encounter, but does not restrict the waverider from going through with a refined rhythm or perfect rhythm once they are attained.

Rain Dance (Su): The waverider is able to summon rain in any type of weather as long as he is outside once per day. This rain is supernatural in nature, allowing the waverider to dance upon the droplets as they fall. The rain lasts for class levels + Wis modifier rounds and grants the effects of fly to the waverider. The rain takes effect in a mile radius centered on the waverider.

Freeze Liquid (Su): Expanding on his ability to change a liquid's temperature, the waverider becomes able to freeze such substances at 7th level. Temperatures can drop to as low as -50°F. Frozen called waves freeze instantly where the waverider designates, creating an ice barrier in the wave's area. Creatures in the area of the frozen wave become frozen and unable to act unless they make a DC 10 + 1/2 class levels + Wis modifier Reflex save. Called waves stay frozen for 1 round, at the end of which, all creatures are released and the wave disappears. Otherwise, this ability works just like liquid heat.

Calm Waters (Su): Every once in a while, water just stops. Time seems to stand still. Calm is the only emotion while all others are forgotten. At 8th level, the waverider acquires the ability to summon this otherworldly power to halt movement of all creatures and liquid within 120 feet as a full-round action. Creatures and bodies of any type of liquid in the area are unable to move for 1/4 class levels rounds. The waverider can splash jump to bypass this restriction and teleportation acts normally, but other modes of movement are still prevented. No other actions are prohibited. The waverider can invoke this power Wis modifier times per day.

Steamed (Su): A waverider starts out with a deep inner connection to water that eventually grows into becoming like water itself, both inside and out. At 9th level, whenever the waverider is hit by fire damage (regardless of whether it's reduced to 0 by fire resistance or immunity), he can become steam for 3 + Wis modifier rounds, gaining the effects of the gaseous form spell. In addition, the waverider can make an effort to become gaseous instead, ignoring the fire damage requirement by making a full-round action to heat the liquid inside him. However, becoming gaseous this way leaves the waverider exhausted for 10 minutes after changing back to his ordinary form and fatigued for 30 minutes after that. At any time, the waverider can abandon the gaseous form and become normal again.

Fluid Steps (Ex): At 10th level, the waverider steps lighter than droplets of rain falling, granting the ability to walk on water, snow, and ice at will with no penalty.

Mirrored Body (Su): A primary property of water is reflection. At 11th level, the waverider emulates this property, gaining the ability to turn spells with the light descriptor of 5th level or lower back at the caster when the waverider is targeted. If the waverider succeeds on an opposed Wisdom check on which he gains a +4 bonus, he can turn the spell back at the caster. If he beats his opponent on this check by 5 or more, the spell effect is amplified by 50%. At 15th level, this improves to include 6th-level light spells. At 19th level, 7th-level light spells are included as well.

Refined Rhythm (Ex): As the waverider improves, he learns how to even better streamline his actions in combat, gaining two attacks after using wave call, each of which grants a +1 dodge bonus to AC if successful. In addition, after these attacks, the waverider can create another wave of half length and height that deals half damage as a free action. This ability is available once per encounter, but does not restrict the waverider from going through with a flowing rhythm (or perfect rhythm at higher levels) after using it.

Freezing Body (Su): At 13th level, the waverider's body becomes akin to water. Cold damage now simply hardens the waverider, granting 1/- damage reduction per 3 damage dealt from cold for Wis modifier rounds. Being dealt cold damage multiple times in the duration renews the duration unless the damage dealt is greater than the original amount, in which case the duration is renewed and the waverider's damage reduction increases to fit the new amount. In addition, the waverider gains 10 cold resistance that does not count against damage dealt for the purposes of gaining damage reduction. At 18th level, this cold resistance improves by 10.

Purifying Rain (Su): While in range of a 14th-level waverider's summoned rain, the waverider and his allies gain immunity to poison, disease, fatigue, and exhaustion. In addition, all of these effects previously affecting them disappear and if any of these effects would affect the waverider or his allies because of a creature, the effects are returned to their originator.

Perfect Rhythm (Ex): At 16th level, the waverider trains himself to string actions together in perfect flow, allowing him to make a full attack after using wave call, each successful attack granting a +1 dodge bonus to AC. After making these attacks, the waverider can summon another wave of equal size that deals the same amount of damage. Finally, after summoning this wave, the waverider can attack all enemies within 10 feet or heal all allies within 10 feet as a free action. Allies are healed for 1d6 hit points per two levels + Wis modifier. This ability is available once per encounter, but does not restrict the waverider from going through with a refined rhythm or flowing rhythm after using it.

Reactive Wave Call (Su): At 17th level, the waverider becomes so familiar with calling waves that he can summon one instantly as an immediate action in reaction to being attacked once per day. This wave can be summoned regardless of whether the waverider's wave call is unavailable due to using it recently. The wave arrives before the attack which triggered it lands.

Great Cultivation (Su): Water often represents fertileness. At 19th level, the waverider expands on this idea, becoming capable of summoning a great torrent of fertilizing waters that cultivate a ten-mile radius of land. Living things are unaffected by the water. Over the course of a year, even the most barren deserts can become beautiful and green, capable of being farmed or grazed upon easily within the radius. The waverider can only heal the land in this manner once per year.

Tides of Fate (Su): A waverider is the epitome of life in the form of water, capable of summoning the tides of fate, legendary waves of equally mythical power. Once per day, the waverider can wave call as normal. However, this wave becomes a tide of fate; it turns golden in color, dazzling all enemies that cast their gaze upon it for one minute. In addition, all enemies the wave hits take an additional 10d6 damage and are swept 30 feet in any direction of the waverider's choosing. Finally, upon the tide of fate's disappearance, the waverider releases an explosion of golden water in a 60-foot radius healing 1d6 hit points per class level to all allies within the range and granting 10/- damage reduction for 3 rounds.



Alternate Class Features

Huddle Bubble
Waveriders support their allies in many ways, whether with healing, protection, or even quick movement. Some work to expand these abilities while forgoing protection for themselves.
The huddle bubble class feature allows the waverider to protect nearby allies while still protecting themselves, albeit slightly less so than a normal waverider would be able to.
Level: Waverider 5th.
Replaces: If you select this class feature, you do not gain bubble.
Benefit: You gain the ability to protect your allies with a massive bubble, leaving you with less protection, but granting allies a little bit of their own. You and any allies within 15 feet gain 5 fire resistance and water breathing. At 9th level and every fourth level after (13th, 17th), the bubble provides an additional 5 fire resistance. Finally, the bubble strengthens at 10th level and every fifth level after (15th, 20th) to provide a +1 deflection bonus to AC.

Popping Bubble
Waveriders create a dangerous atmosphere for enemies, whether through reflection of spells, summoning deadly waves, or simply breaking bones. Sometimes, however, a waverider just wants more offense.
The popping bubble class feature allows the waverider to temporarily forgo defense in favor of more offense and utility.
Level: Waverider 5th.
Replaces: If you select this class feature, you do not gain bubble.
Benefit: You gain the ability to explode your popping bubble, leaving a sticky residue on enemies. Any enemy within 15 feet of you when you explode the bubble becomes coated in bubble residue, which forces a -1 penalty on attack and damage rolls, as well as a 10% arcane spell failure chance for 3 rounds. These penalties increase by 1 and 5%, respectively, at 10th level and every fifth level after (15th, 20th). Upon exploding the bubble, however, you lose its benefits for 2d3+1 rounds, at the end of which, the bubble returns and you may once again pop it.

Morph Bark
2011-08-17, 04:37 PM
Alternatively for a class quote (or additionally): Be water my friend. ~ Bruce Lee. :smallwink:

Temotei
2011-08-17, 04:55 PM
Alternatively for a class quote (or additionally): Be water my friend. ~ Bruce Lee. :smallwink:

Ha. I think I'll use that.

EDIT: Also, changed picture.

eftexar
2011-08-17, 05:17 PM
This is much much better than the water themed class I made. The abilities all work well, although I'm not big on per-encounter uses (as an encounter can be described as something slightly different by each DM). Maybe give them recharge times instead?
And as awesome as the abilities are, there are no choices to be made, which means that all waveriders will be exactly the same.

Edit- oh it doesn't say peach... maybe I should put a lid on it...

Dralnu
2011-08-17, 05:56 PM
Electroreception (Ex): At 3rd level, the waverider gains electroreceptive senses, allowing him to discern what direction he is facing at all times with absolutely no effort.

What does this do?


Bubble (Ex): At 5th level, the waverider becomes constantly protected by a thick bubble. The waverider gains 5 fire resistance and a +1 deflection bonus to AC. The fire resistance improves by 5 and the deflection bonus increases by 1 at 8th level and at every third level after (11th, 14th, 17th, 20th). At 20th level, fire immunity replaces the waverider's fire resistance. Finally, the bubble provides a constant water breathing effect for the waverider.

He should probably be able to drop/put up this bubble as a swift action to avoid awkward social situations.


Freeze Liquid (Su): Expanding on his ability to change a liquid's temperature, the waverider becomes able to freeze such substances at 7th level. Temperatures can drop to as low as -50°F. Frozen called waves freeze instantly where the waverider designates, creating an ice barrier in the wave's area. Creatures in the area of the frozen wave become frozen and unable to act unless they make a DC 10 + 1/2 class levels + Wis modifier Reflex save. Called waves stay frozen for 1 round, at the end of which, all creatures are released and the wave disappears. Otherwise, this ability works just like liquid heat.

There should be a clause that lets you break out with a Strength check. There's a spell similar to this in Spell Compendium, I think it's a druid spell, you should check out their wording.


Calm Waters (Su): Every once in a while, water just stops. Time seems to stand still. Calm is the only emotion while all others are forgotten. At 8th level, the waverider acquires the ability to summon this otherworldly power to halt movement of all creatures and liquid within 120 feet as a full-round action. Creatures and bodies of any type of liquid in the area are unable to move for 1/4 class levels rounds. The waverider can splash jump to bypass this restriction and teleportation acts normally, but other modes of movement are still prevented. No other actions are prohibited. The waverider can invoke this power Wis modifier times per day.

Not overly powerful, but no saves or anything?


Steamed (Su): A waverider starts out with a deep inner connection to water that eventually grows into becoming like water itself, both inside and out. At 9th level, whenever the waverider is hit by fire damage (regardless of whether it's reduced to 0 by fire resistance or immunity), he can become steam for 3 + Wis modifier rounds, gaining the effects of the gaseous form spell. At any time, the waverider can abandon the effect and become normal again, though he must be hit by fire damage again to turn into steam once more.

I think he should just be able to go into gaseous form a limited amount of times per day instead of requiring to get hit by fire first.


Fluid Steps (Ex): At 10th level, the waverider steps lighter than droplets of rain falling, granting the ability to walk on water, snow, and ice at will with no penalty.

He can fly in rain earlier than he can walk on water? Seems like those two should swap places.


Mirrored Body (Su): A primary property of water is reflection. At 11th level, the waverider emulates this property, turning spells with the light descriptor of 4th level or lower back at the caster when the waverider is targeted. At 15th level, this improves to include 5th-level light spells. At 19th level, 6th-level light spells are included as well. Any effect that removes spell resistance entirely also removes this ability.

Again, not overly powerful but it would be nice if there was a roll for it. An opposed check of some sort where it's in the waveriders favor but can still fail.


Purifying Rain (Su): While in range of a 14th-level waverider's summoned rain, the waverider and his allies gain immunity to poison and disease. In addition, all diseases and poisons previously affecting them disappear.

Pretty late to get this. And what about a healing rain, maybe a vigor spell effect?

I really like the rest. Some more ideas that I got from Avatar's water benders:
- most creatures are water-based. At high levels maybe he could do nasty things, like stopping blood flow to knock someone unconscious or worse, or maybe controlling the person's movements
- "water heals" theme, the vigor spells in particular are nice

Good job!

Morph Bark
2011-08-17, 06:02 PM
What does this do?

From what I figure, this basically allows a Waverider to always know which direction is "up" and therefore won't be disoriented if he'd be swimming underwater and get swept down by a wave. Also, it allows him to know which way North is at all times. How correct am I, Temotei? :smalltongue:

He's like a dolphin-pidgeon that knows kung fu!

Dralnu
2011-08-17, 06:11 PM
From what I figure, this basically allows a Waverider to always know which direction is "up" and therefore won't be disoriented if he'd be swimming underwater and get swept down by a wave. Also, it allows him to know which way North is at all times. How correct am I, Temotei? :smalltongue:

Ah, that makes sense.


He's like a dolphin-pidgeon that knows kung fu!

Unfortunately I must disagree here. Nowhere in the class abilities does it imply that the waverider, in fact, knows kung fu, or that he would be more inclined to use kung fu over hacking stuff with a greatsword. There's also a worrying lack of spoons which may lead to balance issues.

Temotei
2011-08-17, 10:00 PM
The abilities all work well, although I'm not big on per-encounter uses (as an encounter can be described as something slightly different by each DM). Maybe give them recharge times instead?

An encounter is either a fight or a five-minute period after using a per-encounter ability, at the end of which, the character regains use of that ability (assuming only one use per encounter). While it can be a little more vague in marathon fights or something, it's usually not an issue. I may consider "cooldowns," however.


And as awesome as the abilities are, there are no choices to be made, which means that all waveriders will be exactly the same.

What would you suggest? I could implement alternate class features, maybe.


Edit- oh it doesn't say peach... maybe I should put a lid on it...

Everything I make is open to critique at all times (including past the thread necromancy date, but at that point, a PM is recommended, since I don't like my threads closed; I edit my things a lot.).


What does this do?
From what I figure, this basically allows a Waverider to always know which direction is "up" and therefore won't be disoriented if he'd be swimming underwater and get swept down by a wave. Also, it allows him to know which way North is at all times.

This. Here (http://en.wikipedia.org/wiki/Shark#Electroreception)'s the inspiration.


He should probably be able to drop/put up this bubble as a swift action to avoid awkward social situations.

Good point.


There should be a clause that lets you break out with a Strength check. There's a spell similar to this in Spell Compendium, I think it's a druid spell, you should check out their wording.

You're probably thinking of freeze. It's a single-target spell that deals 2d6 cold damage initially and every round after the creature is frozen, assuming they fail their Reflex save (Succeeding means they only take initial damage.). It lasts 1 round/2 levels. DC 22 Strength check to break out, either made by the frozen creature or by another. Maybe I'll allow a scaling Strength check.


Not overly powerful, but no saves or anything?

I figure the ability to do anything but move is enough to warrant a no-save situation. It doesn't even halt teleportation.


I think he should just be able to go into gaseous form a limited amount of times per day instead of requiring to get hit by fire first.

I've got an idea. Let me edit it in.


He can fly in rain earlier than he can walk on water? Seems like those two should swap places.

Your logic does not belong here! :smalltongue:

Perhaps. I'll see about that.


Again, not overly powerful but it would be nice if there was a roll for it. An opposed check of some sort where it's in the waveriders favor but can still fail.

Perhaps. It becomes pretty weak, then. Maybe I'll make it have a chance of increased power if reflected successfully if I do this?


Pretty late to get this. And what about a healing rain, maybe a vigor spell effect?

I've got a better idea than healing.


- most creatures are water-based. At high levels maybe he could do nasty things, like stopping blood flow to knock someone unconscious or worse, or maybe controlling the person's movements

I purposely avoided blood control in this class. It's been done a lot and I'd rather make a prestige class for that theme than incorporate it in this class, to be honest.


- "water heals" theme, the vigor spells in particular are nice

I've already incorporated some healing. :smallamused:


Good job!

Fun fact: Inspiration for flowing rhythm is Lee Sin's flurry passive. :smallwink:


How correct am I, Temotei? :smalltongue:

Answered above. :smallwink:


He's like a dolphin-pidgeon that knows kung fu!

These were some guy's last words before a waverider got to him.

eftexar
2011-08-17, 10:09 PM
Well ACFs might be the best option at this point...
Truthfully I have no ideas because the class fits so well together...
It's just by principle no base class should lack options. At this point you might be better off offering bonus feats every 3 levels or something cheesy like that. It's sort of a cheap way out, but adding options any other way (than ACFs or feats) might require too much restructuring (and I like it how it is (its just really niche)).

Temotei
2011-08-17, 10:14 PM
Well ACFs might be the best option at this point...
Truthfully I have no ideas because the class fits so well together...
It's just by principle no base class should lack options. At this point you might be better off offering bonus feats every 3 levels or something cheesy like that. It's sort of a cheap way out, but adding options any other way (than ACFs or feats) might require too much restructuring (and I like it how it is (its just really niche)).

Barbarians, druids, and paladins (aside from mount choice) have no real options beyond feats, skills, and such. Rangers choose their animal companion and favored enemies (neither offering a huge amount of choice, really). Rogues choose special abilities (from a small amount of choices). I'll see what I can do, though.

eftexar
2011-08-17, 10:15 PM
And that is part of the reason why I have never played either class (that and the paladin just sucks).

Temotei
2011-08-17, 10:16 PM
And that is part of the reason why I have never played either class (that and the paladin just sucks).

Edited in other considerations into that post.

eftexar
2011-08-17, 10:21 PM
The other classes do have choice (even if they are minor) though and have better choices than those two classes (though you still have a point). Then again maybe I just have a problem with the design of the normal classes. In most campaigns I have played, I either mixed and matched several classes or played homebrew, so...

Edit- I apologize for my semi-rant, but I think building a character and seeing how it plays is as great a reward as the story of a campaign itself

Temotei
2011-08-18, 12:49 AM
Changes made. I'm not sure about the purifying rain change, though I like the other ones so far.

EDIT: Added in immunity and restoration of "energy" ailments (fatigue and exhaustion) to purifying rain. I may just remove the mirror effect I had added yesterday and leave it at that. Thoughts?

EDIT #2: Added in two alternate class features, both based on the bubble class feature.

eftexar
2011-08-18, 10:29 PM
Nice. I like the ACFs. And purifying rain looks fine.