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View Full Version : By Blood he is born, by Deed he is forged. [Base Class]



Tanuki Tales
2011-10-31, 10:45 PM
Disclaimer
Since another thread at least made me wonder that people may reply solely based on thread tags, let me just say that you folks are free to PEACH anything I make and what I make tends to be a WIP till I say otherwise. And this is 3.PF material.

I don't include these tags for my own aesthetic reasons.

Back in April of this year I embarked on making a base class that epitomized a concept I wanted to see played. This class was forged from the original concept of Monster classes and held to the framework that they used to be built. From this first piece of major homebrew came the Wyrd-blooded (http://www.giantitp.com/forums/showthread.php?t=205555). The class was relatively well received by a few playgrounders and some even wanted to add to the class themselves.

But time past and the class was slightly neglected before attention was brought back to it. But with that resurged attention came some more critiquing that made me realize that I had too rigidly followed the framework and that maintaining or reworking the class would be too much effort unless I built it back from the ground up.

And so that's what I'm doing here. The Scion of Legacy is the successor to the Wyrd-blooded and I hope that it is as well received and works out far more than its ancestor class.



Scion of Legacy


http://i166.photobucket.com/albums/u98/The_Logos/ScionofLegacy.jpg

”You people and your quaint little categories.”

-Captain Jack Harkness, Day One.

Those who leave the safety of their homes to strike out on epic adventures almost always find their true strength through training or raw talent. Be they the savage barbarian from the hinterlands, the erudite wizard fresh from academy or the daring fighter who takes to the sword like a fish to water, this is true of them all. But not the Scion of Legacy. They draw their potency from something far more deep and primal, calling upon the strange gifts bequeathed to them by ancestors they may not know they ever had.

Unlike those who can claim direct lineage from something monstrous or wonderful, the Scion of Legacy will never show anything but superficial connection to their ancestor. They may possess tiny horns hidden beneath their hair, longer than normal canine teeth or even a slight tint to their skin. But this does nothing to assuage how out of place they are amongst their own people or even other civilized folks. They are inherently of the strange and misunderstood and the more perceptive or sensitive can see this in them. Those who rise above the scorn, fear and hate that may come their way have inside them the greatness to become heroes; and those who fall under the heel of discrimination and hatred can metamorphose into monsters far greater than to what they call kin.

Alignment: Any. Scions of Legacy have a natural proclivity towards the alignment of their ancestor but this is neither the rule nor the exception.

Hit Dice: d8

Class skills: Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Any One) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), Swim (Str)
Skills: 4+Intelligence Modifier per level



{table=head]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|
Special

1st|
+1|
+2|
+0|
+2|
Minor Monstrous Art, Path of the Inhuman

2nd|
+2|
+2|
+0|
+3|
Bonus Feat, Monstrous Skill +2

3rd|
+3|
+3|
+1|
+3|
Armored Hide, Inhuman Body +1

4th|
+4|
+4|
+1|
+4|
Hybrid Potential (First), We are Kin

5th|
+5|
+4|
+1|
+4|
Inhuman Mind +1, Least Monstrous Art

6th|
+6/+1|
+5|
+2|
+5|
Bonus Feat

7th|
+7/+2|
+5|
+2|
+5|
Inhuman Body +2, Monstrous Skill +4

8th|
+8/+3|
+6|
+2|
+6|
Improved We are Kin

9th|
+9/+4|
+6|
+3|
+6|
Inhuman Mind +2, Thicker than Water

10th|
+10/+5|
+7|
+3|
+7|
Bonus Feat, Moderate Monstrous Art

11th|
+11/+6/+1|
+7|
+3|
+7|
Inhuman Body +3, Monstrous Skill +6

12th|
+12/+7/+2|
+8|
+4|
+8|
Greater We are Kin, Hybrid Potential (Second)

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

14th|
+14/+9/+4|
+9|
+4|
+9|
Bonus Feat

15th|
+15/+10/+5|
+9|
+5|
+9|
Inhuman Body +4, Major Monstrous Art

16th|
+16/+11/+6/+1|
+10|
+5|
+10|
Monstrous Skill +8

17th|
+17/+12/+7/+2|
+10|
+5|
+10|
Stuff of Legends

18th|
+18/+13/+8/+3|
+11|
+6|
+11|
Bonus Feat

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

20th|
+20/+15/+10/+5|
+12|
+6|
+12|
Hybrid Potential (Third), Master Monstrous Art, Monstrous Apotheosis, Monstrous Skill +10
[/table]

Class Features

Weapon and Armor Proficiency
Scions of Legacy are proficient with all simple and martial weapons and all form of armors except shields.

Path of the Inhuman
Scions of Legacy are touched by the heritage of a creature far unlike their parent race. This powerful atavism grants them powers and skills that grant them abilities that outstrip those of their direct ancestors. When a Scion of Legacy takes their first level in this class they select one of the Paths of the Inhuman listed below. This selection is permanent and can not be changed at a later time.

Monstrous Arts
As Scions of Legacy gain more levels in this class they unlock and gain more powers that are innate to the monster that they have descended from. These powers or "Monstrous Arts" are denoted under each Path of the Inhuman and are gained as denoted on the table above. The abilities gained from each Monstrous Art are Extraordinary qualities unless denoted otherwise in their entry.

Bonus Feat
At 2nd, 6th, 10th, 14th and 18th levels the Scion of Legacy gains a bonus feat. This feat is selected from a list noted under their chosen Path of the Inhuman. The Scion of Legacy may select a feat even if they do not meet the prerequisites for it.

Monstrous Skill (Ex)
Scions of Legacy possess innate skill passed down through their genetics and as they unlock more power from their deep wellspring of racial prowess these skills blossom to higher heights. They may select two skills from the list provided under their chosen Path of the Inhuman. They receive a bonus to those selected skills equal to what is listed on the table above and those skills always count as class skills for the Scion of Legacy.

Armored Hide (Ex)
The flesh of a Scion of Legacy begins to toughen and harden as they delve into their birthright, their skin becoming more like finely crafted armor than the tender soft tissue of their progenitors. The Scion of Legacy gains natural armor equal to their Constitution modifier. This natural armor stacks with any other natural armor the Scion of Legacy possesses.

Inhuman Body (Ex)
The Scion of Legacy evolving physiology becomes bolstered and empowered, increasing their physical prowess. The Scion of Legacy gains a permanent increase to two of their physical ability scores which are noted in the Scion of Legacy's chosen Path of the Inhuman. The table above denotes the total bonus that the Scion of Legacy has accrued at each interval.

Hybrid Potential
As they follow a long journey of self discovery, a Scion of Legacy learns that they are not simply an atavism or a monster caged in the body of one of the base races but that they are a rare and deeply blended hybrid with traits unique to themselves.

At 4th, 12th and 20th level the Scion of Legacy selects one of the Cleric Domains (http://www.d20pfsrd.com/classes/core-classes/cleric/domains) noted under their chosen Path of the Inhuman. The abilities granted by the domain are treated as supernatural and can not be suppressed by an anti-magic field or similar effect. The spells granted by the domain are treated as spell-like abilities that are usable once per day. The Scion of Legacy does not gain access to a Spell-like ability until their total Hit Dice is equal to twice that spell's level.

We are Kin (Ex)
The Scion of Legacy reaches deep within themselves, discovering through a long dormant genetic memory subtle ways to sway the moods of the creature they've descended from. The Scion of Legacy can improve the attitude of monsters of their chosen Path of the Inhuman's creature type. This ability functions like just like a Diplomacy check made to improve the attitude of a person. The Scion of Legacy rolls a 1d20 and adds their total levels in this class and their Charisma modifier to the result.

At 8th level the Scion of Legacy gets a +2 bonus to this check and this increases to +4 at 12th level.

Inhuman Mind (Ex)
The Scion of Legacy has found that as their body and very nature changes and warps that they go through great personal growth. The Scion of Legacy gains a permanent increase to two of their mental ability scores which are noted in the Scion of Legacy's chosen Path of the Inhuman. The table above denotes the total bonus that the Scion of Legacy has accrued at each interval.

Thicker than Water (Ex)
The Scion of Legacy's blood may be murkier than direct descendants of their ancestors, but it is not completely diluted. The Scion of Legacy counts as being the same creature as their Heritage for any effect related to race.

Stuff of Legends (Su)
The Scion of Legacy's inhuman roots affects not only their mind and body but also their very time on this earth. A Scion of Legacy's longevity becomes herculean, the length of each of their age categories multiplied by 5. If this would result in a Scion of Legacy's regressing to a previous age category their ability scores are not changed as a result, they are simply given more time.

Monstrous Apotheosis
The Scion of Legacy has tapped into so much of their hidden potential that they become something of a perfect hybrid between their parent race and their long dead ancestor. The Scion of Legacy goes through the following changes:

The Scion of Legacy's type changes to match the creature type of their chosen Path of the Inhuman. If they already share the same type, the Scion of Legacy gains any subtypes possessed by the creature.

The Scion of Legacy selects one of the ability scores that were increased by their Inhuman Body and Inhuman Mind class features. They receive a further +2 increase to these two ability scores.

The Scion of Legacy is treated as if having two more levels in this class than they actually do in regards to any class features or abilities granted by this class that are based solely off of the amount of levels the Scion of Legacy possesses in this class.

Change Log
11/1/11 - Hybrid Potential Class feature added.
Path of the Solar added.

11/2/11- Path of the Ghoul added.

11/6/11 - Paths of the Lich, Pit Fiend and Troll added.

11/30/11 - Clarification Rules text added to Hybrid Potential.
Path of the Gloom added.

1/22/12 - Path of the Iron Golem

Comments
Well, here's the new class. As those who were with us for the last class, you'll probably notice that Innate Skill ended up on a chopping block. That was only originally included for a reason of whimsy and to mimic the concept this class was based upon but I ended up feeling like it might just be an incentive to actually multiclass out and that it may interact strangely with the class's abilities. Stuff of Legends and Thicker than Water got imported and knocked up a few levels and Monstrous Apotheosis stayed the same.

Tanuki Tales
2011-10-31, 10:46 PM
Paths of the Inhuman

Ghoul

http://i166.photobucket.com/albums/u98/The_Logos/Ghoul.jpg

Monstrous Skills
Acrobatics, Climb, Intimidate, Knowledge (Religion) Perception, Stealth, Swim

Bonus Feats
Contagious Paralysis, Daunting Presence, Death Master, Great Fortitude, Improved Natural Attack, Improved Paralysis, Toughness, Weapon Finesse

Inhuman Body
Strength and Dexterity.

Inhuman Mind
Wisdom and Charisma.

Hybrid Potential
Blood, Chaos, Evil, Loss, Rage and Undeath

Minor Monstrous Art
The Scion of Legacy, as a standard action, grow a pair of sharp claws and a mouth full of wicked teeth. The Scion of Legacy gains two claw attacks and a bite attack that deals damage for a creature of their size. The Scion of Legacy gains a +1 bonus on attack and damage rolls with these natural attacks for every two levels that they possess in this class.

Least Monstrous Art
The Scion of Legacy, as a standard action, can put off an aura of stench that reeks of death and decay. This aura extends in a ten foot radius out from the Scion of Legacy. Allies in the radius of the aura are immune to any scent based effects while foes must make a DC 10+1/2 the Scion of Legacy's Hit Dice+the Scion of Legacy's Charisma modifier or be nauseated for 1d4+6 minutes.

Moderate Monstrous Art
Any creature that attempts to Channel energy within thirty feet of the Scion of Legacy must making a DC 11+the Scion of Legacy's Hit Dice Caster Level check or have the attempt fail. Even if the attempt is successful the Scion of Legacy gains a +2 bonus on any saves to resist the effect.

Any foe struck by one of the Scion of Legacy's natural attacks must make a DC 10+1/2 the Scion of Legacy's Hit Dice + the Scion of Legacy's Charisma modifier or be paralyzed for 1d4+1 rounds.

Both of these abilities are supernatural in nature.

Major Monstrous Art
The Scion of Legacy, as a full-round that invokes an attack of opportunity, may devour the corpse of a creature that they have slain no more than 10 rounds prior. The Scion of Legacy heals 10d10 points of damage and is treated as if under the effects of the Heroes' Feast spell. This ability is supernatural in nature and its effects last for 12 hours. The Scion of Legacy can not benefit from this ability again until this duration has expired.

Master Monstrous Art
The Scion of Legacy's natural attacks now deal 1d3+1 points of Constitution and Dexterity damage; a successful Fortitude save (DC 10+1/2 the Scion of Legacy's Hit Dice+ the Scion of Legacy's Charisma modifier) cuts this damage in half.

A creature slain by the Scion of Legacy's rises as a Ghast of equal Hit Dice to the slain creature under the control of the Scion of Legacy one round later. Ghasts created in this fashion only exist for 24 hours before reverting to a normal corpse and a Scion of Legacy may have no more Ghasts under their control than half their total Hit Dice.


Gloom

http://i166.photobucket.com/albums/u98/The_Logos/Gloom.png

Monstrous Skills
Acrobatics, Bluff, Climb, Intimidate, Perception, Stealth, Survival

Bonus Feats
Combat Reflexes, Dodge, Improved Initiative, Improved Critical, Mobility, Spring Attack, Weapon Finesse, Weapon Focus

Inhuman Body
Strength and Dexterity.

Inhuman Mind
Intelligence and Charisma.

Hybrid Potential
Darkness, Evil, Law, Murder, Nightmare and Void

Minor Monstrous Art
The Scion of Legacy gains the Sneak Attack progression of a Rogue of half their total levels in this class.

Least Monstrous Art
The Scion of Legacy, as a standard action, can put off an aura of chilling and utter silence. This aura extends in a ten foot radius out from the Scion of Legacy. This aura functions the same as the Silence spell. The Scion of Legacy may select any amount of creatures to exclude from the effects of this aura when it raises it. This aura is a supernatural ability and may be dismissed as a free action.

Moderate Monstrous Art
The Scion of Legacy, as a standard action, may release a sixty foot cone from its eyes. Any allies caught in the area of effect receive a morale bonus to attack rolls and saving throws against mind affecting effects for 1d4 rounds equal to one quarter the Scion of Legacy's total Hit Dice. Foes caught in the cone must make a DC 10+1/2 the Scion of Legacy's Hit Dice+the Scion of Legacy's Charisma modifier Will save or be panicked as long as they can see the Scion of Legacy.

This is a supernatural ability.

Major Monstrous Art
The Scion of Legacy gains the Opportunist ability as a Rogue. The Scion of Legacy may use this ability a number of times per round equal to one quarter its Dexterity modifier (minimum 1).

Master Monstrous Art
The Scion of Legacy may, once per day, designate one weapon it wields and is proficient with and select one option off of the Ranger's favored enemy list. If a Scion of Legacy attacks a creature of the chosen type with the designated weapon they receive the following:

+4 insight bonus on attack rolls against the creature.
+4d6 damage against the creature.
Automatically confirm any critical hit against the creature.
If the creature is slain by the weapon their body is reduced to ash.


Golem, Iron

http://i1089.photobucket.com/albums/i351/TrollBrau/IronGolem.jpg

Monstrous Skills
Climb, Craft (Armor), Intimidate, Knowledge (Arcana), Knowledge (Dungeoneering), Perception, Sense Motive

Bonus Feats
Ability Focus, Endurance, Diehard, Great Fortitude, Intimidating Prowess, Iron Will, Power Attack, Skill Focus, Steadfast Determination, Toughness

Inhuman Body
Strength and Constitution.

Inhuman Mind
Intelligence and Wisdom.

Hybrid Potential
Construct, Defense, Honor, Law, Metal, and Strength.

Minor Monstrous Art
Whenever the Scion of Legacy wields a weapon with one hand they inflict one and a half their strength modifier in damage and increase the weapon's critical threat range by one point.

Least Monstrous Art
The Scion of Legacy, as a standard action, can release a cloud of green, noxious gas. This gas fills up a 10x10 foot cube in a square adjacent to the Scion of Legacy. This cloud persists for 1 round and any creature inside of the cloud (or who pass through it) must make a Fortitude save (DC 10+1/2 the Scion of Legacy's Hit Dice+the Scion of Legacy's Constitution modifier) or be poisoned. The poison deals 1d4 constitution damage for four rounds and is cured by two consecutive successful saves. This is a supernatural ability and the Scion of Legacy can use it once every 1d4+1 rounds.

Moderate Monstrous Art
The Scion of Legacy gains Damage Reduction 5/Adamantine.

As a standard action, that provokes an attack of opportunity, the Scion of Legacy can generate any weapon they are proficient with from their body. This weapon is entirely made out of metal and has an enhancement bonus equal to one quarter the Scion of Legacy's total Hit Dice. The generated weapon dissipates if it leaves the Scion of Legacy's hand or if the Scion of Legacy is unconscious.

Major Monstrous Art
If a Scion of Legacy is struck by a weapon made of metal, the weapon takes 1d6 points of damage and the Scion of Legacy heals 1d6 points of damage per two levels the Scion of Legacy possesses in this class. A successful Fortitude save (DC 10+1/2 the Scion of Legacy's Hit Dice+the Scion of Legacy's Constitution modifier) halves this damage and the amount the Scion of Legacy heals. Creatures made of (or mostly of) metal are subject to this ability.

The Scion of Legacy's Damage Reduction increases to 10.

Master Monstrous Art
The Scion of Legacy gains immunity to spells, spell-like abilities and magical effects that allow spell resistance. Certain spells and effects function differently against the Scion of Legacy, as noted below:
A magical attack that deals electricity damage slows the Scion of Legacy for 3 rounds (as the Slow spell), with no saving throws.
A magical attack that deals fire damage breaks any slow effect on the Scion of Legacy and heals 1 point of damage for every 3 that would have been dealt. If the healing would cause the Scion of Legacy to exceed their full normal hit points they gain any excess as temporary hit points. The Scion of Legacy gets no save against fire effects.
The Scion of Legacy is affected normally by rust effects.

The Scion of Legacy's Damage Reduction increases to 15.


Lich

http://i166.photobucket.com/albums/u98/The_Logos/Lich.jpg

Monstrous Skills
Knowledge (Arcana), Knowledge (Planes), Linguistics, Perception, Sense Motive, Spellcraft, Stealth

Bonus Feats
Craft Wondrous Item, Defensive Combat Training, Extend Spell, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Toughness

Inhuman Body
Strength and Dexterity.

Inhuman Mind
Intelligence and Charisma.

Hybrid Potential
Arcane, Decay, Defense, Knowledge, Night and Undead.

Minor Monstrous Art
The Scion of Legacy casts arcane spells as if they were a wizard of one quarter their total levels in this class (minimum 1). They are treated as having specialized in Necromancy and having banned Evocation and Illusion but otherwise do not gain access to any other Wizard abilities.

Least Monstrous Art
The Scion of Legacy, as a standard action, can put off an aura of pure fear. This aura extends in a ten foot radius from the Scion of Legacy. Allies in the radius of the aura are immune to fear effects while foes must make a DC 10+1/2 the Scion of Legacy's Hit Dice+the Scion of Legacy's Charisma modifier or become frightened. This is a supernatural ability.

Moderate Monstrous Art
The Scion of Legacy gains immunity to cold damage, Damage Reduction 5/bludgeoning and magic and gains a +4 bonus on saving throws against Channel Energy attempts.

The Scion of Legacy gains a melee touch attack. Any foe struck by the Scion of Legacy's touch attack must make a DC 10+1/2 the Scion of Legacy's Hit Dice + the Scion of Legacy's Charisma modifier or be paralyzed for 1d4+1 rounds. This is a supernatural ability.

Major Monstrous Art
The Scion of Legacy, as a full-round action, may let out a pulse of negative energy. This pulse deals 10d6 points of negative energy damage and extends in a forty feet radius from the Scion of Legacy. Any corpse, that has been dead for no longer than ten days, that is in the radius of this effect rises as a zombie under the control of the Scion of Legacy but reverts to a normal corpse after 10 rounds. This is a supernatural ability and mimics the Animate Dead spell.

Master Monstrous Art
The Scion of Legacy who is slain only remains so for 2d10 rounds as long as some portion of their body remains. Otherwise the Scion of Legacy regenerates itself from its remains, rising at full health. This is a supernatural ability and the Scion of Legacy can not self-regenerate in the confines of an anti-magic field or similar effect or Consecrate or similar effect but regenerates as normal once the duration of those effects end. The Scion of Legacy can only use this ability once per week and will be truly slain if killed a second time.

The Scion of Legacy's Damage Reduction increases to 10/Bludgeoning and Magic, it gains immunity to Electricity damage and its Paralyzing Touch's effects become permanent (though any spell that removes paralysis or a curse removes this effect).


Phoenix

http://i166.photobucket.com/albums/u98/The_Logos/Phoenix.jpg

Monstrous Skills
Acrobatics, Diplomacy, Fly, Intimidate, Knowledge (Nature), Perception, and Sense Motive.

Bonus Feats
Blinding Critical, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Improved Critical, Improved Initiative, Iron Will, Mobility, Quicken Spell-like ability.

Inhuman Body
Strength and Dexterity.

Inhuman Mind
Intelligence and Charisma.

Hybrid Potential
Feather, Fire, Good, Heroism, Purity and Resurrection.

Minor Monstrous Art
The Scion of Legacy, as a standard action, can wreathe their wielded weapons and natural attacks in blazing fire, dealing an additional 1d4 points of fire damage per two levels in this class. This ability is a supernatural special attack and can be suppressed as a free action.

Least Monstrous Art
The Scion of Legacy, as a standard action, can grow a pair of smoldering wings. The Scion of Legacy gains a flight speed equal to their base land speed with a maneuverability of average. The Scion of Legacy can molt these wings as a free action or as a standard action that invokes an attack of opportunity. If the Scion of Legacy chooses to molt them as a standard action they deal 3d6 points of fire damage to all foes who are adjacent to them.

Moderate Monstrous Art
The Scion of Legacy gains immunity to fire damage, Damage Reduction 5/Evil and can cast Continual Flame, Detect Magic, Detect Poison, and See Invisibility as spell-like abilities at-will.

Major Monstrous Art
The Scion of Legacy gains Regeneration 5 (Cold or Evil). The Scion of Legacy's Minor Monstrous Art and Least Monstrous Art now deals half their damage as fire damage and half of their damage as untyped. The Scion of Legacy's Least Monstrous Art's range increases to affecting all foes within 10 feet of the Scion of Legacy and the flight speed granted increases to twice the Scion of Legacy's base land speed and increases its maneuverability to good.

Master Monstrous Art
A Scion of Legacy who is slain only remains dead for 1d4 rounds as long as some portion of their body remains. Otherwise the Scion of Legacy bursts from its remains in a torrent of fire after 1d4, fully healed and with 1 permanent negative level. This is a supernatural ability that mimics the Resurrection spell. A Scion of Legacy can not self-resurrect in an anti-magic field or in the area of a Desecrate spell but will self-resurrect once the duration of such spells expire. The Scion of Legacy can only use this ability once a week and will be slain truly if killed a second time.

The Scion of Legacy's Damage Reduction increase to 10 and they can now cast Cure Critical Wounds, Remove Curse and Wall of Fire as spell-like abilities at-will and Greater Restoration as a spell-like ability three times per day.


Pit Fiend

http://i166.photobucket.com/albums/u98/The_Logos/PitFiend.jpg

Monstrous Skills
Bluff, Diplomacy, Intimidate, Knowledge (Planes), Knowledge (Religion), Perception, and Sense Motive.

Bonus Feats
Cleave, Great Cleave, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Power attack, Quicken Spell-like ability, Toughness, Vital Strike.

Inhuman Body
Strength and Constitution.

Inhuman Mind
Intelligence and Wisdom.

Hybrid Potential
Blood, Destruction, Devil, Glory, Law and Leadership.

Minor Monstrous Art
The Scion of Legacy, as a standard action, grow a slender tail ending in a wicked stinger. The Scion of Legacy gains a sting attack that deals damage for its size category and injects a virulent poison. Those damaged by the Scion of Legacy's sting attack must make a DC 10+1/2 the Scion of Legacy's hit dice+ the Scion of Legacy's Constitution modifier or be subject to a injury poison for the next two rounds that deals 1d3 Constitution damage. Two successful saves end the effect.

Least Monstrous Art
The Scion of Legacy, as a standard action, can grow a pair of red, diabolic wings. The Scion of Legacy gains a flight speed equal to their base land speed with a maneuverability of average. The Scion of Legacy generates an aura of darkness out to 30 feet. This aura acts as the Darkness spell and all foes within the range of the aura take an additional point of damage every round when they are reduced to negative hit points. The Scion can molt the wings as a free action. The Scion of Legacy's wings are an Extraordinary ability while the aura they generate is Supernatural.

Moderate Monstrous Art
The Scion of Legacy gains immunity to poison, Damage Reduction 5/Good and can cast Detect Good, Discern Lies, Invisibility and Scorching Ray as spell-like abilities at-will.

Major Monstrous Art
The Scion of Legacy gains Regeneration 5 (Good). The Scion of Legacy's Minor Monstrous Art's poison now deals 1d6 Constitution damage over ten rounds and three successful saves are necessary to end the effect. The Scion of Legacy's Least Monstrous Art's aura increases to out to 60 feet and all creatures who the Scion of Legacy designate as allies can see in the darkness it creates and gain a +1 morale bonus on all rolls for each creature that dies during an encounter (this bonus dissipates once the encounter ends and only applies to creatures of at least CR 2). The flight speed granted increases to twice the Scion of Legacy's base land speed and increases its maneuverability to good.

Master Monstrous Art
The Scion of Legacy is capable of damning the souls of the living for the Scion’s own prestige by granting them a desire. The Scion of Legacy gains the ability to, once per day, enter into a binding mystical contract with another intelligent creature that possesses a soul. The other creature forfeits its soul to the Scion of Legacy upon its death in return for a boon from the Scion. The Scion of Legacy essentially gains the ability to use Wish as a spell-like ability when fulfilling the binding of the pact.

The Scion of Legacy can only make such a pact with any creature once and cannot directly harm or bring harm to any creature who they enter a pact with.


Solar

http://i166.photobucket.com/albums/u98/The_Logos/Solar.jpg

Monstrous Skills
Diplomacy, Fly, Knowledge (Planes), Perception, Sense Motive, Spellcraft, and Survival.

Bonus Feats
Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack.

Inhuman Body
Strength and Constitution.

Inhuman Mind
Wisdom and Charisma.

Hybrid Potential
Defense, Glory, Good, Light, Martyr, and Tactics.

Minor Monstrous Art
The Scion of Legacy, as a standard action, can summon a longbow created from light. This bow has the same statistics as a normal longbow and never runs out of ammunition. The bow gains an enhancement bonus of +1 for every 4 levels the Scion of Legacy possesses in this class. This is a supernatural ability and the Scion of Legacy can dismiss the bow as a free action.

Least Monstrous Art
The Scion of Legacy, as a standard action, can grow a pair of white, angelic wings. The Scion of Legacy gains a flight speed equal to their base land speed with a maneuverability of average. The Scion of Legacy generates an aura of light out to 30 feet. This aura acts as the Light and all allies within the range of the aura automatically stabilize if they are reduced to negative hit points. The Scion can molt the wings as a free action. The Scion of Legacy's wings are an Extraordinary ability while the aura they generate is Supernatural.

Moderate Monstrous Art
The Scion of Legacy gains immunity to petrification, Damage Reduction 5/Evil and can cast Continual Flame, Detect Evil, Discern Lies, and Remove Fear as spell-like abilities at-will.

Major Monstrous Art
The Scion of Legacy gains Regeneration 5 (Evil). The Scion of Legacy's Minor Monstrous Art's longbow is now treated as a Bane weapon when used against evil creatures. The Scion of Legacy's Least Monstrous Art's aura increases to out to 60 feet and all creatures who the Scion of Legacy designate as foes are Shaken as long as they remain in the aura. The flight speed granted increases to twice the Scion of Legacy's base land speed and increases its maneuverability to good.

Master Monstrous Art
The Scion of Legacy can cast divine spells as if they were a cleric of half their total levels in this class. They do not gain access to domains or other cleric abilities.

The Scion of Legacy's Damage Reduction increase to 10 and they can now cast Dispel Magic, Lesser Restoration and Speak with Dead as spell-like abilities at-will and Heal as a spell-like ability three times per day.


Troll

http://i166.photobucket.com/albums/u98/The_Logos/Troll.jpg

Monstrous Skills
Climb, Heal, Intimidate, Knowledge (Nature), Perception, Survival, Swim

Bonus Feats
Endurance, Diehard, Great Fortitude, Intimidating Prowess, Iron Will, Power Attack, Rapid Regeneration, Skill Focus, Steadfast Determination, Toughness

Inhuman Body
Strength and Constitution.

Inhuman Mind
Wisdom and Charisma.

Hybrid Potential
Blood, Chaos, Ferocity, Healing, Murder and Rage.

Minor Monstrous Art
Whenever the Scion of Legacy is subjugated to Hit point damage determined by a dice roll, re-roll the damage and take the lower of the two values.

Least Monstrous Art
During an encounter, whenever the Scion of Legacy suffers an amount of damage equal to 10% of their total health (either at once or cumulatively) they gain a +1 morale bonus to attack and damage rolls and suffer a -1 penalty to AC. These bonuses and penalties cap at +8/-8 and end one minute after combat has ended.

Moderate Monstrous Art
The Scion of Legacy functions in many ways as if they were one size category larger. Whenever the Scion of Legacy is subject to a size modifier or special size modifier for a combat maneuver or opposed check (such as during a grapple, bull rush attempt, and trip attempts), the Scion of Legacy is treated as one size larger if doing so is advantageous to them. A Scion of Legacy is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect them. The Scion of Legacy can use weapons designed for a creature one size larger without penalty. However, their space and reach remain those of a creature of their actual size. The benefits of this class ability stack with the effects of powers, abilities, and spells that change the subject’s size category.

The Scion of Legacy gains Fast Healing 1 and receives a +4 racial bonus saving throws against Death and Necromancy effects.

Major Monstrous Art
Any time an effect or method would kill The Scion of Legacy, before they are considered dead they are treated as being affected by a Regenerate spell (Caster level equal to the Scion of Legacy's class level). This ability is usable an amount of times per week equal to the Scion of Legacy's Constitution modifier (minimum 1). This is a Supernatural ability and if activated inside of an anti-magic field or similar effect it's effects will only occur once the Scion of Legacy leaves the area.

The Scion of Legacy gains Regeneration 5 (Fire or Acid) and is now immune to both poison and disease. The Scion of Legacy may now also consume any form of organic substance for sustenance

Master Monstrous Art
Once per encounter, as a standard action, the Scion of Legacy can enter a Primal Rage. They grow to Huge size category, gain two Slam attacks, gain use of the Awesome Blow feat and lose either the Acid or Fire vulnerability of their Regeneration. The Scion of Legacy is exhausted once leaving a Primal Rage and requires one hour of complete rest to recover. The Scion of Legacy can enter a Primal Rage an amount of times per day equal to 1/2 their Constitution modifier and the Primal Rage lasts 1d10 minutes. This is a supernatural ability.

Tanuki Tales
2011-10-31, 10:47 PM
Reserved for later use.

Tanuki Tales
2011-10-31, 10:48 PM
Reserved for much later use.

Tanuki Tales
2011-10-31, 10:49 PM
Reserved for much much later use.

Tanuki Tales
2011-10-31, 10:50 PM
Reserved for much later use^3

Tanuki Tales
2011-10-31, 10:51 PM
Reserved for much later use^4

Tanuki Tales
2011-10-31, 10:53 PM
Aaaaand done.

Since Radmelon was so patient with his original request, I felt that it would be appropriate for the first Path of the Inhuman to be the Phoenix.

Pyromancer999
2011-10-31, 11:09 PM
Nice class. Still, ever heard of the supplement Weapons of Legacy? It had a section that allowed Monsters of Legacy to exist, legendary creatures that got Legacy Powers just like a Weapon of Legacy. I also made a bloodline (http://www.giantitp.com/forums/showthread.php?t=211956) for it, which you may want to look at. Still, overall nice class.

SamBurke
2011-10-31, 11:16 PM
This is a really cool class. I was wondering if you had enough included in it to make one go 1-20 (the only way to really get all the goodies that are given out, or to make the class worth it), and I think the Phoenix does. Now, here's the thing: it's not too high tier. I'm thinking 4-5. Maybe.

The only reason it got to 4 is because REGENERATION IS STINKING POWERFUL. So, giving regen 5 [Cold/Evil] is a boost.

Basically, this looks like a powered-up bloodline... which are pretty much worth 3 levels. If, and only if, they're done Welknair style. So.. I think this class needs some major boosts.

That said, it's nice.

Tanuki Tales
2011-10-31, 11:30 PM
Nice class. Still, ever heard of the supplement Weapons of Legacy? It had a section that allowed Monsters of Legacy to exist, legendary creatures that got Legacy Powers just like a Weapon of Legacy. I also made a bloodline (http://www.giantitp.com/forums/showthread.php?t=211956) for it, which you may want to look at. Still, overall nice class.

I have to admit that while I know of the source book it's one of the splats that I've never read and actually have never really seen come across in any of the threads on the site that I've been in.

I will check out your bloodline though.

And thanks. I'm trying to forge a well received class out of the ruins of its predecessor.


This is a really cool class. I was wondering if you had enough included in it to make one go 1-20 (the only way to really get all the goodies that are given out, or to make the class worth it), and I think the Phoenix does.

Not exactly sure what you're saying here, sorry.


Now, here's the thing: it's not too high tier. I'm thinking 4-5. Maybe.

This...this I'm not alright with. I don't mind if I make a class that's Tier 1 but I never want it to be below Tier 3. :smallannoyed:

I see I'll need to work more on balancing how heritages/Paths of the Inhuman work. :smallsigh:



Basically, this looks like a powered-up bloodline... which are pretty much worth 3 levels. If, and only if, they're done Welknair style.

Sorry, you've lost me again. ^^;


So.. I think this class needs some major boosts.

Any suggestions? Maybe that Monster of Legacy thing Pyro mentioned?


That said, it's nice.

Thanks! ^_^

SamBurke
2011-10-31, 11:48 PM
Sorry. What I was saying was that a full bloodline is worth ECL+3 or LA +3. In other words, you lose three levels at some point of your career in return for a bunch of benefits over the whole of it. Some of these bonuses are flat stat boosts, an affinity, and a skill bonus (the last two of which are most often WORTHLESS).

This is almost the same power level, only it's spread over 20 character levels.

One maxim I've heard that I like for PEACHing is, "If you can't imagine anyone taking it, it's not powerful enough. If you can't imagine anyone NOT taking it, it's too powerful." At this point, while I could see someone taking it, it doesn't seem overly good.

The problem, I think, is not having stuff in levels (dead levels are the curse of homebrew!): there's something or other in every level. However, almost half of them are just stat increases. Neato-keen, that, but also not a class feature.

Suggestions for improvement:

Give each path a domain and a certain number of castings per day (maximum 2+bonus from mod?) could work, or give them the option to get extra feats for it.

Some sort of shape-shifting ability, IE, shift into whatever creature is a part of your bloodline, gaining its abilities to a certain extent? Then, as the levels go on, they could get closer and closer to their parents' abilities. Seems close to the fluff.

Maybe take a page from Pathfinder's "X Power/Talent?" For example, the Barbarian gets a feat-equivalent "Rage Power" from a list of twenty or thirty, and then a few suggestions on his archetype as to which would help the fluff. The rogue gets "Rogue Talents" every other level (again, about equivalent to a bonus feat) which can do a number of things, also suggested in his archetype. This allows for quite a bit of buildability, so that no two Scions are the same.

Scaling and thematic abilities, in my opinion, are better than including bonus feats and one-off abilities (I'm looking at you, PointlessTrackless steps! And Resist Nature's Lure...). However, that's my personal pet peeve.

There are my suggestions. Take at your own risk.

Also, follow'd.

Tanuki Tales
2011-11-01, 10:17 AM
@Sam: The problem is I don't want to make this a casting class or an initiating class. That seems to be a common trend and something that really ends up with a class being determined as Tier 3 or higher because spells and maneuvers are "That Good". It also ends up inevitably leading to clashes with certain Paths. If the creature isn't magical and the base race isn't magical then where is this magic coming from? Why is this class granting magic if there's no reasonable source from it? Is it just tacked on for the hell of it?

I also don't want to give shapeshifting of any kind...because...well...I already have a base class that does that and does that well. :smalltongue:

The problem with the Rage Power/Rogue Talent/Gunslinger Deed/etc. line of thiking is that I need to find something that is both organic to the class and completely generic so that it doesn't steal thunder from the chosen Path of the Inhuman. And I'm trying to come up with something and failing so far; might crack up Bastards and Bloodlines and look at what their feats and classes grant for ideas.

I might just try to buff up the Paths if I can't think of anything.

Your input has been very appreciated. ^_^

SamBurke
2011-11-01, 11:07 AM
@Sam: The problem is I don't want to make this a casting class or an initiating class. That seems to be a common trend and something that really ends up with a class being determined as Tier 3 or higher because spells and maneuvers are "That Good". It also ends up inevitably leading to clashes with certain Paths. If the creature isn't magical and the base race isn't magical then where is this magic coming from? Why is this class granting magic if there's no reasonable source from it? Is it just tacked on for the hell of it?

I also don't want to give shapeshifting of any kind...because...well...I already have a base class that does that and does that well. :smalltongue:

The problem with the Rage Power/Rogue Talent/Gunslinger Deed/etc. line of thiking is that I need to find something that is both organic to the class and completely generic so that it doesn't steal thunder from the chosen Path of the Inhuman. And I'm trying to come up with something and failing so far; might crack up Bastards and Bloodlines and look at what their feats and classes grant for ideas.

I might just try to buff up the Paths if I can't think of anything.

Your input has been very appreciated. ^_^

I understand about the magic, but here's the issue: T3 IS magic. Anything T3 and above is using a magic or magic-esque system. Getting to T3 requires a ton of choices that can be switched out. So, if you're not going to use magic, then what are you using? Binding could work, maneuvers could work, powers could work, but they've all been lumped together.

Let me repeat: the only way for something to be T3, by definition, is to have something that it is VERY good at, AND an ability to do some other stuff if needed. This class cannot.

Also, I've never heard of Bastards and Bloodlines... the books sounds very interesting. Is it 3.5?

Tanuki Tales
2011-11-01, 11:24 AM
I know, I know. I just don't personally like how you need magic or magic-by-a-different-name X to be competing close to the middle of the Tier system. While I'm alright with Paths giving magical abilities or even give some form of casting, I just want to try and not have it be part of the main chassis. Might not be able to avoid that though. :smallsigh:

Bastards and Bloodlines is a 3rd party DnD supplement released at the cusp of 3.5 and made by Green Ronin Publishing. I personally like Green Ronin publishing so I tend to get ideas from it or use it.

It's the fun little book that introduced beauties like the Blinkling (Halfling/Blink dog), Burrower (Gnome/Umber Hulk), Lasher (Dwarf/Roper) and Wendigo (Dwarf/Winter Wolf).

SamBurke
2011-11-01, 11:30 AM
Sounds great!

Now, here's the thing: this class can still be tier 4. If you focus each of the Paths to one "niche," then it can be good at it; really good at it. Just realize you have to compete with multi-classing.

Tanuki Tales
2011-11-01, 11:33 AM
Sounds great!

It is a fun, albeit cringe worthy, late 3.0/early 3.5 book. :smallbiggrin:



Now, here's the thing: this class can still be tier 4. If you focus each of the Paths to one "niche," then it can be good at it; really good at it. Just realize you have to compete with multi-classing.

Which I'm not honestly alright with.

Hm....

Though I would be alright with the domain idea if it was translated into a mostly Supernatural and SLA format.

SamBurke
2011-11-01, 11:43 AM
It is a fun, albeit cringe worthy, late 3.0/early 3.5 book. :smallbiggrin:




Which I'm not honestly alright with.

Hm....

Though I would be alright with the domain idea if it was translated into a mostly Supernatural and SLA format.

SLAs make sense to me.

Tanuki Tales
2011-11-01, 11:53 AM
Alright, the Hybrid Potential class feature is up.

SamBurke
2011-11-01, 12:29 PM
I think that works pretty nicely! Very fluffy domains, but useful enough. So, now there need to be... more Paths?

I like this, a lot.

Tanuki Tales
2011-11-01, 12:37 PM
I think that works pretty nicely! Very fluffy domains, but useful enough. So, now there need to be... more Paths?

Feel free to make requests. Like it's predecessor class, that's how the majority of this classes' options will be built. The Phoenix will be the only one from the original waiting queue to be made unless requested a second time because Radmelon was pretty vehement on it. :smalltongue:


I like this, a lot.

Thanks!

SamBurke
2011-11-01, 12:40 PM
Dragons come to mind quickly. They are indeed renowned for their mating... erm... skills.

Dinosaurs. (I LOVE 'EM!)

Celestial.

Fiendish (blah...).

I can help with some of these, if you want.

Tanuki Tales
2011-11-01, 12:50 PM
Dragons come to mind quickly. They are indeed renowned for their mating... erm... skills.

Dinosaurs. (I LOVE 'EM!)

Celestial.

Fiendish (blah...).

Any specifics of those 4 broad creature kinds you'd like to see?



I can help with some of these, if you want.

While I appreciate the sentiment, at this point in the project the help I require is requests and critiques. The predecessor class got bogged down and went on hiatus because of similar offers and the Moderators were very clear on what would happen if any ownership disputes even started to happen.

SamBurke
2011-11-01, 12:54 PM
Celestial is my favorite... I've always loved playing paladins.

Maybe something that fits with Paladins? (IE, stacks for determining smites/LoH/spellcasting...?).

A Solar would be cool to see: they're awesome. Any other Angels would work, too.

Tanuki Tales
2011-11-01, 12:56 PM
Celestial is my favorite... I've always loved playing paladins.

Maybe something that fits with Paladins? (IE, stacks for determining smites/LoH/spellcasting...?).

That's something that'd either come from a feat or a PrC, but that's an idea to tuck away for later use or something someone else could always do themselves. So I'll tuck that gem away for later.


A Solar would be cool to see: they're awesome. Any other Angels would work, too.

Solar it is!

Tanuki Tales
2011-11-01, 01:31 PM
Path of the Solar has been added.

SamBurke
2011-11-01, 04:35 PM
It looks nice and definitely has some stuff to look forward to, but I'm puzzled what you meant by 10th level cleric casting, without mentioning spells.

Tanuki Tales
2011-11-01, 04:40 PM
It looks nice and definitely has some stuff to look forward to, but I'm puzzled what you meant by 10th level cleric casting, without mentioning spells.

I'm sory, but what do you mean?

NosferatuZodd
2011-11-01, 09:25 PM
Ghoul might be neato.

Pyromancer999
2011-11-01, 09:54 PM
It looks nice and definitely has some stuff to look forward to, but I'm puzzled what you meant by 10th level cleric casting, without mentioning spells.

Basically, you get the same casting(meaning same number of spells known and spell slots, as is implied by that) as a cleric of half your class level would. So, at 20th, there'd be no difference between a 10th level cleric and a 20th level member of this class.

SamBurke
2011-11-01, 10:17 PM
Master Monstrous Art
The Scion of Legacy can cast divine spells as if they were a cleric of half their total levels in this class. They do not gain access to domains or other cleric abilities.


I was talking about this.

Pyromancer999
2011-11-01, 10:28 PM
I was talking about this.

I know. It basically gets casting as a cleric of half its level, minus domains.

SamBurke
2011-11-01, 10:30 PM
I know. It basically gets casting as a cleric of half its level, minus domains.

Sorry, didn't see your post.

Tanuki Tales
2011-11-02, 02:41 PM
As NosferatuZodd requested, the Path of the Ghoul has been added.

silver spectre
2011-11-03, 06:10 AM
As NosferatuZodd requested, the Path of the Ghoul has been added.

How about a lich or Dracolich?


I've never seen anything done with mixing a dracolich into another critter and (by virtue of magic or the lich loved feat) it makes as much sense as any other undead creature in the bloodline.

I really like the Solar path. Unless you put out one that I like even better, I'll be running this class by our other DM for an upcoming game.

SamBurke
2011-11-03, 09:58 AM
Hm... how about a godling path? Children of gods seems pretty close to the fluff.

If I could choose from standard DnD gods:

1. Pelor
2. Pharasma
3. Asmodeous

In that order. There could be others, too. Greek gods were famous for making out with mortals.

A Pit fiend/balor line?

Tanuki Tales
2011-11-03, 10:10 AM
How about a lich or Dracolich?


I've never seen anything done with mixing a dracolich into another critter and (by virtue of magic or the lich loved feat) it makes as much sense as any other undead creature in the bloodline.

It's been a long while, but other than possessing a reptilian body in lieu of making a new one, what exactly sets the Dracolich as distinct from the basic Lich?



I really like the Solar path. Unless you put out one that I like even better, I'll be running this class by our other DM for an upcoming game.

Well, I'm glad to hear that. Let me know how the playtest goes!


Hm... how about a godling path? Children of gods seems pretty close to the fluff.

If I could choose from standard DnD gods:

1. Pelor
2. Pharasma
3. Asmodeous

In that order. There could be others, too. Greek gods were famous for making out with mortals.

Hm...

That actually sounds like an idea for a dual progression PrC for Cleric and this class.


A Pit fiend/balor line?

Will do. Though you'll definitely be seeing the Pit Fiend since I prefer them over the Balor. :smalltongue:



Edit:

What do you guys think about the Path of the Ghoul? I was afraid it wouldn't measure up to the other two without the flight, regeneration, damage reduction or SLA's.

SamBurke
2011-11-03, 10:15 AM
It's a little less powerful, for sure. But, I think it'd have its place. It could get boosted a bit, though.

Tanuki Tales
2011-11-03, 10:20 AM
It's a little less powerful, for sure. But, I think it'd have its place. It could get boosted a bit, though.

Gah; I really had to wrack my brain on that one too. Stupid Ghouls and Ghasts being such boring creatures.

Any suggestions?

SamBurke
2011-11-03, 10:22 AM
Gah; I really had to wrack my brain on that one too. Stupid Ghouls and Ghasts being such boring creatures.

Any suggestions?

Negative level dealing is the major power that undead have. Paralysis (to be more specific to that monster) is also nice.

Controlling minions would give it an awesome niche: this class can be a Dread Necro. Or, a Solar. Now that's choice.

Tanuki Tales
2011-11-03, 10:37 AM
Negative level dealing is the major power that undead have. Paralysis (to be more specific to that monster) is also nice.

Well, negative levels isn't the schtick of Ghouls and it does get Paralysis. I even put feats that specifically increase the potency of its paralysis as bonus feat selections to try and give the whole Path a boost.

I didn't look at that one Ghoul in the Libris Mortis though...


Controlling minions would give it an awesome niche: this class can be a Dread Necro. Or, a Solar. Now that's choice.

Well, it does get some minion creation and control abilities. Should I maybe make their duration permanent but really drive home the amount cap?

And what about the Solar?

silver spectre
2011-11-03, 10:42 AM
It's been a long while, but other than possessing a reptilian body in lieu of making a new one, what exactly sets the Dracolich as distinct from the basic Lich?

I'll look it up when I get a chance, but other than requiring a new dragon corpse with range of the phylactery and the only requirement is being a dragon, the differences aren't too minor.

Off the top of my head: they gain a paralyzing gaze attack, minor increase to SR and NA, minor boost to CHA, and the BW is based on CHA rather than CON, the ability to control undead every couple of days or so,and flight becomes supernatural.
They lose their crush attack, but retain all of their other dragon abilities.

radmelon
2011-11-03, 10:49 AM
:smallconfused:

:smalleek:

:smallbiggrin:

You sir, have just made my day. When I saw that the wyrd-blooded had been abandoned, I was concerned, to say the least. Seeing this has turned what has otherwise been quite a stressful week into something much better.

On the request side, I would love to see the return of the troll heritage. I had been using it in a homebrew setting me and some friends were making and it had a somewhat crucial role. Thanks in advance.

silver spectre
2011-11-03, 10:54 AM
What do you guys think about the Path of the Ghoul? I was afraid it wouldn't measure up to the other two without the flight, regeneration, damage reduction or SLA's.

Potent at melee range, to say the least.

Stench that ruins your day, natural attacks that paralyze, and eventually doing DEX and CON damage with every successful natural attack. He could give great wyrm a serious headache if he manages to get into melee with it.



Any creature that attempts to Channel energy within thirty feet of the Scion of Legacy must making a DC 11+the Scion of Legacy's Hit Dice Caster Level check or have the attempt fail.

Is this for a specific energy type or energy in general?

Tanuki Tales
2011-11-03, 11:07 AM
I'll look it up when I get a chance, but other than requiring a new dragon corpse with range of the phylactery and the only requirement is being a dragon, the differences aren't too minor.

Off the top of my head: they gain a paralyzing gaze attack, minor increase to SR and NA, minor boost to CHA, and the BW is based on CHA rather than CON, the ability to control undead every couple of days or so,and flight becomes supernatural.
They lose their crush attack, but retain all of their other dragon abilities.

I'll take a look.


:smallconfused:

:smalleek:

:smallbiggrin:

You sir, have just made my day. When I saw that the wyrd-blooded had been abandoned, I was concerned, to say the least. Seeing this has turned what has otherwise been quite a stressful week into something much better.

On the request side, I would love to see the return of the troll heritage. I had been using it in a homebrew setting me and some friends were making and it had a somewhat crucial role. Thanks in advance.

Glad I could cheer you up. xD

Until I get a chance though, feel free to run the Troll Heritage Wyrd-blooded as is. Of all the Heritages, it was the one that was mentioned as being the most balanced of them.



Potent at melee range, to say the least.

Stench that ruins your day, natural attacks that paralyze, and eventually doing DEX and CON damage with every successful natural attack. He could give great wyrm a serious headache if he manages to get into melee with it.

That's what I felt when I made the Stench nastier and made the Ghoul Fever instant and virulent, but it still needs to compete against DR, SLAs and Regeneration.





Is this for a specific energy type or energy in general?

Channel Energy (http://www.d20pfsrd.com/classes/core-classes/cleric#TOC-Channel-Energy-Su-).

silver spectre
2011-11-03, 11:42 AM
Channel Energy (http://www.d20pfsrd.com/classes/core-classes/cleric#TOC-Channel-Energy-Su-).

So its a pathfinder thing, then.?
The site is blocked on this system (and I don't have the admin capability to override).
Do they have a PDF available?

SamBurke
2011-11-03, 11:45 AM
So its a pathfinder thing, then.?
The site is blocked on this system (and I don't have the admin capability to override).
Do they have a PDF available?

They do... let me dig it up.


Channel Energy (Su)

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

This.

radmelon
2011-11-03, 10:32 PM
One more thing, and this might have been mentioned before, but I don't think that hybrid potential gives the max level of SLA you get from the chosen domain. As written you seem to get them all 1/day as soon as you get it.

mrcarter11
2011-11-04, 05:30 AM
Since you asked for some requests.. Allow Me..

A Gloom would be great to see. I have a fondness for them, that few seem to share.

An Abomination would be quite cool to see as well, for specifics, I like the anaxim.

I wouldn't mind seeing one for mindflayer, that way psonics would be covered as well.

A pit fiend would be lovely as I love devils..

For dragons, any color would do, though I like force dragons and green ones the best.

Elemental paths are always good to see..

Lastly perhaps a Titan. Those things are beasts, after all.

SamBurke
2011-11-04, 10:38 AM
What about having a class-based bloodline? Having an arcanist in the past would certainly change you just slightly...

Tanuki Tales
2011-11-04, 10:58 AM
One more thing, and this might have been mentioned before, but I don't think that hybrid potential gives the max level of SLA you get from the chosen domain. As written you seem to get them all 1/day as soon as you get it.

I'm not sure what you're exactly saying here, but thanks for catching that, as worded now, it gives 9th level spells at level 4. I'll go fix that.


Since you asked for some requests.. Allow Me..

A Gloom would be great to see. I have a fondness for them, that few seem to share.

An Abomination would be quite cool to see as well, for specifics, I like the anaxim.

I wouldn't mind seeing one for mindflayer, that way psonics would be covered as well.

A pit fiend would be lovely as I love devils..

For dragons, any color would do, though I like force dragons and green ones the best.

Elemental paths are always good to see..

Lastly perhaps a Titan. Those things are beasts, after all.

I do believe you're the same gentleman who asked for the Gloom Ardent Tether in my Dreambound Canvas thread. :smalltongue:

What kind of Elemental though?


What about having a class-based bloodline? Having an arcanist in the past would certainly change you just slightly...

Well, a lot of monsters have innate casting so they would end up getting it as part of their path. Though I'm sorry to say again Sam, that what you're pitching sounds more like an idea for a PrC (though this one just having its own spellcasting instead of being dual-progressed).



Edit: Oh, and sorry that I haven't done any work on here lately guys. A few days ago all my campaign notes got destroyed for my group that's been on hiatus the last few sessions and I'm scrambling to remake something for them to start playing.

mootoall
2011-11-04, 02:40 PM
Ooh, interesting. I'd be happy to see a Golem (Iron, if I must be specific) track, or a Gloom track if that's easier.

mrcarter11
2011-11-04, 08:10 PM
All 4 elementals would be best. As each can see a bit of use depending on circumstance. And yes I am the same person. What can I say, I like classes like these. They both deal with the same idea to some degree. And yes golems could be nice to see.

radmelon
2011-11-04, 08:31 PM
I'd like to see more of the heritages from the old class redone before movingon to new subjects.

Volthawk
2011-11-04, 08:35 PM
I know! Tarrasque heritage! :smallbiggrin:

jojolagger
2011-11-05, 04:26 PM
Some suggestions.
Shadow.
Pixie.
Vampire.
Succubus.
Ghaele.
Hydra.
Lillend.
Nymph.
I also support the already suggested troll and titan.
Not to look through the MMII.

Tanuki Tales
2011-11-06, 01:23 PM
As requested by Radmelon, the Path of the Troll is up.

As requested by Silver Spectre, the Path of the Lich is up (don't have my copy of Draconomicon on hand).

As requested by SameBurke, the Path of the Pit Fiend is up.


Ooh, interesting. I'd be happy to see a Golem (Iron, if I must be specific) track, or a Gloom track if that's easier.

Added to the list.


All 4 elementals would be best. As each can see a bit of use depending on circumstance.

Well, I can think of at least 15 different elementals off the top of my head so... :smalltongue:


I'd like to see more of the heritages from the old class redone before movingon to new subjects.

If they get suggested, I'll remake them, but I'm not doing a straight conversion. That's not how I like to work.


I know! Tarrasque heritage! :smallbiggrin:

I dunno. The Tarrasque is generally a unique creature, so that might be something that ends up as PrC material like the God descendants would.


Some suggestions.
Shadow.
Pixie.
Vampire.
Succubus.
Ghaele.
Hydra.
Lillend.
Nymph.
I also support the already suggested troll and titan.
Not to look through the MMII.

You're going to make me have to institute a limit per person on suggestions, aren't you? :smalltongue:

radmelon
2011-11-06, 02:05 PM
Wow, you work fast. I really like how the troll came out, it kept all of the stuff it needed from the old class and left all the chaff behind.

JackRackham
2011-11-06, 02:20 PM
I think at least one of the Fey heritages someone suggested is a must. Also, one for Giants. And.....Cthulhu, definitely Cthulhu ;).

EDIT: I think it's best to keep the heritages general, FWIW. So, maybe draconic, fiendish, fey, etc. If you get too specific, the thing's gonna be huge and a LOT of the heritages will be really, really similar.

Question though, is this a 3.0 class or a 3.P class? I noticed the skills are different from 3.5...

Also....how could one be DESCENDED from a Lich, Ghoul, Golem, etc? They're not alive. They can't reproduce (at least not without some damn powerful and....icky....magic).

jojolagger
2011-11-06, 02:28 PM
Also....how could one be DESCENDED from a Lich, Ghoul, Golem, etc? They're not alive. They can't reproduce (at least not without some damn powerful and....icky....magic).
Gentle repose should keep an undead body sufficently complete, and constructs via use of incinerate construct (or the half-golem template). Undead need low level magic. Golems would need an 8th (IIRC) level spell, undead only a 2nd level spell.

SamBurke
2011-11-06, 06:45 PM
Question though, is this a 3.0 class or a 3.P class? I noticed the skills are different from 3.5...


He's so awesome, he only does Pathfinder material.

Tanuki Tales
2011-11-06, 07:12 PM
He's so awesome, he only does Pathfinder material.

Well, 3.Pathfinder. I sunk way too much money into 3.0 and 3.5 to ever go Core only and it's one of the reasons I shell out $50 for Pathfinder books and why WoTC will need to fight to get me back.

WoTC abandoned me and there appears Paizo on the horizon saying, "It's cool, we've got you bro. You can totally use all your old books at our house."

And I'm awesome? :smallredface:

radmelon
2011-11-06, 11:41 PM
Two things:

-Hybrid potential still does not state at which level you gain access to which spell levels. RAW as is, you get access to all of them 1/day as soon as you get it.

-The pheonix PotI capstone is pretty weak. While you do get a free resurruction per week, the negative levels add up pretty quickly and the lich's free rezz has no such restriction.

SamBurke
2011-11-07, 12:25 AM
Well, 3.Pathfinder. I sunk way too much money into 3.0 and 3.5 to ever go Core only and it's one of the reasons I shell out $50 for Pathfinder books and why WoTC will need to fight to get me back.

WoTC abandoned me and there appears Paizo on the horizon saying, "It's cool, we've got you bro. You can totally use all your old books at our house."

And I'm awesome? :smallredface:

Anyone who's brave enough to make Pathfinder classes on this board, with all its many.... erm... complexities... is very brave. Plus, this is a great project, and I loved the Nagual, too.

Tanuki Tales
2011-11-07, 01:27 AM
Two things:

-Hybrid potential still does not state at which level you gain access to which spell levels. RAW as is, you get access to all of them 1/day as soon as you get it.

Crap, knew I forgot something. I'll get on that.


-The pheonix PotI capstone is pretty weak. While you do get a free resurruction per week, the negative levels add up pretty quickly and the lich's free rezz has no such restriction.

Phoenix's get Greater Restoration as an SLA. So it's still better than the Lich's.


Anyone who's brave enough to make Pathfinder classes on this board, with all its many.... erm... complexities... is very brave. Plus, this is a great project, and I loved the Nagual, too.

I guess I'm just missing something here. ^^;

And thanks, me too. I really hope some day I get to give that class out a try.

silver spectre
2011-11-07, 09:03 AM
[list] The Scion of Legacy's type changes to match the creature type of their chosen Path of the Inhuman. If they already share the same type, the Scion of Legacy gains any subtypes possessed by the creature.
Just to clarify, this means the ghoul and the lich become undead?


The Scion of Legacy selects one of the ability scores that were increased by their Inhuman Body and Inhuman Mind class features. They receive a further +2 increase to these two ability scores.

In your original version you applied this increase to two ability scores, did you intend to do the same again, or just stick with increasing one?


At first blush, I'm liking the lich scion, I'll give it a more throrough look a bit later.
I also have another request... the Euralden Eye.
A psionic undead from the WOTC site (http://www.wizards.com/default.asp?x=dnd/psb/20070518a) that I stumbled across this weekend.

radmelon
2011-11-07, 10:05 AM
Good point about the restoration. Hadn't seen that part.

Shadow Lord
2011-11-07, 11:42 AM
You still owe me a Cake one :smallannoyed::smallcool::smalltongue:

silver spectre
2011-11-07, 11:50 AM
I've given the lich scion a closer look, and I like it. My questions are...


Minor Monstrous Art: The Scion of Legacy casts arcane spells as if they were a wizard of one quarter their total levels in this class (minimum 1). They are treated as having specialized in Necromancy and having banned Evocation and Illusion but otherwise do not gain access to any other Wizard abilities.
It might be simpler to allow them to cast as a dread necromancer (more confined spell list) instead, but, as is, does this stack with existing or future levels of necromancer?



Least Monstrous Art (Su): The Scion of Legacy, as a standard action, can put off an aura of pure fear. This aura extends in a ten foot radius from the Scion of Legacy. Allies in the radius of the aura are immune to fear effects while foes must make a DC 10+1/2 the Scion of Legacy's Hit Dice + the Scion of Legacy's Charisma modifier or become frightened.

If I'm missing an obvious PF thing, please let me know, but does this aura or the fear it generates have a duration?



Major Monstrous Art: The Scion of Legacy, as a full-round action, may let out a pulse of negative energy. This pulse deals 10d6 points of negative energy damage and extends in a forty feet radius from the Scion of Legacy. Any corpse, that has been dead for no longer than ten days, that is in the radius of this effect rises as a zombie under the control of the Scion of Legacy but reverts to a normal corpse after 10 rounds. This is a supernatural ability and mimics the Animate Dead spell.

This is pretty cool, but begs the question... Cany they be reanimated by conventional means after this ability has been used, or even by multiple uses of this ability?



Master Monstrous Art: The Scion of Legacy who is slain only remains so for 2d10 rounds as long as some portion of their body remains. Otherwise the Scion of Legacy regenerates itself from its remains, rising at full health. This is a supernatural ability and the Scion of Legacy cannot self-regenerate in the confines of an anti-magic field or similar effect or Consecrate or similar effect but regenerates as normal once the duration of those effects end. The Scion of Legacy can only use this ability once per week and will be truly slain if killed a second time. The Scion of Legacy's Damage Reduction increases to 10/Bludgeoning and Magic, it gains immunity to Electricity damage and its Paralyzing Touch's effects become permanent (though any spell that removes paralysis or a curse removes this effect).

The permanent paralysis is cool. What kind of save needs to made for it?

Tanuki Tales
2011-11-30, 06:29 PM
As requested by mrcarter11, the Path of the Gloom has been added.

I'm sorry for the long delay and the fact I only have one Path this update. The former is because...well...November was a very busy month filled with a lot of stuff happening and I also had to make an entire campaign setting (which I'm still working on) for my IRL group. The latter is because it's been a while since I made a Path and I just wanted to ease back into doing the process right before banging out multiple ones to catch up.

Now, unfortunately, I'll have to be setting a limit on how many Paths a person can suggest. You are only allowed to request one Path at a time and may request another Path once your previous request has been filled. I'm doing this so that people who really want to see a certain Path added but had the poor luck to post their request after someone who posted 20 requests don't get shafted and have to wait forever to see their suggestion breathed into life.

@Shadow Lord: Can you get me stats for your Cake Golem per chance?

@Silver Spectre:
That's a thought to look into. Does anyone else think that would work better? And yes, they stack with any past or future class levels in Wizard and do let you qualify for casting PrCs.
Auras are usually always active unless dismissed. Unless I'm missing some rule text somewhere that says otherwise.
Yes and I'm not sure. Does anyone believe that it would be unbalanced/overpowered to allow multiple iterations of the ability on the same corpses?
The save is given in the Moderate Monstrous Art for the Path.

radmelon
2011-11-30, 07:55 PM
Yay update! I must say however I've never heard of the gloom. What book is it from? Also, is there an official waiting list for new PotI? I wanna see the lineup.

Tanuki Tales
2011-11-30, 08:10 PM
Yay update! I must say however I've never heard of the gloom. What book is it from? Also, is there an official waiting list for new PotI? I wanna see the lineup.

The Gloom is from the Epic Level Handbook and I must say the critter has grown on me. Might use a toned down, tweaked version at some point for my campaign. Maybe give it some innate maneuvers from Shadow Hand.

The Illithid I assume you mean?

Kymme
2011-11-30, 08:47 PM
Call me old fashioned, but can we get a Path of the Beholder?
It would be pure win.:smallbiggrin:

Tanuki Tales
2012-01-22, 06:16 PM
Rise! Rise my long dormant child! Rise from the Graveyard of Forgotten Homebrew! RIIIIIISE!


*cough*


Ahem.


As requested by Mootoall, the Path of the Iron Golem is added. I only did one to shake off the rust to see if I still have what it takes. :smalltongue:

radmelon
2012-01-22, 06:32 PM
Words cannot express my glee. :thog:

mrcarter11
2012-01-22, 09:40 PM
Just rediscovered this.. The golem I must say is quite a work of art and something I may use in the future.

Glad to see your back in any case. I do hope you'll stick around this time :smallsmile:

And if I can find the thread, I'll share it with you, but I did happen to this class in a pbp a while back. Sadly the gloom hadn't been finished yet.

Lastly, the Gloom. I'm glad you like the creature. I always thought it was quite an interesting foe to throw against a party.. I must say though, I almost find it, underpowered. Not quite, but almost. I'll attempt to figure out why in a bit and let you know. But still, glad to see this class back online.

Tanuki Tales
2012-01-22, 10:17 PM
Words cannot express my glee. :thog:

Heh. Not sure what I've done to elicit that kind of reaction, but I'm glad someone enjoys my work as such.


Just rediscovered this.. The golem I must say is quite a work of art and something I may use in the future.

That's...honestly a way better reaction then I hoped. :smallredface:


Glad to see your back in any case. I do hope you'll stick around this time :smallsmile:

Oh, I'm always around. I just have tons of ideas bouncing around in my head and I'll just dive into them when I have the muse beside me. And then I'll end up getting burned out or not see enough replies or I might just get a wee bored and let something drop. And then months later I'll be back. But worry not, this class is one of my favorites and even if it wasn't, it's my first base class. I'll always be back to add more to it. :smalltongue:


And if I can find the thread, I'll share it with you, but I did happen to this class in a pbp a while back. Sadly the gloom hadn't been finished yet.

Please do! I am utterly starving for feedback! As far as I'm aware (other then what you just said) nothing I've ever made has been used in an actual game.


Lastly, the Gloom. I'm glad you like the creature. I always thought it was quite an interesting foe to throw against a party.. I must say though, I almost find it, underpowered. Not quite, but almost. I'll attempt to figure out why in a bit and let you know. But still, glad to see this class back online.

The monster or the Path?

Because the monster definitely is, but that's the flaw of creatures as CR gets higher.

If the path is..well...that's the beauty of homebrew. Errata is always a few minutes away and the creators are right there alongside their end users to see and hear the flow.

mrcarter11
2012-01-22, 10:32 PM
The golem is something that after just finding, I'll likely plug into an encounter my players will soon run into. I'll see if I can find you that thread, it might be lost however, I do tend to post a good bit. And yes I meant the path, at least compared to the Golem, which after not seeing this class in as long as I haven't, is the only other path I'm familiar with.

radmelon
2012-01-22, 10:40 PM
This class, specifically the troll PoTI, has a fairly important role in a campaign setting I'm designing. It should be ready for use by this summer, hopefully.

Tanuki Tales
2012-01-22, 10:43 PM
This class, specifically the troll PoTI, has a fairly important role in a campaign setting I'm designing. It should be ready for use by this summer, hopefully.

Ooooh!

I can't wait!

And of course, you have my full permission to use this class and any of my work in the creation of your setting. :smallbiggrin:

radmelon
2012-01-22, 10:44 PM
Ooooh!

I can't wait!

And of course, you have my full permission to use this class and any of my work in the creation of your setting. :smallbiggrin:

Yeah, once I have the rough draft of everything written up, I'll post it in the worldbuilding section.

Merellis
2012-01-24, 12:20 PM
This is probably a silly question. But with the Iron Golem path, is that a straight +1 to +5 with the Moderate Monstrous Art or does that include doing things like +1 Keen Frost weapon?

Tanuki Tales
2012-01-24, 12:37 PM
This is probably a silly question. But with the Iron Golem path, is that a straight +1 to +5 with the Moderate Monstrous Art or does that include doing things like +1 Keen Frost weapon?

Straight +1 to +5.

Merellis
2012-01-24, 12:41 PM
Okay, thanks. This class looks like fun, thinking of using it. :smallsmile:

NosferatuZodd
2012-01-24, 07:57 PM
Would a legacy based on the Tarraesque be out of line?

I once made a barbarian with the "Waker of the Beast" PrC from Dragon and I really liked the flavor.

I can see this class easily pulling something similar off.

Tanuki Tales
2012-01-24, 11:48 PM
Would a legacy based on the Tarraesque be out of line?

I once made a barbarian with the "Waker of the Beast" PrC from Dragon and I really liked the flavor.

I can see this class easily pulling something similar off.



I dunno. The Tarrasque is generally a unique creature, so that might be something that ends up as PrC material like the God descendants would.

Relevant quote is relevant. :smalltongue:

Vlos
2012-01-26, 04:09 PM
Looks very interesting.

If your still looking for paths, might I suggest DJinni (or elemental). Air/Fire/Earth/Water.

You can easily pick domains for these, as well as stat pairs.

mrcarter11
2012-01-27, 12:25 AM
Got a group of three of these going against my party currently. We shall see how it goes.

Tanuki Tales
2012-06-14, 02:48 PM
Got a group of three of these going against my party currently. We shall see how it goes.

May I ask how it went?


Also, relevant quote is relevant:


And if you're curious, I'm in the middle of writing a subsystem for Pathfinder and assuming I don't have any immediate responsibilities besides my Pathfinder contest, I'll be updating the class again. :smallwink:

Wolf_Haley
2012-06-14, 07:17 PM
Would be cool to see a Path based off the Choker, hint hint nudge nudge :smallwink: