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View Full Version : (3.5) (Class) The Grace-Gift, now with OPTIONS! (P.E.A.C.H)



DracoDei
2012-01-16, 06:11 PM
THIS CLASS OUTGREW ITS THREAD, NEW THREAD HERE (http://www.giantitp.com/forums/showthread.php?t=247637).


Wikipedia-like Cross-indexing:
The Protector-A class very much like this class in high-level concept, but with a very different execution.
The Fanatic - Seems to be just about the diametrical opposite of this class.
The Grace-Gift
Introductory Fluff

“Whatever grace is given me, let it pass to him." -Galadriel

"Greater love hath no man than this, that a man lay down his life for his friends." John 15:13, King James Bible.

Many are the gifts the gods and other powers grant. The cleric, the paladin, the favored soul, the warlock and many others are each given a different sort of gift, usually in exchange for their service. But none are called to give their gifts away in quite as personal a way as the grace-gift. Most of the blessings that the grace-gift are entrusted with to pass along to his fellows are invisible to the untrained observer. Those with skill in the arts of war may notice that the grace-gift strikes a little harder when a foe tries to move past them to get at those they protect. Those with knowledge of spells may discern the import of gestures that the grace-gift make. Those with sharp eyes may note the companions of such an individual seem to be blessed with the ability to escape danger, while the grace-gift themselves seems as hapless as a untrained man. Even the correlation between the wounds opening on the grace-gift when their companions are struck in oddly mild ways, or the tendency of the grace-gift to collapse to the ground even as their allies take to the sky may escape most. Even their tendency to go oddly still at the very moments that their allies move with amazing speed can be easy to miss. Grace-gifts have been known to enter into stories and legends as burdens that great heroes chose to shepherd through danger. Nothing could be further from the truth; a true grace-gift is NEVER a burden. If they literally become the unsung hero it is because of the inability of the collective consciousness to retain fiddling details, the arrogance of their compatriots, or their own humility (or desire to play upon the first aspect to retain a tactical edge over the foes they face with their companions).

Adventures: Grace-gifts adventure to protect. Some protect out of altruism, others to maintain order (possibly including the sort of order than claims that the weak should never be given equal footing with the strong). Those who follow gods of specific races often are motivated by desire to protect those races, both as a whole, and individuals of that race.

Characteristics: Grace-gifts are granted great protection (grace) by the god or force that has chosen them. While an inexperienced grace-gift might be easy to strike in combat, they will be less likely to be mortally wounded than almost any other character of equal power. It is the "gifting" part of their name that truly sets them apart as they extend the grace granted to them to those nearby. From nursing a sick child rapidly back to health, even as they themselves are likely to catch the disease in question, to taking on the very weight of gravity in the stead of a brave comrade, a grace-gift takes the concept of "a friend in need is a friend indeed" to whole new heights.

Alignment: The desire to protect that goes hand-in-hand with the powers of a grace-gift requires either altruism, or, more rarely a dedication to order, but without altruism. Thus most grace-gifts are Good of some variety or another, and the remainder are Lawful.

Religion: Grace-gifts are as religious as paladins, and they tend to follow gods with the Good, Law, and/or Protection domains.

Background: The background of the grace-gift is much like that of the paladin, with the exception that they require no especial training, and thus often lack mentors or masters before they become settled into their powers(AKA reach first level). Many NPC grace-gifts find service as healers, tending to the sick, others enter into service as bodyguards, in some cases only starting their study of more advanced weapon-work (AKA taking a weapon proficiency feat in a martial or exotic weapon or cross-classing into a fighting class) after they have started their duties. While lacking in much ability to deter harm or slay attackers, they make up for it with their ability to protect against poisons simply by sitting beside their charge as they eat and drink gesturing frequently.

Races: Grace-gifts vary from races to race only in-as-much as the alignments that they live by do.

Other Classes: Paladins, and clerics of compatible alignments get along very well indeed with grace-gifts. If a grace-gift supports a person (or at least their actions at the moment) they will go to great lengths to aid them. Almost any other class can gain strength when supported by a grace-gift, and that is enough for the grace-gift. Few are ungrateful for such aid. In return grace-gift truly appreciates help in return, especially help that lets them endanger themselves less when they share their own blessings. The wizard who provides a Mage Armor, or cleric with Shield of Faith, thus allowing the grace-gift to grant whoever needs it at the moment their own ability to turn aside attacks is appreciated, as is the sorcerer who casts fly on a physically strong grace-gift so that the grace-gift can keep up when he bears both the sorcerer and the gnomish bard aloft. Of course, everyone loves the cleric when he is healing them, but when the wound is one literally taken for a mutual friend, the bond only grows the deeper.

Role: Grace-gifts serve much the same defensive roles as the buffing ability of a wizard, cleric, or defensively specialized fighter. A lot of their abilities are mutual exclusive, but this simply means that they can change roles from round to round as needed.

Important notes to players: This class is probably stronger than it looks at first glance, but it may require a close reading to see that power. At the same time, it is probably more possible than with most classes to get yourself into a "dead end". Not all the bonus feats are created equal (but then again, things that are poor options for any other class may prove useful for this one), and there is even one class feature(Mobile Defender, currently found at level 13) that requires a specific feat to give any benefit. Read ahead a few levels from where you are actually working when building or leveling up a Grace-Gift. It is my intent to add a "Suggestions for Playing a Grace-Gift" section at the end, covering both character design and equipping suggestions, as well as my best guesses on how to actually play one effectively when in "exploring" or "combat" modes.

Brief warning to GMs: Think VERY carefully before allowing this class as a Cohort or anything like that. It is pretty exploitable in that role. It also may Gestalt a bit TOO well with sorcerer or other "squishy" classes.

Game Rule information
Abilities: Charisma is important for many grace-gift abilities. Strength helps out with the attacks of opportunity that are the only thing approaching offense that grace-gifts are skilled with (and they are QUITE good at them at later levels). Strength is also vital to good use of the Carry the Burden ability, which allows you to lift your allies into the air by accepting the burden of gravity in their stead. Constitution helps with your Gift of Tolerance and Gift of Breath abilities, although, depending on circumstances, you might not need a LOT of it. Dexterity and Constitution are important because you have few protections against weapons (especially initially), and what defenses you DO have, you often will want to give away from time to time. You will also be loaning others the benefits of your base saving throws, so, together with Wisdom, these will ensure that you can survive doing so (but their benefits in this second regard are strictly secondary to charisma once you move beyond your initial array of abilities and gain the Divine Grace class feature).

Alignment: Any Good and/or Any Lawful

Starting Gold: 6d4 x 5 gp (75 gp on average)
Starting Age: As per fighter.

Hit-die
d12

Class Skills:
The class skills (and the key ability for each skill) are: Balance(Dex), Climb(Str), Concentration(Con), Craft(Int), Diplomacy(Cha), Heal(Wis), Jump(Str), Knowledge[Local] (Int), Knowledge[Nobility and Royalty] (Int), Knowledge[Religion] (Int), Profession(Wis), Ride(Dex), Sense Motive(Wis), Speak Language(N/A), Spellcraft(Int), Survival(Wis), Swim(Str), Tumble(Dex), Use Rope(Dex)

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+2|A General Rule, Aura, Divine Protection(Deflection), Gift of Resistance(Penalty to all Saves), Gift of Shielding, Gift of Tolerance, Swift to Protect, Defensive Strike (Damage Bonus), Bonus Feat(I), Life Saver(Stabilize, Long-term Care, Treat Bleeding Wound, Treat caltrop-etc wound)

2nd|
+1|
+3|
+3|
+3|Divine Grace, Bonus Feat(I), Helpful, Master of the Healing-ward

3rd|
+1|
+3|
+3|
+3|Defensive Strike(To-hit), Bonus Feat(I or II), Status 1/day, Courage, Carry the Burden(1 ally, levitate), Enhanced Defensive Strike(Magic), Hands of the Healer(Treat Blindness/Deafness, Ability Score Penalties)

4th|
+2|
+4|
+4|
+4|Bonus Feat(I or II), Life Saver(Treat Poison and Disease), Gift of Resistance(Penalty to 2 Save Types), Gift of Time(+20' movement)

5th|
+2|
+4|
+4|
+4|Carry the Burden(1 ally, fly), Gift of Breath, Gift of Soul, Helping Hand 1/day

6th|
+3|
+5|
+5|
+5|Defensive Strike(Class level x 1.5 damage), Gift of Time(Move Action), Hands of the Healer(Treat Ability Drain, Negative Levels, Level Drain)
7th|
+3|
+5|
+5|
+5|Carry the Burden(2 allies), Enhanced Defensive Strike(1 alignment or Ghost-Touch), Gift of Resistance(Penalty to 1 Save Type)

8th|
+4|
+6|
+6|
+6|Divine Protection(15' Radius), Gift of Time (20' range), Status 2/day

9th|
+4|
+6|
+6|
+6|Bonus Feat(I to IV), Gift of Life(Raise Dead), Gift of Resistance(Boost Multiple Saves)

10th|
+5|
+7|
+7|
+3|Carry the Burden(3 allies), Defensive Strike(Class level x 2 damage), Gift of Shielding (Swift or Standard Action), Gift of Time(Only Requires a Full-Round action)

11th|
+5|
+7|
+7|
+7|Bonus Feat(I to VI)((REd because moved from 12th level)), Enhanced Defensive Strike(Adamantine), Hands of the Healer(remove drained levels up to 1 week/grace-gift level), Shield of the Soul

12th|
+6/+1|
+8|
+8|
+8|Divine Protection(Sacred/Profane), Gift of Time (30' range), Helping Hand 2/day

13th|
+6/+1|
+8|
+8|
+8|Gift of Life(Resurrection), Hands of the Healer(Take 10), Matchless Loyalty, Mobile Defender

14th|
+7/+2|
+9|
+9|
+9|Carry the Burden(4 allies), Bonus Feat(I to VII), Status At-Will

15th|
+7/+2|
+9|
+9|
+9|Enhanced Defensive Strike(2 alignments and/or Ghost-Touch), Gift of Shielding (Immediate, Swift or Standard Action), Gift of Time(Grant Swift, Standard, OR Move Action)

16th|
+8/+3|
+10|
+10|
+10|Defensive Strike(Class level x 3 damage), Shield of the Soul(Area)

17th|
+8/+3|
+10|
+10|
+10|Bonus Feat(I to IX), Carry the Burden(5 allies), Gift of Foresight, Gift of Life(True Resurrection)

18th|
+9/+4|
+11|
+11|
+11|Divine Protection(Insight), Gift of Time (40' range)

19th|
+9/+4|
+11|
+11|
+11|Bonus Feat(I to IX), Shield of the Soul (class level+10)

20th|
+10/+5|
+12|
+12|
+12|Gift of Time(Give Move+Standard action), Gift of Resistance(Half Penalties)[/table]

Class Features

All of the following are class features of the grace-gift.

Weapon and Armor Proficiency
The Grace-gift is proficient with one type of simple melee weapon OR with one type of melee weapon that naturally deals subdual damage(such as a whip or sap, or one-handed/two-handed versions of a sap) OR with nets. They are also proficient with Bolas, but ONLY when making trip attacks with them rather than attempting to deal damage.

If they pick nets, then, for purpose of threatened areas for attacks of opportunity they treat nets as a melee weapon with reach. Thus they can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. They do not provoke attacks of opportunity when making an attack of opportunity of their own with a net.
They are proficient with light armor but not with shields.
Because the somatic components for a grace-gift's spell-like abilities are simpler than those used by wizards and sorcerers, a grace-gift can use those abilities while either unarmored or wearing light armor without needing to roll for arcane spell failure. However, like almost all arcane spell casters (and despite the fact that they themselves are divine spellcasters), a grace-gift wearing medium or heavy armor or using a shield incurs a chance of spell failure (all their spell-like abilities, have somatic components unless otherwise noted). A multi-class grace-gift still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

A General Rule(Ex?): Unless otherwise noted, all spell-like and supernatural ability of this class that require an action (even a free action) to use are divine (opposed to arcane) and have somatic components. If an ability has both continuous(unless transferred, or simply continuous) functions and ones that require an action to use, then the actions have somatic components. Despite the divine nature of their abilities they incur an arcane spell-failure chance if used with medium or heavy armor and/or a shield for actively using almost all of their class abilities. The grace-gift's active class abilities lack verbal components unless based on a spell with verbal components. The grace-gift's caster level is equal to his class level and his saving throws (on the rare occasions someone attempts a save against one of his abilities) are equal to 10 + the (equivalent) spell level of the effect + their charisma modifier.

Aura(Ex): A grace-gift has one or two particularly powerful auras corresponding to his alignment (http://www.d20srd.org/srd/description.htm#alignment) (see the detect evil (http://www.d20srd.org/srd/spells/detectEvil.htm) spell for details). For example a chaotic good grace-gift has powerful auras of good and chaos, while a neutral good grace-gift has only a powerful aura of good and a lawful neutral grace-gift has only a powerful aura of law. These auras otherwise function like a cleric's aura.

Bonus Feats:
At various levels the grace-gift gains a bonus feat from lists provided in the following post (http://www.giantitp.com/forums/showpost.php?p=12549326&postcount=2). They do not need to meet the character level, ability score, base attack, maneuver knowledge, or saving throw prerequisites of that feat. Prerequisites that take the form of other feats are required only for feats that are also on one of these lists. For example: the Improved Blocker (http://www.giantitp.com/forums/showthread.php?t=113722) feat requires the Combat Reflexes and Blocker feats, but, if taken in this manner does not require a +10 BAB, nor the Combat Expertise feat. They DO have to meet any class level requirements. At first and second class levels only feats from List I may be selected. At later levels access to more lists is granted. See the following post (http://www.giantitp.com/forums/showpost.php?p=12549326&postcount=2) for the list of feats.


Divine Protection(Su): The grace-gift adds his Charisma bonus (if any) to her AC as a deflection bonus. In addition, a grace-gift increases this bonus by 1 at 5th level. This bonus increases by a further 1 for every five grace-gift levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). If the grace-gift has levels in any other class then the total AC bonus after combining these two sources is capped at the grace-gift's class level.

He may transfer some or all of this bonus(the total of his charisma bonus and the level-based increase) to any single ally within 10 feet as a swift action.((Need to "lengthen the leash" at higher levels.)) This transfer lasts until the grace-gift fails to renew it on his turn as a swift action or the grace-gift is more than 10 feet from the target. The amount of this bonus on a given character may be dispeled (on the recipient, not the grace-gift), but the grace-gift may use a swift, move, or standard action to restore the amount lost to the recipient on his turn. This is equivalent to a spell of spell level equal to half the grace-gift's class level (minimum 1, maximum 9). No more than one instance of this transferal may be in effect at any one time.

At level 8 the grace-gift may instead have this benefit apply to all allies within 15 feet. In such a case the amount of the bonus given to the allies is 2 points less than that sacrificed by the grace-gift (minimum 0). The rules for dispelling this are the same, except that each target is considered a separate spell for that purpose (rolled individually, etc).

At 12th level the grace-gift may take a full round action to change the/all bonus(es) granted by this ability to a different type of armor class bonus. All bonuses granted by this ability must be of the same type at any given point in time. Good aligned grace-gifts change it to a sacred bonus. Lawful evil grace-gifts change it to a profane bonus. Lawful neutral grace-gifts may pick which they will be able to change it to, but, like a neutral cleric choosing whether to channel positive or negative energy the path can not be altered after the fact for the rest of the character's existance. In any case this change of bonus type lasts until the grace-gift spends another full-round action to switch it again.

At 18th level the grace-gift may change the/all AC bonus(es) from this ability to (an) insight bonus(es). Changing from any one of the three types to another is still a full-round action and all bonuses from this ability must still be of the same type.


Gift of Resistance(Sp): At 1st level the grace-gift may, as a swift action, take a penalty to all of his saves up to the the smallest of his three base save bonuses for one round. He then selects one type of save. Whenever within a 10 foot emanation from of the grace-gift all allies gain a bonus to the selected type of save for that same round equal to the amount of the penalty taken by the Grace-Gift. Allies further than 10 feet away, but within a 30 foot emanation when making a saving throw of that type gain half this bonus. This transferal is equivalent to a spell with level equal to half the amount of the close-range bonus available (minimum 1, and regardless of if any allies are in range to receive the bonus).

At 4th level the Grace-gift needs only select two types of save for the penalties to apply to, but one of them must be the save type that the bonus applies to.

At 7th level the grace-gift only takes the penalty to the save that the bonus applies to.

At 9th level the grace-gift may use this ability two or three times per each activating action. Each sub-activation applies to a different save, and the grace-gift may select a different value for the penalty(and related bonuses) for each.

At 20th level the grace-gift only takes half the penalty/penalties (this has no effect on the progression of the bonuses they may provide).

Gift of Shielding (Sp): The grace-gift may cast Shield Other (http://www.d20srd.org/srd/spells/shieldOther.htm) at-will with the following changes:

The duration is one round. It may NOT be dismissed.
The focii may be omitted, but in such a case no bonus to AC is granted and the maximum amount of damage that may be prevented per round (and thus the maximum that may be taken by the grace-gift) is capped at the grace-gift's charisma modifier times 5.
No bonus on saves is provided.

Semi-obviously this is equivalent to a 2nd level divine spell.

At 10th level this ability may be cast as either a standard action or as a swift action. It may not be in effect on more than one target at a time. The duration on all existing targets must expire before it can be re-cast.

At 15th level this ability may also be cast as an immediate action provided it is not already in operation. In such a case the duration is until the start of the Grace-Gift's turn(so if the first thing they do on their turn is renew the effect, then there is no instant where an enemy can attack with a readied action or whatever to by-pass it). It may not be in effect on more than one target at a time. The duration on all existing targets must expire before it can be re-cast.

Gift of Tolerance(Sp):
At 1st level, you may cast Endure Elements with a permanent duration on others at will, but at the cost of a 2 point penalty to constitution. These penalties stack with themselves and all other penalties. These penalties remain for 1 hour after you dismiss the particular casting. Anything that removes one or more of the penalties negates that/those casting(s) of the spell.
((Make this relative to size like Gift of Breath?))


Swift to Protect(Ex): Before initiative is rolled a grace-gift may declare he is using this ability. He gains a bonus to his initiative equal to his levels in this class, but during his first turn in that combat may only take movement actions, draw one or more weapons, and/or use the abilities of this class or grace-gift feats that involve action use OTHER than GET OFF OF THEM!!!.

Defensive Strike(Ex): The grace-gift who made no offensive actions* during his previous turn (if any) adds his class level to the damage he inflicts on attacks of opportunity that are NOT during his turn, and which are provoked by:

movement that would not take the target of the attack of opportunity further away from all of the grace-gifts allies
attacks (including but not limited to spell-casting) targeted at the grace-gifts allies.

*In this case "offensive actions" does NOT only include direct action such as striking with a weapon, casting a spell targeting a foe or whose area or effect includes a foe but also indirect action, including, but not limited to: summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth.

At 3rd level, when making such attacks of opportunity, the grace-gift counts his BAB from this class as being equal to his levels in it for purposed of determining his total attack bonus, and adds his charisma BONUS to all attack rolls for such attacks of opportunity. (For those of you who get weirded out by BAB changing, replace that part with a (class level +1)/2 bonus to such attack rolls... it works out to the same thing).

At 6th level the grace-gift's bonus to damage on such attacks of opportunity increases to 1.5 times his class level.

At 10th level the grace-gift's bonus to damage on such attacks of opportunity increases to twice his class level.

At 16th level the grace-gift's bonus to damage on such attacks of opportunity increases to three times his class level.

Life Saver(Ex): The grace-gift may always take 10 on heal checks to stabilize another character, treat bleeding wounds, provide long-term care, or treat foot wounds of the sort resulting from caltrops, spike growth, spike stones, and similar spells and effects regardless of stress or distractions. A number of times per day equal to their class level they may instead take 20 on such a check, without increasing the amount of time required.

At 4th level they may take 10 on heal checks made to treat poison and disease regardless of stress or distractions.


Divine Grace (Su): At 2nd level, a grace-gift gains a bonus equal to her Charisma bonus (if any) on all saving throws. This does not stack with similar class abilities from the paladin, blackguard, or crusader. ((Cap this at class level for GGs with more than 1 class?))

Helpful(Ex): When making a skill check (www.d20srd.org/srd/skills/usingSkills.htm#aidAnother) or to-hit roll (http://www.d20srd.org/srd/combat/specialAttacks.htm#aidAnother) to Aid Another a grace-gift may always take 10, regardless of stress or distractions. This does not allow them to use "trained only" skills that they do not have skill ranks in.

Master of the Healing-ward(Ex): When providing long-term care or treating disease a grace-gift of at least 2nd level may provide for a number of additional patients equal to half of his grace-gift level. Any patients being treated for disease count against BOTH the number of disease treatment patients (one for a normal character without this ability) AND the number of long-term care patients allowed(six for a normal character without this ability).

Using this ability causes the eight hours per day required to use those uses of the skill to count as strenuous activity rather than light activity.


Courage(Ex): Beginning at 3rd level, a grace-gift is immune to fear (magical or otherwise) for himself. Fear for those he cares about functions against him normally. Note that spells that do not specify (or explicitly allow the caster to specify) the rationalization for the fear that they create never qualify as causing fear for another person. This ability tends to make torturing a grace-gift pointless, as, unless they make a conscious and reasoned decision to do otherwise, they will not even give the torturer the satisfaction of crying out.


Carry the Burden(Sp): At 3rd level as a swift action the grace-gift may take the weight of gravity from one of his companions (NEVER HIMSELF) within a number of feet equal to his caster level times his charisma modifier times five. Initially this functions much like a levitate spell. Specifically, it is as follows:

Carry the Burden, Lesser
Transmutation
Level: Grace-gift 2 (Divine)
Components: V, S
Casting Time: 1 swift action
Range: Caster-level x charisma Modifier x 5 feet
Target: One willing creature (No weight limit, but see below)
Duration: 1 round (D)
Saving Throw: No
Spell Resistance: No

This ability allows another creature to move itself up and down as it wishes. The target can mentally direct itself to move up or down as much as 20 feet each round; doing so is a move action. This effect does not allow the recipient to move horizontally in and of itself, but they could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.

For the duration of this effect the grace-gift's load is increased by the weight of the target and all the target's load. If the weight taken ever causes the grace-gift's current load maximum encumbrance they fall prone and are considered pinned. In addition, if the grace-gift's total encumbrance is at least twice their maximum encumbrance they take damage as per the following table. (For people who prefer math to tables: 1d8 for each Maximum load value or fraction there-of that the load exceeds twice their maximum load). Note that (unless targeted separately, as provided below) mounts, wizards with familiars on their shoulders, orc barbarians carrying unconscious halfling rogues, etc may be granted flight, but that the carried creature counts as part of the carrying creature's load, and receives no separate effect.
{table=head]Encumbrance|Damage per round
Max to (2xMax)-1|None
2xMax to (3xMax)-1|1d8
3xMax to (4xMax)-1|2d8
4xMax to (5xMax)-1|3d8
5xMax to (6xMax)-1|4d8
6xMax to (7xMax)-1|5d8
7xMax to (8xMax)-1|6d8
8xMax to (9xMax)-1|7d8
9xMax to (10xMax)-1|8d8
10xMax to (11xMax)-1|9d8
11xMax to (12xMax)-1|10d8
12xMax to (13xMax)-1|11d8
13xMax to (14xMax)-1|12d8
14xMax to (15xMax)-1|13d8
15xMax to (16xMax)-1|14d8
16xMax to (17xMax)-1|15d8
17xMax to (18xMax)-1|16d8
18xMax to (19xMax)-1|17d8
19xMax to (20xMax)-1|18d8
20xMax to (21xMax)-1|19d8
21xMax to (22xMax)-1|20d8
22xMax to (23xMax)-1|21d8
23xMax to (24xMax)-1|22d8
24xMax to (25xMax)-1|23d8
25xMax to (26xMax)-1|24d8
26xMax to (27xMax)-1|25d8
27xMax to (28xMax)-1|26d8
28xMax to (29xMax)-1|27d8[/table]

At 5th level this instead functions as a Fly (www.d20srd.org/srd/spells/fly.htm) spell with the following changes:

The casting time is a swift action.
The duration of the effect is one round, or until the target exits the range (including by force or voluntary movement of the grace-gift or the target).
The target falls at normal speed if the effect ends rather than slowly. This means they may (and in fact are quite likely to) take damage. NOTE HOWEVER that if the grace-gift continues to renew the effect every round, and does not delay their initiative, then the effect is considered continuous as long as the target remains in range.
The range is the aforementioned amount, not touch.
It requires no focus or divine focus, and the somatic component is waived if the grace-gift is only renewing it on targets he used it on the previous round.
It is a divine spell (still of 3rd level) instead of an arcane spell.

The weight transfer works as before.

At 7th level the grace-gift may target two separate allies at once with this ability, however the weight is cumulative. If used in this way it its effective spell level is increased to 4th.

At 10th level this increases to three separate allies. If used in this way it its effective spell level is increased to 5th.

At 14th level this again increases to four separate allies, if used in this way its effective spell level is increased to 7th.

Finally, at 17th level this increases to five separate allies, if used in this way its effective spell level is increased to 9th.

Enhanced Defensive Strike (Su):At 3rd level a grace-gifts defensive strikes are empowered by divine energy. All his defensive strikes* are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction and/or regeneration and for striking incorporeal creatures.

At 7th level the grace gift may select one alignment component that he has (Chaotic, Evil, Good, or Lawful) to add to all his defensive strikes* for the purpose of dealing damage to creatures with damage reduction, regeneration etc. Alternatively he may elect to treat his defensive strikes as if they were made with a ghost touch weapon for purposes of determining if the attack hits/is possible in the first place. As a third alternative he may elect to add 2d6 damage to his defensive strikes, at the cost of taking 1d6 damage himself whenever he makes one (cf the vicious weapon enhancement and stacking with it). In any of these cases this choice is permanent once made.

At 11th level all defensive strikes made by the grace-gift treated as if made with an adamantine weapon for purposes of dealing damage to creatures with damage reduction, regeneration etc.

At 15th level the grace-gift selects an additional alignment component, the ghost touch effect, or vicious effect to add to all his defensive strikes. The same effect may NOT be selected twice. Once again, this choice is permanent once made.

*A defensive strike is defined as any attack that qualifies for the bonuses of the defensive strike class ability.

Hands of the Healer(Su): Nota Bene: Despite referring to treating a variety of conditions as if they were diseases, all uses of this ability require only one successful roll to have the listed effect, not two in a row.

At 3rd level, the healing abilities of the grace-gift transcend the limits of mundane medicine. They may treat most blindness or deafness, or any magical effects reducing one of the patient's(or more than one patient if master of the healing-ward is used) ability scores as diseases for the purposes of the heal skill. In any of the above three cases this requires 24 hours of bedrest for the patient(s), and the grace-gift must treat them for the first 8 hours of this time. Roll at the end of the 24 hours, and retries (with another 24 hours of bedrest starting with 8 hours of treatment) are allowed, and only one success required to cure the condition. For blindness or deafness the DC is a flat 22. However, this ability does not restore ears or eyes that have been lost, but it repairs them if they are damaged. For a magical penalty to one ability score (effects reducing more than one ability score must have each ability score be treated separately) the DC is equal to that of the effect that caused the penalty in the first place, or 10+1/2 inflictor's hit-dice(or caster level as appropriate)+constitution(or casting ability) modifier if no save was initially allowed. The patient rolls no saving throw, the grace-gift's heal check is always substituted. The grace-gift MAY take 10 on such checks(but not yet on the any other uses of this ability).

At 6th level, they may treat negative levels, level drain, and ability score drain as if they were diseases. Each level drained or point of ability drain is considered a separate disease and requires a SEPARATE treatment period. Treating all negative levels on a given characters counts as treating a single patient for a single disease. Patients treated using this ability count against the grace-gift's limits as if they were being treated for a disease (IE only one at a time unless master of the healing-ward is used). In no case may this ability work against something that Greater Restoration could not. Examples include the negative level imposed on a Good-aligned person wielding an Unholy weapon or the constitution penalty imposed by the gift of breath class feature on another grace-gift (or themselves if they somehow have the ability to treat themselves). As with all uses of this ability, only one success is needed to have an effect.

To dispel negative levels, the patient (or patients if Master of the Healing-Ward is used) must take 8 hours of total bedrest while the grace-gift tends to them. If this time is completed before the time for the secondary fortitude saves to remove the negative levels comes around, then when those secondary saves are rolled (or immediately if secondary saves are not relevant), then the grace-gift makes a heal check paired with each fortitude save. If the heal check is higher than the matching fortitude save then it is used in place of that fortitude save. This may not be retried for any given negative level (so spending two 8 hour sessions before the 24 hour limit on the re-reroll is up does NOT allow two heal checks with each fortitude save).

If restoring ability drain then the Grace-Gift must select the ability score he will be restoring drain to, then the patient (or patients if Master of the Healing-Ward is being used), must take complete bedrest for at least 24 hours continuously, and the grace-gift must devote their full attention to them for the first 8 hours of that time. At the end of this period the Grace-Gift makes a heal check against DC 25. If this check is successful a single point of drain to that ability score is converted to ability damage.

If attempting to restore a drained level then it functions as per removing a point of ability score drain, with the caveats that success removes the drained level completely, and that the process must be completed before a number of days equal to the grace-gift's class level have passed from when the drained level in question was inflicted. Note that this process may be repeated multiple times in that time-period if initial attempts fail, and/or if more than one negative level was inflicted. A character who has a level restored in this way has exactly the minimum number of experience points necessary to restore him or her to his or her previous level. This ability can not restore levels or Constitution points lost due to death. Only one success is required to remove each individual negative level, not two in a row (as is required for recovery from a mundane disease).

At 11th level the time limit for removing drained levels increase to one week per grace-gift level.

At 13th level the grace-gift may take 10 on all heal checks made as part of this ability.


Gift of Time(Sp): At 4th level a grace-gift may grant an additional moment to act to a single ally within 10 feet(however the grace-gift and the target do not need to REMAIN within this range of each other after this effect is cast...). The grace-gift may expend a move action to grant an ally within 10 feet a 20 foot bonus to their base speed for all forms of movement they have for one round. This may not increase any base speed to more than double its starting amount, and a given ally may only benefit from one movement rate increase from a grace-gift per turn. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump (http://www.d20srd.org/srd/skills/jump.htm) skill).

At 6th level if he instead takes no other actions on his turn a grace-gift may do more with this ability. This may not be combined with Haste, True Haste, weapons of speed, etc., in such a case the target must choose which single effect to benefit from at the beginning of their turn.

At 6th level this more powerful use may only grant the target character an additional move action on their next turn. This action may be taken in any order with other actions but may neither interrupt nor be interrupted by other actions by that character.

At 8th level the range of all applications of this ability increases to 20 feet.

At 10th level the more powerful versions of this ability requires only a full-round action to use.

At 12th level the range of all applications this ability increases to 30 feet.

At 15th level the grace-gift may instead chose to grant an additional swift or standard action (or they may grant an additional move action, as before).

At 18th level the range of all applications this ability increases to 40 feet.

At 20th level the grace-gift may grant a move action AND a standard action. These may be granted to a single target, or to two separate targets. ESPECIALLY NOTE THAT THESE MAY BE COMBINED INTO A FULL ROUND ACTION BY THE TARGET IF BOTH ARE GIVEN TO THE SAME TARGET.

Gift of Breath (Sp): At 5th level, you may sustain a number of willing creatures equal to your charisma modifier (minimum 1) within a range of your charisma modifier times 15 feet (minimum 30 feet) without the need to breath. You may add and/or remove creatures once per round during your turn as a swift action plus a standard action.

The description of each target must be unique, but can be vague. Thus if you saw a hole in the middle of a frozen pond and specified "The creature underneath the ice making that thumping noise." then that would work if the creature was a single drowning individual (and technically would work if it were a dire carp chasing a school of minnows that were all trying to flee along the lower surface of the ice), but if there were two such individuals the ability would fail. If you instead specified that you were targeting "First the closest creature to me that is making those thumping noises under the ice, then the second closest creature to me that is making those thumping noises under the ice, then the third closest, and so on." then you could potentially reset the suffocation periods of a number of drowning persons equal to your charisma modifier as if they had been able to breath clean and fresh air for that round.

You take a penalty to constitution for each creature you so sustain dependent on its size relative to you, and level of activity. In effect, any creature that makes a (or more than one, see Gift of Time) standard or full round action re-inflicts its penalty on you at that time. If a creature would have had to make a fortitude save on its turn if you did not intervene with this effect, add the DC of that save minus 10 (minimum 1) to the penalty it applies to you that round. If you CAN and ARE engaging in respiration (have lungs that are useful for oxygenating your blood-stream, rather than just talking or blowing out candles etc , are in a medium you can and are breathing, etc), but don't HAVE to (perhaps due to a Iridescent Spindle Ioun Stone), then you halve all constitution penalties from this ability.
{table=head]Size catagory relative to you|Penalty(Low Activity)| Penalty(High Activity)
2 or more smaller|-1|-1
1 smaller|-1|-2
Same|-2|-4
1 larger|-4|-8
2 larger|-8|-16
3 larger|-16|-32
4 larger|-32|-64
5 or more larger|-64|-128
[/table]
You must have a constitution score to use this ability, and the penalties from it CAN kill you if they reduce your constitution score to 0 or below. In such a case the effect still happens that round, your dying breath having great power to save others.

This ability is the equivalent of a 3rd level divine spell and has no somatic components(thus spell-failure for armor and shields do not apply to it).

Unlike most magical effects, this can penetrate all barriers except force effects that target an area, rather than an individual. Thus Wall of Force, or the solid version of Forcecage stop it, but Mage Armor, Shield, and Bigby's Interposing Hand don't. You must clearly identify each creature you wish to target with this ability.


Gift of Soul(Su): You may assist with the creation of any magic item, regardless of pre-requisites. The limits on activity levels, working time, etc apply to you as normal. The other worker(s) must be able to meet all pre-requisites (except XP available, which doesn't matter either way) to allow this to work. The only benefit of this is that you may contribute XPs towards XP the cost of the item. Any magic item creation process that does not have a sufficient amount of total XPs contributed to it fails as if it was abandoned before it was complete.
You may also provide part or all of the XP component of any spell cast by an ally that you are touching for the entire casting time. This donation may not be coerced in any way.

Gift of Life (Sp): All uses of this ability require the same material components and have the same casting times as the spells they emulate. In all cases if the grace-gift does not have a constitution score they may substitute an equal amount of burn to strength AND half that amount of burn to charisma.

At 9th level a grace-gift may take 4 points of constitution burn to cast Raise Dead.


At 13th level a grace-gift may take 6 points of constitution burn to cast Resurrection.

At 17th level a grace-gift may take 8 points of constitution burn to cast True Ressurection.

Shield of the Soul(Su/Sp): At 11th level the grace-gift gains spell resistance equal to their class level + 5 as a supernatural ability.

As a swift, move, or standard action spell-like ability they may transfer this for one round, with a +5 additional bonus, to an ally within 10 feet. This transferal is equivalent to a divine spell of 5th level. If, when transferred to someone other than the Grace-gift, the bearer of this spell resistance has spell resistance from another source that is equal to or greater than that granted by this ability, that applies against any given thing, then that other spell-resistance (against that specific effect) is instead increased by half the grace-gift's class level. Naturally, only one character may benefit from this spell-resistance at a time. For instance the grace-gift can not use all three types of actions to grant spell-resistance to three different targets (but see below).

At 16th level, as a move or standard action spell-like ability this instead benefits all their allies (BUT NOT THEMSELVES) within a 10 foot emanation centered on the grace-gift. All allies further away than 10 feet, but within a 30 foot emanation of the grace-gift instead receive the spell resistance without the +5 bonus or the ability to have it apply as a bonus to another source of spell-resistance. When used in this way the transferal's equivalent spell level increases to 8th.

At 19th level, the grace-gift's spell resistance improves to class level +10.


Mobile Defender(Ex): NOTE THAT THIS REQUIRES THE BLOCKER FEAT, WHICH HAS PREREQUISITES, TO BE OF ANY USE.At 13th a grace-gift may use a modified version of the total defense action as a swift action. In this case no bonus to AC is provided, however the grace-gift may still make attacks of opportunity as provided by the Blocker and Improved Blocker feats (http://www.giantitp.com/forums/showthread.php?t=113722) as if he had spend a full-round action on total defense,[COLOR] provided he has the feat(s) in question. [COLOR="Red"]However if you use this option, any movement you make via those feats before the start of your next turn counts against your movement for said next turn, thus requiring you to expend at least a five-foot step, and quite possibly a move action, or even (in very rare cases) a double-move action.

Matchless Loyalty(Ex): At 13th level the grace-gift automatically breaks completely free of any mind-affecting effect the instant before it would otherwise cause him to cause harm to any creature he considered an ally at the moment he initially succumbed to said effect. Among other things this can reverse the effects of Mind Rape.


Gift of Foresight(Sp): At 17th level a grace-gift ((cast foresight on others only, might just allow them to do this straight up and at-will but with a limit of one such spell active at a time.))


Code of Conduct:
Committing individual Chaotic or Evil acts has no effect on a grace-gift in and of itself, but if they ever become both non-good and non-lawful they lose all grace-gift abilities with the exception of the weapon proficiency and the ability points gained from "able to bear it". She may not progress any farther in levels as a grace-gift. She regains her abilities, saves, and advancement potential if she returns to an acceptable alignment and then atones for her violations (see the atonement spell description), as appropriate.


Bonus Feat Lists and New Feats Moved to Next Post (http://www.giantitp.com/forums/showpost.php?p=12549326&postcount=2)

DracoDei
2012-01-17, 07:42 PM
Continued from previous post. (http://www.giantitp.com/forums/showpost.php?p=12549326&postcount=1)

At various levels the grace-gift gains a bonus feat from the following lists. When taken in this way they do not need to meet the character level, ability score, base attack, maneuver/stance knowledge, or saving throw prerequisites of that feat. Prerequisites that take the form of other feats are required only for feats that are also on one of these lists. For example: the Improved Blocker (http://www.giantitp.com/forums/showthread.php?t=113722) feat requires the Combat Reflexes and Blocker feats, but, if taken in this manner does not require a +10 BAB, nor the Combat Expertise feat. They DO have to meet any class level requirements. At first and second class levels only feats from List I may be selected. At later levels access to more lists is granted.
List I:

Blind-fight
Combat Casting
Devoted Bulwark(ToB)
Die Hard
Disease Resistance
Dodge
Endurance
Evasive Reflexes(ToB)
Force of Will (http://www.d20srd.org/srd/psionic/psionicFeats.htm#forceOfWill)(Requires Iron Will.)
Great Fortitude
Hostile Mind (http://www.d20srd.org/srd/psionic/psionicFeats.htm#hostileMind)
Improved Divine Protection*
Improved Toughness
?Iron Heart Aura?
Iron Will
Lightning Reflexes
Mental Resistance (http://www.d20srd.org/srd/psionic/psionicFeats.htm#mentalResistance)
Mobility(Requires Dodge.)
Mind Over Body (http://www.d20srd.org/srd/psionic/psionicFeats.htm#mindOverBody)
?Open Minded? (http://www.d20srd.org/srd/psionic/psionicFeats.htm#openMinded)
Plague Bane*
Poison Resistance
XxProtecting Paladin*xX((This feat is just a sketch right now.))
Psionic Hole (http://www.d20srd.org/srd/psionic/psionicFeats.htm#psionicHole)
Rapid Metabolism (http://www.d20srd.org/srd/psionic/psionicFeats.htm#rapidMetabolism)
Sidestep Charge (http://www.d20srd.org/srd/psionic/psionicFeats.htm#sidestepCharge)(Requires the Dodge. Special: If taken as a Grace-Gift bonus feat the bonuses to Defensive Strike/Enhanced Defense Strike do NOT apply to this attack.)
Skill Focus(Concentration)
Skill Focus(Heal)
Skill Focus(Tumble)
Stand Still (http://www.d20srd.org/srd/psionic/psionicFeats.htm#standStill)
Stone Power(ToB)
Touch of the Grace-Gift*
?White Raven Defense?

List II (Grace-gift level 3):
Blocker (http://www.giantitp.com/forums/showthread.php?t=113722)(Requires Combat Reflexes.)
Burden Bearer*
Combat Reflexes(Special: A grace-gift who takes this feat as a grace-gift bonus feat may substitute Charisma for Dexterity for the purposes of determining how many attacks of opportunity he may make per round)
???Defensive Trip???(This feat is a rough draft at this time, and I do not consider it ready to play without further consideration.).
Enhanced Material Defense*
GET OFF OF THEM!!!*
Plague-Bane*

Improved Plague-Bane* (Requires Plague-Bane.)
Mage Slayer, Lesser*

List III (Grace gift level 5):
Combat Expertise(SPECIAL: When taken in this way this feat requires 5 ranks in Tumble)
Heavy Breather*
Improved Disarm(Requires Combat Expertise.)
Improved Gift of Protection*
??Protector's Reward*??(This feat is a rough draft at this time, and I do not consider it ready to play without further consideration.)

List IV (Grace gift level 7):
Anchoring Defense*
Cloak Dance (http://www.d20srd.org/srd/psionic/psionicFeats.htm#cloakDance)
Energy Defense*

List V (Grace-gift level 9):
Improved Blocker (http://www.giantitp.com/forums/showthread.php?t=113722)(Requires the Blocker.)

List VI (Grace gift level 11):
Grace-Gift's Toughness, Least* (Requires Improved Toughness.)((Considering moving this whole feat chain back two class levels and adding a final one that gives +8/level.))
Improved Divine Grace* (Note this requires Great Fortitude, Improved Divine Protection, Iron Will, and Lightning Reflexes.)
Improved Shield of the Soul*

List VII (Grace gift level 13):
Grace-Gift's Toughness, Lesser* (Requires Grace-Gift's Toughness, Least, and Improved Toughness.)
Greater Shield of the Soul*
Improved Touch of the Grace-Gift*

List VIII (Grace gift level 15):
Grace-Gift's Toughness* (Requires Grace-Gift's Toughness, Lesser, which, in turn, requires two other specific feats.)
Improved Mobile Defender*
Strike Anything Defensively*

List IX (Grace gift level 17):
Grace-Gift's Toughness, Improved* (Requires Grace-Gift's Toughness, which, in turn, requires three other specific feats.)
Martyr's Power* (Note that this requires 4 feats with the [Grace-Gift] descriptor and that this does NOT include any feat merely because it is on this list, it must specifically have the [Grace-Gift] tag.)

*These feats are new and specific to the class.

New Feats
Anchoring Defense [Grace-Gift]
The energy of your protection manifests a bit more obviously than most grace-gifts.
Prerequisites: Enhanced Defensive Strike with Ghost Touch.
Benefits: When you hit an incorporeal creature with a defensive strike, it must make a will save with a DC of 10+1/2 grace-gift level+charisma modifier. If it fails it loses the incorporeal quality for 1 round(1d4 rounds?). If it is currently at least partially within a solid object it is shunted out to the nearest open space that can fully contain it, taking 1d6 damage per 5 feet so traveled.
Special: A character with at least 7 levels of grace-gift may take this feat as one of his grace-gift bonus feats. You may take this feat more than once, each time after the first, the DC of the save increases by 3(4?).

Burden Bearer [Grace-Gift]
"He's not heavy, he's my comrade."
Prerequisites: Carry the Burden class feature.
Benefits: Halve the amount of all load increases caused by your use of your Carry the Burden class ability.
Normal: Your load increase by the weight of the character(s) benefiting from your Carry the Burden ability plus the sum of their loads.
Special: This feat may be taken up to three times, its effects stack. The progression is 1/2, 1/4, 1/8. A character with at least 3 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

???Defensive Trip??? [Grace-Gift]((This feat is tentative, I am just typing it up so I don't forget. Not to be used in any games without specific GM approval until I complete it.))
"Hold It!"
Prerequisites: Defensive Strike class feature granting a to-hit bonus, Grace-Gift level 3
Benefits: If you are unarmed, or if you can make trip attacks with your weapon, you may substitute trip attempts for attacks of opportunity provoked by movement. You do not provoke an attack of opportunity when you attempt to trip an opponent in this way while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. These benefits do not stack with the benefits of the Improved Trip feat and you do not get a free attack on an opponent you successfully trip in this way, even if you also have the Improved Trip feat.
Normal: You can't make trip attempts as attacks of opportunity and trip attempts provoke attacks of opportunity.
Special: A character with at least 3(2?) levels of grace-gift may take this feat as one of his grace-gift bonus feats.

Energy Defense [Grace-Gift]
The energy of your protection manifests a bit more obviously than most grace-gifts.
Prerequisites: Enhanced Defensive Strike with an alignment type.
Benefits: Each time you make a defensive strike, you may change the bonus damage granted by your defensive strike class feature to one of the following that your defensive strikes are aligned to by your enhanced defensive strike class feature. Pick one at the time you take this feat. This can't be changed but you can take this feat again to add another option.

Acid, halve amount of bonus damage when using this option(Evil aligned strike)
Cold(Lawful aligned strike)
Fire(Evil aligned strike)
Lightning(Good aligned strike)
Non-lethal, this applies to all damage dealt by the strike, not just the bonus damage(Good aligned strike)
Sonic, halve amount of bonus damage when using this option(Chaotic aligned strike)

More importantly, you gain also gain resistance to the damage type equal to twice your grace-gift level(or four times your grace-gift level in DR/lethal damage if you gain the ability to deal subdual damage via this feat). You may use a swift, move, or standard action to transfer this resistance or damage reduction to one ally within a number of feet equal to 10+Your Grace-Gift level, rounded down to the nearest multiple of 5. This transfer lasts for one round.
Normal: Your bonus damage from defensive strike is the same type as when you are not making a defensive strike.
Special: A character with at least 7 levels of grace-gift may take this feat as one of his grace-gift bonus feats. You may take this feat more than once, each time select a different damage type that you qualify for your bonus damage.

Enhanced Material Defense [Grace-Gift]
Prerequisites: Grace-gift level 3, Enhanced Defensive Strike class feature.
Benefit: Select one(two?) material which a two-handed weapon for a medium sized may be made of for an additional cost of no more than 2,000 gp. When making defensive strikes your weapon counts as being made of that SPECIFIC material. for by-passing damage reduction, regeneration, and other such defenses, or for special purposes involving a specific material (for instance if you have some sort of Vampire Hunter PrC that lets you stake vampires during AoOs on a sufficiently good roll, you might wish to select "wood" so that you can stake with metal swords and other piercing weapons of appropriate length). This is IN ADDITION to any other material(s) it is made of our counts as being made of. In no case does this allow your weapon to acquire a trait that could be acquired via enhanced defensive strike, such as flame-touched iron weapons counting as [Good]. In any case other common (and valid) choices include cold iron, alchemical silver(although there is no penalty to damage with this option), Byeshk, or Targath.
Special: A character with at least 3 levels of grace-gift may take this feat as one of his grace-gift bonus feats. This feat may be taken more than once. Each time you select a new (pair of) material(s).


Strike Anything Defensively [Grace-Gift]
Prerequisites: Grace-gift level 15, Enhanced Defensive Strike(Adamintine and two special features) class feature, Enhanced Material Defense emulating at least two different materials ((Give rebates on any excess instances?))
Benefit: Your defensive strikes ignore all damage reduction.
Special: A character with at least 15 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

Grace-Gift's Toughness, Least [Grace-Gift]
Your body is a shield for those who need it, and a shield that can not take a few nicks is utterly worthless.
Prerequisites: Grace-gift level 11, Improved Toughness
Benefit: The bonus hit-points from Improved Toughness increase to +2/level. This change is retroactive for grace-gift levels previously gained, ?but not for levels of any other class you had at the time of taking this feat, although it does apply to levels of any class you later gain?.
Special: A character with at least 11 levels of grace-gift may take this feat as one of his grace-gift bonus feats.


Grace-Gift's Toughness, Lesser [Grace-Gift]
Your body is a shield for those who need it, and shields need to be strong.
Prerequisites:
Grace-gift level 13
Improved Toughness
Grace-Gift's Toughness, Least
Benefit: The bonus hit-points from Improved Toughness increase to +3/level. This change is retroactive for grace-gift levels previously gained, ?but not for levels of any other class you had at the time of taking this feat, although it does apply to levels of any class you later gain?.
Special: A character with at least 13 levels of grace-gift may take this feat as one of his grace-gift bonus feats.


Grace-Gift's Toughness[Grace-Gift]
Some shields are better-made than others.
Prerequisites: Grace-gift level 15
Improved Toughness
Grace-Gift's Toughness, Least
Grace-Gift's Toughness, Lesser
Benefit: The bonus hit-points from Improved Toughness increase to +4/level. This change is retroactive for grace-gift levels previously gained, ?but not for levels of any other class you had at the time of taking this feat, although it does apply to levels of any class you later gain?.
Special: A character with at least 15 levels of grace-gift may take this feat as one of his grace-gift bonus feats.


Grace-Gift's Toughness, Improved [Grace-Gift]
Pain is only the sign that someone is making a feeble attempt to remove you from between them and those you protect.
Prerequisites: Grace-gift level 17
Improved Toughness
Grace-Gift's Toughness, Least
Grace-Gift's Toughness, Lesser
Grace-Gift's Toughness
Benefit: The bonus hit-points from Improved Toughness increase to +6/level(sic). This change is retroactive for grace-gift levels previously gained, ?but not for levels of any other class you had at the time of taking this feat, although it does apply to levels of any class you later gain?.
Special: A character with at least 17 levels of grace-gift may take this feat as one of his grace-gift bonus feats.



GET OFF OF THEM! [Grace-Gift]
Attempting to overwhelm your teammates with numbers is... unwise.
Prerequisites: Grace-gift level 3, Defensive Strike class feature granting a bonus on to-hit.
Benefit: At its most basic level you may use a full-round action to make a single melee attack on each enemy that is within your threatened area that has at least one ally (NOT COUNTING YOURSELF) within its threatened area and has made a melee attack against at least one of your allies (AGAIN, NOT COUNTING YOURSELF) since your last turn (or the start of combat if it is your first turn). These attacks are made at your full BAB and gain the to-hit bonus from Defensive Strike and half of the damage bonus of Defensive Strike. If you have the Enhanced Defensive Strike ability these attacks also have all the benefits of that ability to which your class levels and feats entitle you.

When you use the GET OFF OF THEM! feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

If your grace-gift level is at least 6 when using this ability you may instead make these attacks as a standard action.

If your grace-gift level is at least 11 and you are actually using a full round action to use this ability, then you make two such attacks on each such enemy.

If your grace-gift level is at least 16 then you may make two such attacks on each such enemy as a standard action.

Remember, you can not use this feat on your turn in any combat in which you use Swift to Protect.
((Remove limit about having attacked an ally in melee within the last round? It adds complication, and isn't very proactive... maybe have this cause a -2 or -4 to the Grace-Gift's AC for one round to make up for it.))

Special: A character with at least 3 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

Heavy Breather [Grace-gift]
With practice, breathing for two becomes much easier.
Prerequisites: Gift of Breath class feature.
Benefits: Halve Constitution penalties for each character you are breathing for via "Gift of Breath", minimum 1 in the case of each such character.
Normal: You take penalties to constitution when breathing for other characters as per the appropriate chart.
Special: A character with at least 5 levels of grace-gift may take this feat as one of his grace-gift bonus feats. This feat may be taken up to three times, its effects stack. The progression is 1/2, 1/4, 1/8. The minimum constitution penalty for each creature you are breathing for remains unchanged.

Improved Divine Protection [Grace-gift]
Your protection from threats as simple as a blade is strong.
Prerequisites: Grace-gift level 1
Benefits: When you use your Divine Protection class feature to grant at least 1 point of armor class bonus to a SINGLE ally the granted bonus is then increased by 2. When using the multitargetting version of Divine Protection, the targets gain (bonus sacrificed -1) instead of (bonus sacrificed -2) armor class.
Special: A grace-gift may take this feat as one of his grace-gift bonus feats.

Improved Gift of Protection [Grace-gift]
Every scrap of protection from threats more complex than a blade is yours to give as a gift... provided it was truly given to you by the gods to begin with.
Prerequisites: Grace-gift level 3, Divine Grace class feature
Benefits: You gain a +1 bonus to all saving throws. This is three SEPARATE bonuses. Both these bonuses and the bonuses to saves from divine grace may now be transferred as if they were base saves.
Special: A character with at least 3 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

Improved Divine Grace [Grace-gift]
When giving away every scrap of protection from threats more complex than a blade you learn to survive anyway.
Prerequisites:
Class level: Grace-gift level 11
Class feature: Divine Grace class feature
Feats: Great Fortitude, Iron Will, Improved Gift of Protection, and Lightning Reflexes
Benefits: You gain a +4 bonus to all saving throws. This bonus may NOT be given away via Gift of Protection, despite the fact that you have Improved Gift of Protection. It stacks with all other bonuses.
Special: A character with at least 11 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

Improved Shield of the Soul [Grace-gift]
Your soul's shield is stronger than usual.
Prerequisites: Shield of the Soul class feature
Benefits: The spell resistance granted by your Shield of the Soul increases by 2.
Special: A character with at least 11 levels of grace-gift may take this feat as one of his grace-gift bonus feats.


Greater Shield of the Soul [Grace-gift]
Your soul's shield is both adaptable and very strong.
Prerequisites: Shield of the Soul class feature, Improved Shield of the Soul, Grace Gift level 13
Benefits: The spell resistance granted by your Shield of the Soul increases by a further 2 points. This stacks with the bonus given by Shield of the Soul.
Additionally, when transferring your spell-resistance you may choose to reduce the strength of the spell-resistance(s) you grant to each ally benefiting from the transfer, thus allowing it to synergize better with their spell-resistance from other sources.
Special: A character with at least 13 levels of grace-gift may take this feat as one of his grace-gift bonus feats.


Improved Mobile Defender [Grace-gift]
Even at your most overwhelmed your protection does not flag.
Prerequisites: Combat Reflexes, Blocker, Improved Blocker, Grace-Gift level 15, Mobile Defender Class feature.
Benefits: For purposes of the Blocker and Improved Blocker feats you may take Total Defense as a free action at the end of your turn. The effects for those feats is as if you had spend a full-round action taking Total Defense. However if you use this option, any movement you make via those feats before the start of your next turn counts against your movement for said next turn, thus requiring you to expend at least a five-foot step, and quite possibly a move action, or even (in very rare cases) a double-move action.
Special: A character with at least 15 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

Mage-Slayer, Lesser [Grace-gift]
It is difficult to hurt your friends with magic when you are on the job.
Prerequisites: Grace-gift level 3, Spellcraft 4 ranks
Benefits: Spellcasters you threaten may not cast spells that target one or more of your allies defensively, (they automatically fail their concentration checks to do so), but they are aware that they cannot cast such spells defensively while being threatened by a character with this feat. This includes harmful spells that target an area (such as Wail of the Banshee, Fireball, or Web) occupied by one or more of your allies. Remember you do not count as your own ally.
Special: A character with at least 3 levels of grace-gift may take this feat as one of his grace-gift bonus feats. Note that unlike the Mage-Slayer feat this does not reduce your own caster level.

Plague-Bane [Grace-Gift]
There are diseases that can bring a nation to its knees, infecting more people per day than clerics may cure. Every wise king who values the lives of his people(if only for what they provide him) has a healthy amount of fear of these things... those diseases fear YOU.
Prerequisites: Master of the Healing Ward class ability, Heal 6 ranks
Benefits: The increase to the number of people you can provide long-term care for and treat for diseases (and things that count as diseases due to Hands of the Healer if you have that ability) changes from one half your grace-gift level to twice your grace-gift level
Special: A character with at least 3 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

Improved Plague-Bane [Grace-Gift]
You fear no disease.
Prerequisites: Master of the Healing Ward class ability, Plague Bane, Heal 6 ranks
Benefits: You become immune to all diseases, including supernatural and magical diseases.
Special: A character with at least 3 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

??Protecting Paladin?? [Grace-gift]((VERY rough draft, just jotting a rough sketch down.))
To both strike down evil and lend defense to others are two sides of the same coin.
Prerequisites: Divine Grace ability from BOTH Grace-Gift AND Paladin (Except this means that you either need to be triple-classed, human, or eating XP penalties... well I guess I could put it on the I list and you could spend a bonus feat on it).
Benefits: Removes multi-classing induced caps from all Grace-Gift abilities.
+1 to all saves? (to compensate for redundancy of Divine Grace)
If the character has the ability to turn undead as a result of his paladin levels then his grace-gift levels stack with his paladin level to determine the effectiveness of that ability. (Simply because paladin turning is weak enough already, so why not throw them a bone?)
If the character has the spell-like ability to Remove Disease as a result of his paladin levels then grace-gift levels stack with paladin levels for determining how many times per week they can do so.
Can take more levels of Paladin even if you take grace-gift levels afterward.
Stack for Mount (once you get mount? Or stack towards mount anyway?)
Stack for Defensive Strike and, if the grace-gift has the ability, Improved Defensive Strike.
Stack for Lay On Hands and Touch of the Grace-Gift points add to Lay On Hands pool (which limits what they can be used for, but allows offensive uses).
Stack for number of Smite Evils per day and maybe even for damage. (Yes, I realize this means you can end up adding charisma to your to-hit multiple times a day... assuming you can smite on an AoO, which if you can't I should consider having this feat allow, but smites aren't often enough a day anyway, so I don't think I care.)
Stack for Hands of the Healer (it is so slow anyway, and you ARE losing a bit of spell-casting).

...... so basically it stacks for everything on the paladin side except BAB and spell-casting? Seems a bit much, but then again most of the abilities are either central to the paladin's contribution to the mix (Smite Evil) or so weak that it doesn't matter much (Turn undead). Could probably drop the save bonus, and the turn undead stuff.
Special: A character grace-gift who meets the requirements listed above may take this feat as one of his grace-gift bonus feats.

??Protector's Reward [Grace-Gift]??(This feat is a rough draft at this time, and I do not consider it ready to play without further consideration. If I had to guess I would say that it is UNDER powered.)
After much self-sacrifice for your allies to protect them from their enemies you have been granted a token amount of balancing to the karmic scales.
Prerequisites: Defensive Strike class feature granting at least a +4? bonus to damage.
Benefits: Each time you deal damage with a defensive strike or GET OFF HIM! to a true foe who presents a true threat (both as determined by the GM) to you or your allies add whichever of the following is the SMALLEST to a running tally:

The amount of damage you dealt
Your damage bonus from Defensive Strike for that specific attack (so this will be smaller if you are using GET OFF HIM!).
The subject’s hit points prior to being struck, +10 if the target had a constitution score. In other words the minimum amount of damage that would be required to kill/destroy the target.

At the start of each of your turns, and at the end of combat, you are healed for one quarter(one half?) of the amount of the tally and the running tally is then reduced to zero. Hitpoints in excess of your maximum gained at the start of your turn are instead gained as temporary hitpoints which last until the end of combat. Excess hitpoints gained at the end of combat are lost.
This is a supernatural ability.
Special: A character with at least 5? levels of grace-gift may take this feat as one of his grace-gift bonus feats.
((Change this from 1/4 to 1/2... or maybe 1/3? Anyway, looking at "Aura of Triumph" this doesn't look so powerful after all.))


Touch of the Grace-Gift [Grace-gift]
You are able to slowly repair harm to your allies... or even yourself.
Prerequisites: Grace-gift level 1
Benefits: A grace-gift may heal wounds with a touch (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to her grace-gift level × her Charisma bonus × 4, provided her charisma modifier is 1 or greater.((Tweak this to (Charisma-10, min 1)*Level*2 so that odd points matter?)) Otherwise the amount per day is equal to twice his grace-gift level. A grace-gift may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once, however this ability may not be used on any creature that lacks both an intelligence and a constitution score, and only a number of points of healing equal to half the grace-gifts level (minimum 1) may be healed per use of this ability. Using touch of the grace-gift is a full-round spell-like with somatic components that provokes attacks of opportunity.
Note that this ability CANNOT be used to harm undead (or anything else), and heals undead (and characters with the tomb tainted soul feat, etc) perfectly well. It also is fully effective for healing any construct that has either an intelligence or constitution score (or both).
Special: A grace-gift may take this feat as one of his grace-gift bonus feats.

Improved Touch of the Grace-Gift [Grace-gift]
The well of healing within you is bottomless.
Prerequisites: Grace-gift level 13
Benefits: There is now no per-day cap on the amount of healing Touch of the Grace-Gift may provide.
Special: A character with at least 13 levels of grace-gift may take this feat as one of his grace-gift bonus feats.

Martyr's Power [Grace-Gift]((This feat is a bit over-complicated, but it is only a first draft.))
While you live, you protect those you hold dear... your death releases your soul from the need to maintain its connection to your body, allowing it to become a conduit of great power for the energy of the divine. One shining perfect moment of giving.
Prerequisites: Grace Gift level 17, Four [Grace-Gift] feats (note that this is a smaller subset of the feats that a grace-gift may take as bonus feats).
Benefits: If you are slain by an ally you may choose to activate this ability at the moment of your death. If you do so, several effects occur:

You take an amount of burn to both your constitution and your strength equal to your grace-gift level. This burn is recovered at the normal rate for a living creature engaged in moderate daily activity while you are dead. If your constitution score would be lower than 1 then all attempts to revivify you fail, but only half the xp's and/or material components of such efforts fail(in the case of charged magic items the lost charge(s) may be restored by anyone with the correct item creation feat and spells at half GP and xp costs), and the person attempting the revivification gets the impression that you can be revived in approximately a certain number of days. The GM determines the amount to report by secretly rolling a number of d3s equal to half the number of days remaining rounded down. If the number of days remaining is odd he should add 1d2 to this result.
The duration on any of any of your grace-gift powers currently in operation whose total duration is two rounds or less are extended by a number of rounds equal to half your grace-gift level.
Similarly, the durations of any of your grace-gift effects that are continuous continue for half your grace-gift level in hours.
You may use any of your Grace-gift spell-like abilities that were NOT currently in operation at the moment of your death (including the transferal sub-ability of Shield of the Soul and similar) once each at the moment of your death. In the case of Gift of Shielding the damage is transferred to your corpse. The duration of all such abilities is 1 round and may not be extended by any means. When calculating how many creatures you may apply Gift of Breath, Gift of Tolerance, or similar abilities to you may not reduce your constitution below 1 but each such ability is considered separately and, do not count anything other than the specific ability in question in each case that would decrease your constitution (such as damage, drain, penalties, or burn from other sources), note specifically that this includes the constitution burn from using this ability.
Related to the above: If you have the Touch of the Grace-Gift feat you may distribute your remaining healing ability among any allies you wish who are within 5' per grace-gift level without regard for the normal per-round limit. If you have Improved Touch of the Grace-Gift then this healing is instead a total amount equal to 4 times your grace-gift level times your charisma SCORE (or your grace-gift level times 10, whichever is greater) and you may apply up to number of temporary hitpoints equal to twice your Grace-Gift level to anyone you heal to full hitpoints (or was already at full hitpoints). These excess hitpoints count against your pool of healing, and last the usual duration for temporary hit-points.
All allies within 5' per your grace-gift level gain a +2 bonus to hit OR to AC for one round, as if you had successfully used the Aid Another action on each of their foes. You may select which type of bonus is received individually for each such ally.
Your body can not become an undead, deathless, or be otherwise transformed as a direct result of your death (such as if you are killed by a ghoul or vampire), and gains spell-resistance equal to twice your grace-gift level against all attempts by people other than your allies (as known to you at the moment of your death) to raise it as an undead, cast speak with dead, or similar spells or abilities on it.
Any creature that consumes your corpse (including by your dying after having been swallowed whole or similar) must make a will-save with a DC equal to 10+your total bonus on will saves, not counting spells or magic items. If they fail this check their attitude becomes indifferent to all your allies for a number of rounds equal to your grace-gift level. So all encompassing is this effect that immunity to Mind-Affecting effects only grants a +10 bonus on the will save. This affect is broken if the creature is harmed by any of your allies, even indirectly.
You receive your normal class-based spell-resistance against Soul Bind or any equivalent effect despite having transfered your spell-resistance as part of this feat. Even if you are successfully subjected to such an effect, all counter-divination spells and effects used to conceal the location of the gem automatically fail (Including placing the gem in an Anti-magic Field if that would normally cause a problem for such divination).
The caster level of any spell used in an attempt to revive you is doubled, and the cost of any material or XP components is for such a spell is halved (only half XP is consumed, and if more than the necessary amount of material component is provided, only the halved amount is actually consumed).

Special: A character with at least 17 levels of grace-gift may take this feat as one of his grace-gift bonus feats.



Back-up of older stuff which is probably completely outdated:
Update (Monday, Jan 23rd):
Improved formatting, granting choices for the bonus feats*, adding in several abilities, adding class-specific feats, and deciding on the levels that a few pre-existing abilities would improve at.

*Actually a LOT of choices, albeit most of them are feats that can be fairly easily acquired at 1st level without using this class.


The following are my very rough drafts for are the abilities I HAVEN'T added. I might or might not add any particular ones.

Never a Burden(Sp): All target self ONLY?
Spell-level 1: Endure Elements, Longstrider (later give Longstrider 2/day)
Spell-level 2: Replicate the effects of the druid's Woodland Stride (http://www.d20srd.org/srd/classes/druid.htm#woodlandStride) class ability 1 hour/level?, Avoid Planar Effects (but the duration stinks).
Spell-level 3: Attune Form, Waterbreathing

Spell-level 5: Overland Flight (later give 2/day?)
Spell-level 6: Cloak of the Sea


Gift of Body(Sp):((I should probably add this instead of the mid-to-high range bonus feats))
Swift action to start, free action to maintain. Cha-Mod*5 foot range, when maintaining may extend to 5 times this range with standard action. Take penalty to one physical ability score to grant half that amount as a sacred/profane bonus to the same ability score of one ally.

At Xth level you may instead target Cha-Mod allies, but in this case the bonus is one quarter the penalty you take, and extending the range requires a swift action plus a full round action.

Gift of Mind(Sp): ((If I add this it should be in place of one of the high-level bonus feats)).
Full-round action to initiate, touch range, the only action you may take while this ability is active is to take an immediate (or swift if it happens to be your turn) action to end this ability, change the amount of penalty you are taking (Minimum 1, maximum Score-1), or change the type of bonus you are granting between sacred/profane and a caster level bonus. Your target may end this ability as a immediate/swift action. Both of you count as flat-footed, and are ADDITIONALLY denied your dexterity bonuses for the duration of this ability. This ability ends if the target leaves your reach for any reason. You take a penalty to one of your mental ability scores from 1 to ability score -1. The target gains a sacred or profane bonus to the same ability score equal to half this amount OR a bonus to caster levels equal to one quarter of the amount of the penalty you are taking (make it penalize all your mental ability scores when used this way?). If the second effect is selected, then any spells that benefited from this bonus end when this effect ends.


Gift of Skill(Sp): A grace-gift of at least 4th level may accept a penalty of up to the BAB he has from the Grace-Gift class (including fractions if using fractional BAB) to give an equivalent BAB bonus to on ally as a full round action with a range of touch. Note that since these bonuses and penalties are to BAB they CAN effect such things as number of attacks per round(but see below) and the maximum amount that may be power-attacked for. This bonus can not be used to qualify for feats, PrCs, or any other use outside of combat (treating plot-worthy contests of weapon skill as "combat" for this purpose). The transfer lasts for one round and is treated as a spell of level equal to the amount of BAB transferred for the purposes of concentration checks etc. Increasing the BAB beyond +20/+16/+11/+1 DOES NOT grant additional attacks.
Example: Teresa Ransom the 4th level grace-gift is standing directly to the west of Murgoth the 4th level barbarian (who has taken sufficient strength damage to reduce him to a strength of 13 and ran out his daily allotment of rages in earlier fights). Last round an orc charged Murgoth and is currently standing directly to the north of Murgoth (and thus directly to the northeast of Teresa). Teresa uses her Gift of Skill ability, and the orcs attack of opportunity on her misses, thus she takes a -4 penalty to her BAB, and increases Murgoth's BAB by 4 points to +8/+3. On Murgoth's turn, Murgoth power attacks for -6 to-hit/+12 to damage with his Masterwork two-handed sword. This means that Murgoth attacks the orc twice (assuming the orc survives the first attack) the first being at a +4 total attack bonus(+8 BAB +1 strength +1 masterwork -6 Power Attack), and the second being at a -1 total attack bonus. Both attacks will do 2d6+13 damage each if they hit.

At 14th level this ability may be used as a standard action.

At 20th level this ability may be used as a swift action.






Gift of Sleep (Sp): ((Fairly flavorful, but not really very useful. Definitely not worth a feat.)) You may target an individual and go to sleep. This sleep does not rest you in any way, but instead provides the benefits of whatever sleep in rest you get to them. Once they are fully rested sleep-wise, you pass into normal sleep, or awaken if you weren't tired enough to fall asleep when you activated this ability. In any case this sleep is no more deep than normal sleep and you may be awakened at any stage by anything that would normally wake you up.

Come, eat! (Sp):
You may cast Heroes Feast 1/day provided you are within 30 feet of at least two allies who will be sharing in the feast. The effects on you only (including the nutritive and hydrating benefits) end if, within the next 12 hours from the completion of the 1 hour eating period, there are not at least two individuals within 30 feet of you who are benefiting from the magical effects of this ability.


Old version of this post.
Bump since this thing is now very much ready for the first round of critique, despite some of the abilities not being defined as to all the levels that they improve at.

EDIT:
Added Speak Language to class skill list.


EDIT^2(and possibly higher)
Abilities/Clarifications I am thinking of adding:
Bonus Feat:
At various levels the grace-gift gains a bonus feat. They do not need to meet the requirements of that feat. If they already have a given feat when it is granted by this class, they may replace the pre-existing instance of that feat with any feat they both currently qualify for, and qualified for when they originally took the feat being replaced. ((I could drop the part about having to qualify for the new feat when you originally took the feat being replaced, but that would allow some munchkin shenanigans with for instance, getting a bunch of feats with base save or character level requirements, but minimal requirements otherwise.))

Inspired Defense (Ex): At 3rd level you use your charisma or your dexterity, whichever is higher, to determine the number of AoO's that your combat reflexes feat grants.

Gift of Breath (Sp): At 5th level, you may sustain a number of willing creatures equal to your charisma modifier within a range of your charisma modifier time 10 feet without the need to breath. You may add and/or remove creatures once per round during your turn as a swift action plus a standard action.

The description of each target must be unique, but can be vague. Thus if you saw a hole in the middle of a frozen pond and specified "The creature underneath the ice making that thumping noise." then that would work if the creature was a single drowning individual (and technically would work if it were a dire carp chasing a school of minnows that were all trying to flee along the lower surface of the ice), but if there were two such individuals the ability would fail. If you instead specified that you were targeting "First the closest creature to me that is making those thumping noises under the ice, then the second closest creature to me that is making those thumping noises under the ice, then the third closest, and so on." then you could potentially reset the suffocation periods of a number of drowning persons equal to your charisma modifier as if they had been able to breath clean and fresh air for that round.

You take a penalty to constitution for each creature you so sustain dependent on its size relative to you, and level of activity. In effect, any creature that makes a (or more than one, see Gift of Time) standard or full round action re-inflicts its penalty on you at that time. If a creature would have had to make a fortitude save on its turn if you did not intervene with this effect, add the DC of that save minus 10 (minimum 1) to the penalty it applies to you that round. If you CAN and ARE engaging in respiration (have lungs that are useful for oxygenating your blood-stream, rather than just talking or blowing out candles etc , are in a medium you can and are breathing, etc), but don't HAVE to (perhaps due to a Iridescent Spindle Ioun Stone), then you halve all constitution penalties from this ability.
{table=head]Size catagory relative to you|Penalty(Low Activity)| Penalty(High Activity)
2 or more smaller|-1|-1
1 smaller|-1|-2
Same|-2|-4
1 larger|-4|-8
2 larger|-8|-16
3 larger|-16|-32
4 larger|-32|-64
5 or more larger|-64|-128
[/table]
You must have a constitution score to use this ability, and the penalties from it CAN kill you if they reduce your constitution score to 0 or below. In such a case the effect still happens that round, your dying breath having great power to save others.

This ability is the equivalent of a 3rd level divine spell and has no somatic components(thus spell-failure for armor and shields do not apply to it).

Unlike most magical effects, this can penetrate all barriers except force effects that target an area, rather than an individual. Thus Wall of Force, or the solid version of Forcecage stop it, but Mage Armor, Shield, and Bigby's Interposing Hand don't. You must clearly identify each creature you wish to target with this ability.
((Yes, this could allow two grace-gifts to keep eachother (and several more) alive indefinitely in areas where NONE of them can breath. This is awesome and symbolic, and thus nothing to should be done to change it.))


Never a Burden(Sp): All target self ONLY?
Spell-level 1: Endure Elements, Longstrider (later give Longstrider 2/day? OTOH I might leave it out entirely, since they can just get a riding horse and be able to keep up outside of battle... then again, it is when running away that keeping up may be most important. At low levels a light warhorse is expensive, and at higher levels it doesn't have the hitpoints and saves to survive without the grace-gift spending his actions to protect IT instead of his comrades.)
Spell-level 2: Replicate the effects of the druid's Woodland Stride (http://www.d20srd.org/srd/classes/druid.htm#woodlandStride) class ability 1 hour/level?, Avoid Planar Effects (but the duration stinks).
Spell-level 3: Attune Form, Waterbreathing
Spell-level 4: Endure Environment, Lesser (http://www.giantitp.com/forums/showthread.php?p=12554072#post12554072) (NOT Freedom of Movement, since that is not generally useful against ENVIRONMENTAL threats)
Spell-level 5: Overland Flight (later give 2/day?)
Spell-level 6: Cloak of the Sea
Spell-level 8: Endure Environment, Greater (http://www.giantitp.com/forums/showthread.php?p=12554072#post12554072)


Gift of Body(Sp):
Swift action to start, free action to maintain. Cha-Mod*5 foot range, when maintaining may extend to 5 times this range with standard action. Take penalty to one physical ability score to grant half that amount as a sacred/profane bonus to the same ability score of one ally.

At Xth level you may instead target Cha-Mod allies, but in this case the bonus is one quarter the penalty you take, and extending the range requires a swift action plus a full round action.

Gift of Mind(Sp):
Full-round action to initiate, touch range, the only action you may take while this ability is active is to take an immediate (or swift if it happens to be your turn) action to end this ability, change the amount of penalty you are taking (Minimum 1, maximum Score-1), or change the type of bonus you are granting between sacred/profane and a caster level bonus. Your target may end this ability as a immediate/swift action. Both of you count as flat-footed, and are ADDITIONALLY denied your dexterity bonuses for the duration of this ability. This ability ends if the target leaves your reach for any reason. You take a penalty to one of your mental ability scores from 1 to ability score -1. The target gains a sacred or profane bonus to the same ability score equal to half this amount OR a bonus to caster levels equal to one quarter of thet amount of the penalty you are taking (make tit panalize all your mental ability scores when used this way?). If the second effect is selected, then any spells that benefited from this bonus end when this effect ends.


Gift of Sleep(Su): You may target an individual and go to sleep. This sleep does not rest you in any way, but instead provides the benefits of whatever sleep in rest you get to them. Once they are fully rested sleep-wise, you pass into normal sleep, or awaken if you weren't tired enough to fall asleep when you activated this ability. In any case this sleep is no more deep than normal sleep and you may be awakened at any stage by anything tha

motionmatrix
2012-01-21, 11:37 AM
I skimped over your class, I have to go deal with RL, but I will give it a through read asap.

With the quick look at the table, I would say (recall I have not really read it yet) that you should expand the bonus feats to a list (which can be as short as just the ones that are already there) that the player can pick at their pace.

Artificial choice is fantastic for players, (from a player perspective) we gobble it up.

DracoDei
2012-01-21, 12:46 PM
With the quick look at the table, I would say (recall I have not really read it yet) that you should expand the bonus feats to a list (which can be as short as just the ones that are already there) that the player can pick at their pace.

Artificial choice is fantastic for players, (from a player perspective) we gobble it up.
Yeah, thought of doing that, problem being that I am granting some of them before they could originally be obtained, and I don't want to give access to some of the higher level stuff at first level. I can work around this, but it is going to be a wordy mess.

The lack of feats to pick from is a problem (although some that enhance SLAs could be good), but I may be making some progress on that.

Going to keep editing my newer ability/feat ideas into the same post I was before. THOSE will continue to be just as ugly of a rough draft as ever, since I am mostly just trying to not forget anything.

Will only be making cosmetic edits to the original post for now.

Thank you VERY much for your help, I am continuing to work on reviewing your "The Protector" class.

DracoDei
2012-01-23, 09:38 PM
The following are my very round drafts for are the abilities I HAVEN'T added. I might or might not add any particular ones.

14th level is where this class starts really tailing off, although it may have some problems before that. EDIT: I MAY have fixed this.

Give some source of miss chances that can be given away?
Ditto for Sanctuary type effect "Shield of the Innocent"?

Taking on other's maladies is fine, but what about an ability to give away any buffs you have on you? One standard action per buff? Throws in a bit of versatility as you can shift things around a bit.

Some sort of ability to replicate the following(Go back over cleric list looking for "service to the community" type spells):

Repulsion
Dream Allies only.
Dismissal Allies only... really I should just raid the Anchored Guardian for almost everything it can do for Prime Materal allies and which I can justify.
Resilient Sphere? Allies only, not sure on cost... 5 points of con damage and 1 of burn to emulate the toughness of the sphere?
Locate Creature Allies only, note that there is a better version of this at a later level on this list I think, but it might come to the same thing due to the limitations. Also Find the Path.
Globe of Invulnerability. Lesser/Greater? No idea on a penalty for this. -10 to saves and SR for spells high enough level to get through the sphere?
Dimensional Anchor ...no idea what the penalty for this should be, although maybe just the action, single targeting, and 1 round duration are enough... unless I give them permanent immunity to hostile teleportation effects, then let them give it away... that could actually be good, if only because I don't think I know of anything other than my Anchored Guardian that has such an immunity. This would, obviously, be a fairly high-level ability, but then again those are what I need anyway.
Blur or Mirror Image... except the only ideas for a negative effect for you I can think of would be Faerie Fire the grace-gift, and that is just a bit ridiculous.
Spectral Hand for someone else to use but you take x4 damage (the hand still has the unmultiplied amount of hit-points) and the hit-points DON'T return at the end of the spell's duration.
1 or 2 point penalty to strength to cast Floating Disk on someone, penalty lasting as long as you keep the disk around? Seems a bit silly actually, but why not?
Actually, better than the above would probably be an ability from first level to reduce someone's load by X by adding X to your load could be more appropriate and a good predicesor level for Carry the Burden... which would also mean that the Burden Bearer feat would move to the I list from the II list, which would be... interesting since it is one of the more "must have to get maximum mileage out of class features" feats.
Antipathy (on allies only? Penalty is removing any miss chances you might have, -4 or more to all saves, AC, and SR.)
Invisibility? (see above for Penalty types.)
Foresight? (On others only.)
Regenerate
Control Weather? (Can only make NICE weather, including nil to moderate rain or snow, nil to moderate winds, no lightning, hail, sleet, or fog. Problematic thaws allowed? Can cause flooding with continuous rain?)
Move Earth? (3 points of damage and 3 points of burn to BOTH Strength and Constitution. May substitute 6 points of drain to both if you wish.)
Awaken? (No XP cost. 1 point penalty to INT that is cancelled only by the creature's death. Creature is rendered infertile by the spell?)
Commune with Nature
Quench?? (deals fire damage to you)
Atonement
Word of Recall (http://www.d20srd.org/srd/spells/wordOfRecall.htm)? Perhaps one that CAN'T effect you...
Find the Path/Discern Location (To locate allies only)
Spell Immunity/Spell Immunity, Greater (you suffer the effect of each of the spells you grant immunity to in turn when you create the effect, can only have X in effect at one time. Standard 10 min/level duration.))
Refuge (http://www.d20srd.org/srd/spells/refuge.htm)
Consecrate/Desecrate/Hallow/Unhallow? Probably not...
Death Ward? Maybe 10 points of Con damage when it is activated.
Dispel Magic/Greater Dispel Magic/Break Enchantment, perhaps using the lower of Diplomacy and Heal for anything with the [Mind Affecting] tag... or maybe just straight Diplomacy. Perhaps Dispel Chaos/Evil/Good/Law (http://www.d20srd.org/srd/spells/dispelEvil.htm)'s ability to auto-succeeded against spells with alignments opposed to yours (pick one such alignment when you get the ability?)
Remove Curse replicating ability, similar to the above.
Remove Disease's ability to cure Mummy Rot and other "magical cure only" diseases with a +5 or +10 to the DC, perhaps still requiring 2 successful heal checks in a row. Or perhaps only ONE of the successes needs to be a heal check, rather than a fortitude save (note that if BOTH succeed on a given day, then it qualifies as a success as a heal check). Or maybe they BOTH have to succeed on the final day of the sequence, every day (no DC increase in this final case).
Stone to Flesh?
Limited Wish
Heal
Miracle (not Wish, because that is Arcane).


Gift of Mobility(Su): A Grace-gift of at least 3rd level may accept 2 points of ability score damage, distributed as they choose between strength and dexterity to cast Remove Paralysis.

For longer-term paralysis, alternate uses of the heal skill would seem more appropriate. One or two round limit on the ability score damage method?


Gift of Bravery: (1st level ability) Cast Remove Fear, but perhaps without the save bonus (that is what Gift of Protection is supposed to be for). 1 point of charisma damage? Permanent duration that inflicts 1 or 2 point charisma penalty as long as it is in effect?

(Do something with Remove Curse?)


Toughened by Hardship(Ex): ((This ability will be added if this class is deemed to be too M.A.D.)).At level X and every odd-numbered level there-after the grace-gift selects one ability score except intelligence and increases it as if from character levels. The same ability score may not be selected twice in row for this class ability.

Never a Burden(Sp): I should make a chart of what levels additional uses/whatever are granted for scaling abilities... either one chart for all scaling abilities, or one chart for each, or one chart for the low-level stuff, and a shorter chart for the higher level stuff.(lists needed to do this below)
All target/can be used by self ONLY unless otherwise noted.
Pick ONE of the ones that you know to be able to use that day. Lose this ability for 24 hours, and all on-going durations of it end, if ever more than 60 feet from nearest focus creature, or if focus creature stops meeting the requirements.
Focus creature(s): Must be willing, at least one required both to prepare(within 30 feet) and to cast the spell(must be touching). Preparation takes 5 minutes.

(1)This ability may be shared.
Spell-level 0:

Create Water (No focus creature required. Range is 10 feet. 1 minute casting time. Amount capped at enough to sustain you, and up to one mount and one pack animal owned and touched by you sustained comfortably, drink-wise in your current environment.)(1)
Light (No focus creature required, considered My Light, but litterally giving someone light to see by is too cool... maybe make it My Light, but allow it to be used on others.).(1)
Purify Food and Drink (No focus creature required), later double volume?(1)
Mending The focus creature(s) may be any intelligent creature(s) that each own at least two items of manufactured goods it/they currently have in its/their possession(s). An outfit counts as one item for this purpose. Later give more times per day. Allow to be swapped out if grace-gift ever gains the "Make Whole" ability.(1)

Spell-level 1:

Endure Elements No focus creature required.
Hide from Animals Focus creature(s) must have at least 4 more ranks in Survival than you do ((this is a bit klutzy, but...)).
Hide from Undead (Ravenloft and other "killer undead are all over the place" type settings only. Focus creature must have at least 4 more ranks in both hide and move silently than you do.)
Longstrider Later changes to Extended Longstrider(less powerful than giving it more times per day because there is less flexibility). Focus creature(s) must have (a) higher land-speed(s) than you.
Mount May substitute a camel. Focus creature(s) must have (a) higher land-speed(s) than you, or be within 60 feet of a mount that they own.
Comprehend Languages. Later changes to Extended Comprehend Languages (less powerful than giving it more times per day because there is less flexibility) Give slow increase until this is a LOT of times per day since the duration is only 10 minutes/level. Requires touching one or more willing creatures that speaks the both the language to be gained, and at least one language that you can understand, both without magical aid. DO NOT HAVE THIS TURN INTO TONGUES, since that is a 3 level jump. Maybe allow it to be replaced by a different 1st level choice if the grace-gift later acquires tongues.
Low-Light Vision Focus creature(s) must have continuous innate (including class-based, but not spell or magic item) low-light vision.((Later give 2/day))
Pass without Trace Focus creature(s) must be able to pass without trace, by whatever means (Class ability, spell, item, etc).
Spider Climb Focus creature(s) must have an innate climb speed.


Spell-level 2:

Avoid Planar Effects (http://www.wizards.com/default.asp?x=dnd/iw/20040711b&page=2) (but the duration stinks, remove this or give a free upgrade to Attune Form at a later level). Focus creature(s) must be immune to the effects of the plane in question.
Burrow Focus creature(s) must have an innate burrow speed equal to or greater than what the spell would grant.
Darkvision Focus creature must have continuous innate (including class-based, but not spell((Allow permanency-ed spells?)) or magic item) darkvision with a range of at least 60'.((Later give 2/day))
Replicate the effects of the druid's Woodland Stride (http://www.d20srd.org/srd/classes/druid.htm#woodlandStride) class ability 1 hour/level?
Make Whole The focus creature(s) may be any intelligent creature(s) that each own at least two items of manufactured goods it/they currently have in its/their possession(s). An outfit counts as one item for this purpose.


Spell-level 3:

Attune Form (http://www.wizards.com/default.asp?x=dnd/iw/20040711b&page=2) Focus creature(s) must be, either naturally or because of the effects of class features, continuously immune to the effects of the plane in question.
Create Food and Drink Any intelligent creature(s) may serve as the focus(-i).
?Gaseous Form?((If I do this the requirements should be REALLY strict)).
Tiny Hut Focus is any shelter large enough for you, and at least as good as a tent. DIAMETER is equal to your height plus 50%.((Tiny Hut already has a clause about vanishing if you exit it. Also, DO NOT add Secure Shelter, and Magnificent Mansion is right out.))
Waterbreathing Focus creature(s) must currently be capable of breathing water (including via a currently active spell or magic item effect).((Allow replacement with another 3rd level choice when the Grace-gift obtains Cloak of the Sea.))


Spell-level 4:

Tongues (actual varies from 2nd to 4th based on class, but it is a spell that makes a skill obsolete, so...). Later changes to Extended Comprehend Languages (less powerful than giving it more times per day because there is less flexibility). Give slow increase until this is a LOT of times per day since the duration is only 10 minutes/level. Focus creature must speak both the language to be gained, and at least one language that you can understand, both without magical aid.


Spell-level 5:

Overland Flight (later give 2/day?). Focus creature must currently be able to fly at a speed of at least 30 feet, and be able to remain aloft for at least 2 hours without additional spell-casting etc.
(Replicate a Wing-Dragon's On your tail ability on a willing creature at touch range, but with simultaneous casting required, or maybe even a 1 minute casting time and the spell you are "riding" having to be cast after that, with all your actions tied up in concentrating on maintaining the link... maybe even have to maintain touch with caster during whole thing. Limited to effects of (GG level+1)/2. 1/day to start with increasing to 3 or 4/day by 20th level.


Spell-level 6:

Cloak of the Sea Focus creature must be ((Help! Don't know enough about what Cloak of the Sea does!)).


Spell-level 8:

Ghostform Focus creature must be ethereal, or capable of becoming so indefinitely without the use of spells or magic items. Ignore the fact that they can't be touched... sticking your hand through them counts as touching them, and your hand is forced out without harm to either of you as the spell takes effect.


1/day:
Create Water
Purify Food and Drink
Endure Elements
(2 hour/level Woodland Stride as a spell... remember to grab boiler-plate from Leap-Dragoon to prevent abuse by non-grace-gifts.)
Create Food and Drink
Tiny Hut

Extend 1/day:
Mount
Low-Light Vision
Pass without Trace
Attune Form
Waterbreathing
Overland Flight
Cloak of the Sea

Extend 2/day:
Longstrider


2/day:
Mending

3 to 4/day:
(On Your Tail)

Extend 3 to 4/day:
Light
Hide from Animals
Hide from Undead (make this Extended and 4/day)
Comprehend Languages
Spider Climb
Tongues


Extend 20/day:
Avoid Planar Effects
Burrow(PF)
Gaseous Form
Ghost-form


Related feats:
Adaptable Traveler [Grace-Gift]((Formerly known as "Good Traveling Companion".))
"Oh, I won't be any trouble to you, I promise!"
Prerequisites: Never a Burden class feature.
Benefits: You gain an additional way you can use your Never a Burden class feature. You must meet the level requirements of the ability selected.
Special: A character with at least ? levels of grace-gift may take this feat as one of his grace-gift bonus feats.

Walker of Strange Roads [Grace-Gift]
You adapt well to even the most odd and unplanned of circumstances.
Prerequisites: Never a Burden class feature.
Benefits: You may prepare an additional set of Never a Burden abilities. You may not prepare the same option more than once.
Special: A character with at least ? levels of grace-gift may take this feat as one of his grace-gift bonus feats.

Traveling Companion [Grace-Gift]
"He's with me."
Prerequisites: Never a Burden class feature that grants at least one spell that can ordinarily target more than one target.
Benefits: (Allows multi-targetting of Never a Burden spells. Creatures targeted with any such spell may not be used as a focus for 48 hours after the end of the duration of such a spell. Maybe share spells that can't normally multi-target with one creature, can change which creature with a 24 hour ritual? Gain 2 additional creatures each extra time you take this feat?)
Special: A character with at least ? levels of grace-gift may take this feat as one of his grace-gift bonus feats.

Gift of Body(Sp):((I should probably add this instead of the mid-to-high range bonus feats))
Swift action to start, free action to maintain. Cha-Mod*5 foot range, when maintaining may extend to 5 times this range with standard action. Take penalty to one physical ability score to grant half that amount as a sacred/profane bonus to the same ability score of one ally.

At 11th level((When Bear's Endurance, Mass and equivalent spells become available)) you may instead target Cha-Mod allies, but in this case the bonus is one quarter the penalty you take, and extending the range requires a swift action plus a full round action.

Gift of Mind(Sp): ((If I add this it should be in place of one of the high-level bonus feats)).
Full-round action to initiate, touch range, the only action you may take while this ability is active is to take an immediate (or swift if it happens to be your turn) action to end this ability, change the amount of penalty you are taking (Minimum 1, maximum Score-1), or change the type of bonus you are granting between sacred/profane and a caster level bonus. Your target may end this ability as a immediate/swift action. Both of you count as flat-footed, and are ADDITIONALLY denied your dexterity bonuses for the duration of this ability. This ability ends if the target leaves your reach for any reason. You take a penalty to one of your mental ability scores from 1 to ability score -1. The target gains a sacred or profane bonus to the same ability score equal to half this amount OR a bonus to caster levels equal to one quarter of the amount of the penalty you are taking (make it penalize all your mental ability scores when used this way?). If the second effect is selected, then any spells that benefited from this bonus end when this effect ends.

Gift of Sleep (Sp): ((Fairly flavorful, but not really very useful, give this at first or second level.)) A grace-gift may target an individual and go to sleep. This sleep does not rest the grace-gift in any way, but instead provides the benefits of whatever sleep/rest the grace-gift gets to them. Once they are fully rested sleep-wise, the grace-gift passes into normal sleep, or awakens if the grace-gift wasn't tired enough to fall asleep when they activated this ability. In any case this sleep is no more deep than normal sleep and the grace-gift may be awakened at any stage by anything that would normally wake the grace-gift up.

Assume Concentration (Sp):((cf Aiming at the Target and Finding the Center from Complete Arcane))

Teamwork:
A grace-gift of at least 9th level may target one ally(here-after referred to as "the original caster") within 30' who is currently maintaining a spell with a concentration-based duration as a swift action. For a number of rounds equal to the grace-gift's level every time that ally needs to make a concentration check to maintain that spell that ally chooses one of the following three options:

Rely Completely on the Grace-Gift: In this case the grace-gift attempts the concentration check in the place of the original caster with the same DC, but using the grace-gift's total bonus to the check. The GM should adjudicate if any given situational bonus would apply to this. Generally anything that effects the concentration DC of the SPELL should apply without change, but anything about the CIRCUMSTANCES (such as standing on the deck of a pitching ship) should be as per the grace-gift unless that circumstance is the only reason that the check exists in the first place rather than merely being a modifier.
Work With the Grace-Gift: In this case the grace-gift must make a check as above but against a halved DC ((or just at -10 to the DC?)). If this check fails then concentration is broken as if the caster had failed the overall concentration check. If it is successful then the original caster gains a circumstance bonus on their concentration check equal to half of the grace-gift's total modifier on concentration checks.
Do Without the Grace-Gift's Help: The original caster attempts the concentration check as usual without any effect from this ability.

This ability has a duration of one round per grace-gift level, and may be renewed after it expires on the same spell, or with a readied action triggered as the previous duration expires so as to leave no gap in continuity. A given spell, caster, and/or grace-gift may only be the subject of one instance of this ability(including the below variant) at a time.

Full responsibility:
At 15th level a second option becomes available, in this case the grace-gift takes on the full burden of maintaining the spell. They roll any necessary concentration checks if circumstances relative to the spell itself or the grace-gift would require such a spell. This may be done as a swift, move, or standard action. In no case does this give the grace-gift any control over the ability other than the ability to cease concentration on it.
Example: Jalim is maintaining a Improved Major Image* of a small pack of lions backed by a wide bonfire to deflect a stampede of wildebeest from a fallen comrade. Seeing a treacherous local guide drawing a dagger and moving stealthily to a point directly behind Jalim(perhaps wishing to start his assault with a full-attack rather than a single attack). On his turn Timothy the grace-gift moves to within range of Jalim then uses the higher-level option of this ability ability as a swift action before shouting a warning. Jalim turns and attempts to deflect the stab with the planes of invisible force produced by his Bracers of Armor +2 but the dagger strikes home. No concentration check is necessary because Jalim is not the one responsible for maintaining concentration over the Improved Major Image* any more. Timothy tries to reason with the traitor, but fails, and gets stabbed for his trouble. Timothy is now required to make a concentration check to keep the 3 round delay on the end of the spell from starting. Timothy makes the concentration check, as Jalim sees the force of the herd press some uncomfortably close to them. Jalim responds by having the male lion step backwards into the illusionary fire in apparent fear of the stampede before him and then rushing towards the wildebeest fully engulfed in flames and maddened with pain, making sure to have the lion react to the force of the blow as one of the passing creatures gores it with a horn(otherwise the whole illusion would fail since no concentration check is involved). Timothy draws his net and casts it at the traitor as he hopes that the fierceness of the illusion will counter the added lack of realism.
*Just made this spell up since, as I read it, Major Image would allow you to do ONE lion OR the bonfire.

Come and Eat! (Sp):
You may cast Heroes Feast 1/day provided you are within 30 feet of at least two allies who will be sharing in the feast. You may partake or not as you choose, but if you do the effects on you only (including the nutritive and hydrating benefits) end if, within the next 12 hours from the completion of the 1 hour eating period, there are not at least two individuals within 30 feet of you who are benefiting from the magical effects of this ability.

Helping Hand (http://www.d20srd.org/srd/spells/helpingHand.htm)1+/day
Astral Hospice (http://www.wizards.com/default.asp?x=dnd/iw/20040711b&page=2) 1+/day
Something approximating a single-target Status, Greater 1+/day. Subtract 10 or so from grace-gift level to determine what spell-like grace-gift abilities can be used and what their strengths are for level-based effects. These always target a single character only.


Allow "Martial Stance(Intercepting Arrow Kata)" as a bonus feat at level 13? Probably not... requires the use of a weapon they don't start out as proficient with to use well, requires attack rolls, doesn't have any element of self-sacrifice and... just doesn't fit as well as it did at first glance. Still I could be talked into it (including by myself).

Auxiliary table to maybe add (Don't think I am doing anything with the iteratives, so I can probably remove those, but it is easier to remove them than to add them back in, so I am going to wait on that.):
{table=head]Level|Alternate Attack Bonus|AC Bonus magnitude|AC Bonus Type Options
1st|
+1|
Cha. Bonus|
Deflection

2nd|
+2|
Cha. Bonus|
Deflection

3rd|
+3|
Cha. Bonus|
Deflection

4th|
+4|
Cha. Bonus|
Deflection

5th|
+5|
Cha. Bonus+1|
Deflection

6th|
+6/+1|
Cha. Bonus+1|
Deflection

7th|
+7/+2|
Cha. Bonus+1|
Deflection

8th|
+8/+3|
Cha. Bonus+1|
Deflection

9th|
+9/+4|
Cha. Bonus+1|
Deflection

10th|
+10/+5|
Cha. Bonus+2|
Deflection

11th|
+11/+6/+1|
Cha. Bonus+2|
Deflection

12th|
+12/+7/+2|
Cha. Bonus+2|
Deflection, Sacred/Profane

13th|
+13/+8/+3|
Cha. Bonus+2|
Deflection, Sacred/Profane

14th|
+14/+9/+4|
Cha. Bonus+2|
Deflection, Sacred/Profane

15th|
+15/+10/+5|
Cha. Bonus+3|
Deflection, Sacred/Profane

16th|
+16/+11/+6/+1|
Cha. Bonus+3|
Deflection, Sacred/Profane

17th|
+17/+12/+7/+2|
Cha. Bonus+3|
Deflection, Sacred/Profane

18th|
+18/+13/+8/+3|
Cha. Bonus+3|
Deflection, Sacred/Profane, Insight


19th|
+19/+14/+9/+4|
Cha. Bonus+3|
Deflection, Sacred/Profane, Insight

20th|
+20/+15/+10/+5|
Cha. Bonus+4|*
Deflection, Sacred/Profane, Insight[/table]
*Penalties are halved

A different one focused on Defensive Strike/Enhanced Defensive Strike
{table=head]Level|Alternate Attack Bonus|Damage Bonus |Damage Types
1st|
+1|
+1|
-

2nd|
+2|
+2|
-

3rd|
+3|
+3|
Magic

4th|
+4|
+4|
Magic

5th|
+5|
+5|
Magic

6th|
+6/+1|
+9|
Magic

7th|
+7/+2|
+10|
Magic + 1 Option

8th|
+8/+3|
+12|
Magic + 1 Option

9th|
+9/+4|
+13|
Magic + 1 Option

10th|
+10/+5|
+20|
Magic + 1 Option

11th|
+11/+6/+1|
+22|
Adamantine + Magic + 1 Option

12th|
+12/+7/+2|
+24|
Adamantine + Magic + 1 Option

13th|
+13/+8/+3|
+26|
Adamantine + Magic + 1 Option

14th|
+14/+9/+4|
+28|
Adamantine + Magic + 1 Option

15th|
+15/+10/+5|
+30|
Adamantine + Magic + 2 Options

16th|
+16/+11/+6/+1|
+48|
Adamantine + Magic + 2 Options

17th|
+17/+12/+7/+2|
+51|
Adamantine + Magic + 2 Options

18th|
+18/+13/+8/+3|
+54|
Adamantine + Magic + 2 Options


19th|
+19/+14/+9/+4|
+57|
Adamantine + Magic + 2 Options

20th|
+20/+15/+10/+5|
+60|
Adamantine + Magic + 2 Options[/table]
Consider add an extra thing to let you pick cold iron, silver, or byhesk(sp?) level materials as a separate option in addition to everything you get above?

Was considering adding Handle Animal to the class skill list, but now I can't think why.


Gift of Vision(Sp): At 2nd level a grace-gift may grant greater vision to another at the cost of his own. This ability requires a swift action, and causes the grace-gift to go blind and lose all abilities that grant the equivalent or near-equivalent of vision such as Blind-sight, Blind-sense, Tremor-sense, etc for as long as the improved vision is granted. This does not effect the Scent special quality except as it is used to locate the specific square(s) that a creature or object is in or the Blind-fight feat. This ability grants one ally within 30' Low-Light Vision(as per the spell, except as otherwise noted), or increases the range of such vision to four times instead of twice the vision of a human if the target already has low-light vision. This ability lasts 1 round, and may be extended by 1 round with a swift action (note that this does not require the grace-gift to have any idea where the target is, although the ability fails, returning the grace-gift's sight if the target is not within range at that time). When used in this way this ability is the equivalent of a 1st level divine spell.

At later levels the grace-gift acquires other ways of using this ability. In all cases the durations and penalties involved in its use remain the same.

At 3th level the grace-gift may instead grant the effects of a See Invisibility spell. When used in this way this ability is the equivalent of a 2nd level divine spell.

At 4th level the grace-gift may instead grant the effects of a Darkvision spell. When used in this way this ability is the equivalent of a 2nd level divine spell.

At 7th level you may grant Low Light Vision or See Invisibility to two targets each time you use those versions of this ability. These may be the same target if you wish. When used in this way this ability is the equivalent of a 4th level divine spell.

At 8th level the allowable range between the grace-gift and the target of this ability increases to 60 feet.

At 9th level the grace-gift may instead grant the effects of a Arcane Sight spell. The penalties to the grace-gift remain the same. When used in this way this ability is the equivalent of a 3rd level divine spell.

At 10th level a grace-gift may grant a total of three Low-Light Vision and See Invisibility effects when using that ability. These may be to any combination of targets within range. When used in this way this ability is the equivalent of a 5th level divine spell.

At 12th level a grace-gift may instead grant two effects to the same or different targets. These effect may be any of Arcane Sight, Detect Invisibility, Dark Vision, and/or Low-Light Vision. When used in this way this ability is the equivalent of a 6th level divine spell.

At 16th level a grace-gift may instead grant three effects from the above list (instead of two) to the same or different targets. When used in this way this ability is the equivalent of a 7th level divine spell.

At 18th level a grace-gift may instead grant a single ally within the range of this ability a True Seeing effect. When used in this way this ability is the equivalent of a 6th level divine spell.

At 20th Level a grace-gift may instead grant four of the following effects to the same or different targets: Arcane Sight, Detect Invisibility, Dark Vision, and/or Low-Light Vision. When used in this way this ability is the equivalent of a 8th level divine spell.


Preservation(Su): By spending 1 hour tending to a corpse, a Grace-Gift of at least 3rd level may attempt a DC 20 heal check. If it is successful, decay does not occur does not occur for the next 24 hours. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this ability don’t count against the time limit. Additionally, this ability makes transporting a fallen comrade more pleasant.

Gift of Voice(Sp): At 4th level a grace-gift may give up all ability to to speak, write, read, and otherwise understand language to grant the ability to speak and read all languages he normally knows to all allies within 60'. He can still understand body language and basic gestures.


Gift of Immunity(Sp): Starting at 7th level, as a full-round action that provokes attacks of opportunity a grace-gift may touch another creature and grant it immunity to a single spell with a level no more than that specified by the following chart. The grace-gift may dismiss a single such instance of this ability (so NOT multiple immunities on the same or different target(s)) as a full round action. The number of effects they may have running at the same time is given on the following table. If they are at(or somehow above) this limit they must first one or more existing instances effect before adding a new one. The benefits of this ability end for any target that is ever more than 30 feet from the grace-gift at both the start and the end of any of grace-gift's turn (or beyond that range at all outside of initiative), but the grace-gift must still dismiss the effect before they lose the associated penalty (see below) or it stops counting against their maximum.
{table="Head"]GG Level|Max. Spell Level / Effective Spell Level|Max. Active At Once

7th|
4th|
1

8th|
4th|
2

9th|
5th|
2

10th|
5th|
3

11th|
6th|
3

12th|
6th|
4

13th|
7th|
4

14th|
7th|
5

15th|
8th|
5

16th|
8th|
6

17th|
9th|
6

18th|
9th|
7

19th|
9th|
7

20th|
9th|
8[/table]
The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn’t protect a creature from spells for which spell resistance doesn’t apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.

Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect.

In any case the grace-gifts class special abilities provide him no protection against a spell he is granting another creature from, and he automatically fails all saving throws against it. Note especially that the AC bonus from Gift of Protection does not apply to any attack rolls made as part of such a spell.

If the grace-gift would be protected by Spell Immunity (http://www.d20srd.org/srd/spells/spellImmunity.htm), Spell Immunity, Greater (http://www.d20srd.org/srd/spells/spellImmunityGreater.htm) or a similiar spell or effect against a spell that they are currently providing immunity to via this ability then the immunity to that/those spell(s) that the grace-gift is provided is dismissed as if they had spent a full-round action for each such spell and the immunity provided TO the grace-gift against that/those specific spell(s) is negated. If this would negate all immunities provided TO the grace-gift by a given spell or effect that spell or effect is considered countered. In similar fashion, attempting to provide immunity to another to a spell that the grace-gift is immune to due to Spell Immunity, Spell Immunity, Greater or a similar spell or effect provides no protection, instead removing that immunity from the grace-gift. Again, if this removes all immunities provided by a given spell or effect then that spell or effect is considered dispelled.

((How should this interact with Spell Immunity(Greater?) on the TARGETS as far as being mutually exclusive? Full exclusion seems the safest route, but with the cap on how many individual immunities the grace-gift can provide I don't know if that is fair.))

High-level Gift of Time option that freezes you in place (even in mid-air?) but you can still be injured, auto-fail all reflex saves, can even be coup-de-graced. Can't be moved from spot without tearing you to pieces/crushing you to death against the force holding you in place. This lasts 4 rounds. At the end of the 2nd round you pick one ally (not requiring LoS since you can't turn your head) to receive a 3 round Time Stop. This is the ONLY action you may undertake for those 4 rounds. This is at-will. ((Going to be FUN seeing what actual uses the non-munchkin power-gamers can come up with for this one!))

"Hello, my name is Mother Nightingale, this is my hospital. If you come to visit, or to receive treatment or instruction, then welcome indeed. If you come here to offer violence to any, then I will refer you to the list I have posted by the door of those I have added to the patient list in the past."

motionmatrix
2012-01-26, 05:38 PM
All right, assuming I do not get interrupted, this is my attempt at giving you a proper critique. ^.^

*The Fluff is good, I get what the class is all about.

*Monk starting gold is 5d4 (12 gp, 5 sp average)

[QUOTE=DracoDei;12542840]Hit-die
d12

Class Skills:
The class skills (and the key ability for each skill) are: Climb(Str), Concentration(Con), Craft(Int), Diplomacy(Cha), Heal(Wis), Jump(Str), Knowledge[Local] (Int), Knowledge[Nobility and Royalty] (Int), Knowledge[Religion] (Int), Profession(Wis), Ride(Dex), Sense Motive(Wis), Speak Language(N/A), Spellcraft(Int), Survival(Wis), Swim(Str), Tumble(Dex), Use Rope(Dex)
((The wide diversity of skills here is mostly to allow them to "not drag the party down" in any physical or social situation, even if they can't per se contribute positively in all cases. Know(local) and Know(Nobility and Royalty) are for avoiding social gaffs.))

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

*

Saving Throws

*OMG! those saves are great, I better see something to make sense of them later on.


Weapon and Armor Proficiency
The Grace-gift is proficient with one type of simple melee weapon. They are proficient with neither armor nor shields.

*If you are going to give them the choice of only one weapon, I would probably give them the choice of a simple or martial one. The idea being that no matter how bad the situation is, they can only reliably use one weapon. Any situation were they need a weapon and its not the one they took, they are screwed. And yes, I am taking into consideration the fact that they are really not meant to be offensive.

Bonus Feats

*To many I do not know off the top of my head to give you a full comment, but I did recognize many and got an idea of what you were going with. I would not penalize a character that grabs combat reflexes with their regular feats before it is available as a class feat, since it hurts multiclassing into the Grace-Gift.

I do not know if you have the ability to give feats to others (it seems to be in theme here), if you do, consider expanding the feat selection and limiting what the Grace-gift can do with them.

Divine Protection

* its a supernatural ability that can technically be used endlessly, let it be dispel-able. Since this is the only true AC the class has, I would increase the bonus gained every 5 levels to 2 or even 3. If done, I would also add a limitation on how much AC can be given to any particular target. You also do not state if I could conceivably have it running on more than one target at a time, as long as i take the time to activate it and keep within range.



BAH, my SO is driving me crazy, I will continue tomorrow morning.

DracoDei
2012-01-26, 08:23 PM
Overall thoughts: Shame you didn't get through 1st level (to 3rd level would have been even better), or you would (hopefully) see how I tried to tie the class together thematically. Note that the upgrades to the abilities gained at 1st through 3rd level show this, not merely the specific versions of those abilities that a 3rd level character gets... basically this class is about two or three things right now:
First, getting a marvelous suite of defenses and then giving them away. Related to this are some abilities that let you give a team-mate an ability they don't normally have (flight, ability to survive without air, etc) at a cost to yourself.
AoOs that protect your comrades.

I may also add an ability to take de-buffs off of your allies and put them on yourself (haven't even written a rough draft of this).

Then there is "Never a Burden", which I am thinking of adding, but let's not get into THAT for the moment, since it is a very complicated ability to consider the ramifications of.

All right, assuming I do not get interrupted, this is my attempt at giving you a proper critique. ^.^

*The Fluff is good, I get what the class is all about.

*Monk starting gold is 5d4 (12 gp, 5 sp average)


Hit-die
d12

Class Skills:
The class skills (and the key ability for each skill) are: Climb(Str), Concentration(Con), Craft(Int), Diplomacy(Cha), Heal(Wis), Jump(Str), Knowledge[Local] (Int), Knowledge[Nobility and Royalty] (Int), Knowledge[Religion] (Int), Profession(Wis), Ride(Dex), Sense Motive(Wis), Speak Language(N/A), Spellcraft(Int), Survival(Wis), Swim(Str), Tumble(Dex), Use Rope(Dex)
((The wide diversity of skills here is mostly to allow them to "not drag the party down" in any physical or social situation, even if they can't per se contribute positively in all cases. Know(local) and Know(Nobility and Royalty) are for avoiding social gaffs.))

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

*

Saving Throws

*OMG! those saves are great, I better see something to make sense of them later on.
Oh, you will... 1st level ability: Gift of Resistance.





*If you are going to give them the choice of only one weapon, I would probably give them the choice of a simple or martial one. The idea being that no matter how bad the situation is, they can only reliably use one weapon. Any situation were they need a weapon and its not the one they took, they are screwed. And yes, I am taking into consideration the fact that they are really not meant to be offensive.
They are meant to be highly effective melee-ists actually... but ONLY while making certain types of AoOs. The abilities that make this possible are "Defensive Strike" and "Enhanced Defensive Strike"... which would be a single ability except that some of the abilities are Extraordinary, and some are Supernatural. The idea here was to make them as horrible as possible at attacking outside of that bailiwick, to keep them from even THINKING about becoming a CoDzilla by focusing on offensive stuff. Probably not necessary, but I also like the idea from a "the crunch supporting the fluff" perspective of them being as weak as a commoner offensively...until someone tries to aim a spell at their friend, or rush past them to get at the squishy mage or rogue.

Basically, unless they drop a feat for spiked chain proficiency at 2nd level or later, or dip barbarian, how their attacks resolve is supposed to be very much a "sit back and let the class take care of it, you just worry about setting it up so you GET those attacks, or intimidate the enemy into not doing things because they are afraid of your AoOs". Making sure those attacks happen is why feats like Lesser Mage-Bane (see the end, it is specific to the class), Combat Reflexes, Blocker, and Improved Blocker are on their feats list... I guess I DO give the "Energized Defensive Strike" feat, but that is mostly about stopping trolls, or stuff with large amounts of sufficiently obscure DR... actually, now that I think about it, that feat doesn't seem much worth taking... maybe for subdual damage if you are really trying to play up the "I don't want to see ANYONE hurt" angle (Heh... that reminds me... Vow of Peace might be broken with this class... don't own the Book of Exalted Deeds, so I don't actually know).



Bonus Feats

*To many I do not know off the top of my head to give you a full comment, but I did recognize many and got an idea of what you were going with. I would not penalize a character that grabs combat reflexes with their regular feats before it is available as a class feat, since it hurts multiclassing into the Grace-Gift.
I actually want to discourage dipping grace-gift for 1 or 2 levels if at all possible. It is WAY too good on saves and feats given otherwise... OTOH a 1 level dip into Barbarian (including starting with a barbarian level and then going grace-gift) is fine by me.

I do not know if you have the ability to give feats to others (it seems to be in theme here), if you do, consider expanding the feat selection and limiting what the Grace-gift can do with them.
Nope, feats are one of the few things they CAN'T share with others (even in my expanded concept of the class).



Divine Protection

* its a supernatural ability that can technically be used endlessly, let it be dispel-able. Since this is the only true AC the class has, I would increase the bonus gained every 5 levels to 2 or even 3. If done, I would also add a limitation on how much AC can be given to any particular target.
Nah, if I want to give them an AC boost I'll give them a warlock's ability to not take ASF from light armor (accidentally said medium in my comment in the middle of the class).

At low levels they are in the top rank for AC against touch attacks. Then you have the option to take Improved Toughness, Stone Power (take penalties to attack rolls to get DR I think), Dodge, or MAYBE Diehard... all of which do something to shore up their hp-based defenses. I would also mention the Touch of the Grace-Gift feat, but I realized that I successfully nerfed it into uselessness in that particular aspect.

At high levels low AC isn't one of the big problems with the monk (which is where I stole the progression from) and they have both a larger HD, better saves (all good in both cases, but Grace-gifts throw Divine Grace on top of it), and the ability to use a reach weapon to try to stay a BIT back from the danger zone, if they even feel the need to be close enough to a melee-threat enemy to attack it the first place (enemy spell-casters they like to remain in range of at low levels, or if they take the "Lesser Mage-Bane" feat I made for them).

You also do not state if I could conceivably have it running on more than one target at a time, as long as i take the time to activate it and keep within range.
As it currently stands the only way that would be possible would be if it was dispelled and you used a standard or move action to restore it, with a swift action either before or after to transfer to a second target. Even that would take a fairly cheesy reading of the rules to keep going for more than the one round afterward (or a lot of dispelling). I can maybe try to tighten up the wording on that, but...

I should maybe make it explicitly possible (at least at higher levels) to share partially with two or more allies, but I don't think that is usually going to be the preferred option.


BAH, my SO is driving me crazy, I will continue tomorrow morning.
Ok! I look forward to it.

motionmatrix
2012-01-26, 10:53 PM
Gift of Resistance:

*My main issue with this ability is the same I see so far: you penalize yourself to grant allies benefits. The problem is that the class gives the equivalent buffs that any other class capable of granting benefits (assuming the proper abilities/spells) but hurts itself in the process. Where is the benefit, as a player, for me to pick this over a party buff oriented cleric? (other than rp opportunities)

This class is meant to be somewhat close to the action. As such, you will probably need what you are giving away, such as save bonuses. (this could possibly be a moot point by some other ability you have written already)

Gift of Shielding:

*I would grant at another level (15th, I assume) the ability to use Gift of Shielding as an immediate action.

Swift to protect:

*The thought was not finished, not sure if you forgot to go back or just didn't get to it.

Defensive Strike:

*Cool, I like it. meshes well with the Blocker feat line.

Life Saver:

*I always hate how heal is used in this game, being practically useless. So I find it interesting that you find some kind of actual use. Take this a step further, and allow him to use the skill to actually heal hit points and other conditions it normally cannot. And speed up the process. I only say this since I have not seen an actual way to restore hp and that would seem to fit.

Divine Grace:

*two levels is enough that people will not dip for this, there is no need to cap it, specially since its going to be given away anyways.

Helpful:

*again, I really like it, increase the bonus to aid another eventually. It is one more rule that most players overlook.

Courage:

*interesting, although it seems a bit odd to weaken an ability (immunity to fear) that is not really uncommon, nor very powerful.


Okie, it is bed time. I will try to swing by tomorrow morning.

DracoDei
2012-01-27, 01:58 PM
Gift of Resistance:

*My main issue with this ability is the same I see so far: you penalize yourself to grant allies benefits. The problem is that the class gives the equivalent buffs that any other class capable of granting benefits (assuming the proper abilities/spells) but hurts itself in the process. Where is the benefit, as a player, for me to pick this over a party buff oriented cleric? (other than rp opportunities)If the buffs they are giving aren't better than what the cleric can give then I am not giving them enough variety/strength. Of course, we have to correct for the fact that the cleric has to predict what he is going to do, both in what he prepares and what he casts before battle starts. The Grace-gift on the other hand is much much more adaptable, within the range of abilities he has (which I can expand, as long as the themes of the class are adhered to).

The whole "nerf yourself to buff your allies" was the core idea of the class from the beginning... the whole AoO thing was just a side-line I tacked on.

Might go ahead and give them the light armor ability of the Warlock, and/or allow Gift of Protection to multi-target at later levels.

How much do you think the multi-target function of some of the abilities helps?


This class is meant to be somewhat close to the action. As such, you will probably need what you are giving away, such as save bonuses. (this could possibly be a moot point by some other ability you have written already)No, no, that is the major theme of the class. Striking that delicate balance. The penalties for some things get smaller with later levels, and you get more options, but that is the concept I think.



Gift of Shielding:

*I would grant at another level (15th, I assume) the ability to use Gift of Shielding as an immediate action.
EDIT: Done



Swift to protect:

*The thought was not finished, not sure if you forgot to go back or just didn't get to it. Oh... good catch! There IS an ability I didn't want them using in combination with this ability, but it isn't one I have added yet. It is called "GET OFF OF HIM!". I am still trying to figure out if it is too much of a divergence from the theme. It basically gives Whirlwind Attack(and improved versions of it at later levels) but with more strict limitations on the targetting (each target must have at least one ally within their reach).



Defensive Strike:

*Cool, I like it. meshes well with the Blocker feat line.
Thank you.




Life Saver:

*I always hate how heal is used in this game, being practically useless. So I find it interesting that you find some kind of actual use. Take this a step further, and allow him to use the skill to actually heal hit points and other conditions it normally cannot. And speed up the process. I only say this since I have not seen an actual way to restore hp and that would seem to fit.
The heal skill CAN technically be used to give hitpoints back... just not the way you are thinking... look up "Provide Long-term care"... speaking of which, I need to modify this skill to allow taking 10 on such checks... and on caltrop, spike stones, etc. Those are all DC 15, so it is useful at low levels (which is where I will be giving it).

Might let them double the rate of healing if they score a 25 on a long-term care check. Sounds weak, but for characters recovering from having a non-constitution score dropped to 0, it saves several days.

Also might give some flavor bonuses to the number of people they can provide long-term care for.

As for what you suggest... thanks, but no thanks. I like to keep mundane healing slow thank-you-very-much. If they want to heal hit-point damage they can use one of their class feats for Touch of the Grace-Gift.

Divine Grace:

*two levels is enough that people will not dip for this, there is no need to cap it, specially since its going to be given away anyways. This particular amount can't be given away... only BASE saves can be given away. That might not have been exactly what you meant, so I can deal with that.

Helpful:

*again, I really like it, increase the bonus to aid another eventually. It is one more rule that most players overlook.
eh.... maybe a LITTLE increase at higher levels.

Courage:

*interesting, although it seems a bit odd to weaken an ability (immunity to fear) that is not really uncommon, nor very powerful.
Stacking fear effects can get NASTY I hear... but that is beside the point. I didn't nerf it (and it is a pretty mild nerf actually) for balance sake, I nerfed it for the flavor of the thing.

Okie, it is bed time. I will try to swing by tomorrow morning.
Ok!

motionmatrix
2012-01-31, 02:11 PM
In reference of the Heal skill.


As for what you suggest... thanks, but no thanks. I like to keep mundane healing slow thank-you-very-much. If they want to heal hit-point damage they can use one of their class feats for Touch of the Grace-Gift.
This particular amount can't be given away... only BASE saves can be given away. That might not have been exactly what you meant, so I can deal with that.

You are right, it does heal hit points, just not in any way most players (based on my experiences) ever even think of.

I was not suggesting it should actually grant the equivalent of a cure spell, but it could conceivably give fast healing for a limited duration, and could not be affected by it again for 24 hours.

I would be likely (in fact, I have before) to include a few alchemical items that work wonder with the Heal skill, making it useful but requiring a monetary expense for nonmagical healing that actually does a visible change in combat.


I am picking up my review with "Carry the Burden"

Carry the Burden:

*The theme of "hurt me so I can help you" continues, but it now is giving me a better picture of what you want to do. I feel like you are trading the character's well being for more "flexible" powers, and it is coming together well.

The formula for range/distance is a bit convoluted, but not impossible to get over.

My main concern, is that a Grace-Gift could levitate/fly everyone up above many situations assuming they are in no immediate danger (over lava pits, as an example). Have him stand on a floating disc and hold the staff of the levitating character, now they both move up and down, forward and back. Rinse and repeat as necessary.

Toughened by Hardship:

*Why this is not a basic ability for every non casting class is beyond me, thematically it is perfect. For the Grace-Gift, considering how close they are to combat and how often they are actually in the negative of a situation, it makes a bit more sense.

*Maybe every 3 levels after whatever level they get it the first time?

Shield of the soul:

*seems kinda of harsh that you take a big penalty to your saves to give someone else the spell resistance that you are already giving up.

Enhanced Defensive Strike:

*Basic DPT enhancement for the only offense in the class. Fitting.

Gift of Breath:

* Situation, at best. You will love your Grace Gift for having it when they do, but generally, most campaigns will see little use. Maybe you would like to add an Endure Elements effect to round it out a bit? That Con damage would hurt a hell of a lot more in a frozen thundra.

Gift of Soul:

*Consider allowing it to affect spells with XP components as well; many parties do not have item making characters (personally, all my casters have several feats for it, since the dm I play with is #$%% when it comes to giving magic items).

Matchless Loyalty:

*Love the fact that it just turns it off automatically, very fitting in flavor and usefulness. Different from any other mind removal abilities, so it feels very original. And the best part is that it does not make me, as a dm, go crazy because everyone is immune to mind-effects.

Mobile Defender:

*Do not make an ability that is only really meant to work with feats. If a character does not have the feats, then it is absolutely worthless. If you still wish them to have this particular ability, then make sure they receive whatever feat before they get this. I am aware of the bonus feats, but someone might not grab it unaware of it, or simply read over. I would simply give the Blocker feat automatically to the class before level 13.

Gift of Time:

*You must be within 10 ft to use, so unless your ally moves close to you (probably not what his action would have normally been) or you happen to be next to each other, chances are the Grace-Gift's action is not going to be the only action "payed" to activate this ability.

*I have to give up my full turn to give you a move action? seems expensive, especially since I have to be 10 feet from you and now you are so far most of my abilities are useless on you.

*I have to give up my full turn to give you a swift action? What can you do with a swift action that makes this worth the expense?




If he takes no other actions on his turn a grace-gift may grant an additional moment to act to any ally...

At Yth level this ability requires only a full-round action to use.

*What is the difference?


Feats

Energized Defensive Strike:

*Why are the elements attached to alignments? what does it actually mean in gameplay? is my weapon both Evil and Fire? Thematically, this makes the least sense. You have been really good about flavor and actual rules; seems a bit weird you would leave such a big "gray" area open for exploitation.

Touch of the Grace-Gift

*Crappy healing (compared to other support characters) that can only be obtained via feats and limits the amount that can be healed at any given time, which is a full round action to use. That is really hurtful for a class that is all about the other teammates.

*how can it heal undead or constructs? neither have constitution scores. If you wish to affect them, give the Grace-Gift a feat that "repairs" objects in a similar fashion.


Final thoughts:

I like it, although you hurt yourself so much, with such a limited range for your abilities, that it is a hard sell from a player perspective. I see the value, but a player may not see it at first glance, instead thinking they are just gluttons for punishment.

It is not helped by the fact that some abilities usefulness is dependent on feats. How are you supposed to grab any feats not meant directly for this class?

I know there is bonus feats, but it feels like you really mean to have them used on the Grace-Gift specific feats. If that is the case, and I did not misunderstand, then you are better off lowering the rate of bonus feats and make some of the feats you wrote into abilities instead. That will ensure that the class will function as intended regardless of what the player does with his feat selection.

I think the best thing you can do to make this class truly shine is enhancing the range of their abilities. You can start off with a real tight leash, requiring them to be adjacent for the first few levels (1-3), then enhancing the range of the powers.

At higher levels it is almost impossible to consistently stand near other allies for a full battle. Account for that, and give them maybe a 25 ft. or 30 ft. cap somewhere in the teen levels. It will make someone playing it still have to be very tactical of where they stand/hover/float, but not keep them attached to the hip of the fighter/barbarian/paladin (who is not the only one who can benefit from the Grace-Gift's abilities).

People are significantly more likely to stick to the class if they can use its abilities reliably. You already hurt yourself to make things happen, I think the super short range is too detrimental over the course of 20 levels.

DracoDei
2012-02-01, 11:38 AM
DISCLAIMER mostly, but not entirely to motionmatrix: By the time you get through reading this, I suspect you may be sick and tired of the phrase "false choice". I am not trying to taunt you with it, I am just mentioning it when it becomes relevant... which is frequently. Seems like you changed your mind on that point (which you are totally allowed to do), but since we are doing this by posts, rather than talking face to face, or even chatting on IRC, we end up repeating ourselves a lot within a given post.

Please excuse any garbles, I am pushing myself to keep moving, rather than getting bogged down waiting for the perfect words to come to me.



In reference of the Heal skill.



You are right, it does heal hit points, just not in any way most players (based on my experiences) ever even think of.

I was not suggesting it should actually grant the equivalent of a cure spell, but it could conceivably give fast healing for a limited duration, and could not be affected by it again for 24 hours.
I could see myself reducing the period of rest required for long-term care. Certainly not 1 minute or less stuff, but I could see being able to do every 2 hours of rest what a "normal" healer can do every 24 hours.

Anything beyond that gets into Su/Sp instead of Ex... not that I couldn't see giving them a Su/Sp ability that is based on Heal... maybe a high level (mid level?) sequel to "Touch of the Grace-Gift" that replaces character level with heal ranks. Dumping two feats into being able to heal hitpoint damage between combats could be good. For in combat they have "Gift of Shielding"(which I think I allowed as an Immediate action at a certain level at your excellent suggestion).


I would be likely (in fact, I have before) to include a few alchemical items that work wonder with the Heal skill, making it useful but requiring a monetary expense for nonmagical healing that actually does a visible change in combat.
Yeah, not seeing this as much of an in-battle hitpoint restorer.


I am picking up my review with "Carry the Burden"

Carry the Burden:

*The theme of "hurt me so I can help you" continues, but it now is giving me a better picture of what you want to do. I feel like you are trading the character's well being for more "flexible" powers, and it is coming together well.
Good to know!



The formula for range/distance is a bit convoluted, but not impossible to get over.
Well, at least it only changes when you level up usually (or maybe when someone throws an Eagle's Splendor on you...



My main concern, is that a Grace-Gift could levitate/fly everyone
"Everyone" would be impossible to do at one time until high levels.

up above many situations assuming they are in no immediate danger (over lava pits, as an example). Have him stand on a floating disc and hold the staff of the levitating character, now they both move up and down, forward and back. Rinse and repeat as necessary.
I may need to clarify that the disk would be bearing the weight of BOTH characters. In such a case, if it can actually be done... why not? There is a pretty big disadvantage to fighting like that I should think, so it has its drawbacks.
Err... I may be misunderstanding you... by "staff" do you mean a literal quarterstaff or the like?



Toughened by Hardship:

*Why this is not a basic ability for every non casting class is beyond me, thematically it is perfect. For the Grace-Gift, considering how close they are to combat and how often they are actually in the negative of a situation, it makes a bit more sense.

*Maybe every 3 levels after whatever level they get it the first time?

Yeah... but it isn't very fun to play... I would rather put in fun abilities than this. It certainly is FLAVORFUL, but I don't know that I can get in everything I want/is needed to make them less boring than a min-maxed fighter to play AND still have room for this ability.


Shield of the soul:

*seems kinda of harsh that you take a big penalty to your saves to give someone else the spell resistance that you are already giving up.
That part was based around the idea that saves become less important at high levels. This assumption may be highly mistaken, to say the least. Will strike-through that part, rather than delete it, just in case someone else wants to try to talk me into putting it back in.

Enhanced Defensive Strike:

*Basic DPT enhancement for the only offense in the class. Fitting.
Fair enough.... just out of curiousity, what does DPT stand for? "Damage Penetration <T-something>"?

Gift of Breath:

* Situation, at best. You will love your Grace Gift for having it when they do, but generally, most campaigns will see little use.
Yeah, is the Grace-gift's equivalent to "Water-breathing". And yeah, Grace-gifts are going to end up with a lot of situational stuff. Comes with the territory of being the love-child of the Warlock's casting method and the Cleric's "I know all the spells on my list".

Maybe you would like to add an Endure Elements effect to round it out a bit? That Con damage would hurt a hell of a lot more in a frozen thundra.

Hmm.... Endure Elements sounds good. Probably would be a separate ability, if only because the name doesn't fit. Might make it an earlier-level ability, and then put a little addendum on Gift of Breath.


Gift of Soul:

*Consider allowing it to affect spells with XP components as well; many parties do not have item making characters (personally, all my casters have several feats for it, since the dm I play with is #$%% when it comes to giving magic items).
Interesting idea. I can throw that in, although it is making me more and more sure that I should include that warning that has been rattling around the back of my head trying to get my attention. Namely that GMs should think twice before allowing Grace-Gifts as Cohorts or anything of the sort.

Matchless Loyalty:

*Love the fact that it just turns it off automatically, very fitting in flavor and usefulness. Different from any other mind removal abilities, so it feels very original. And the best part is that it does not make me, as a dm, go crazy because everyone is immune to mind-effects.
Yeah. It really does work out pretty well like that, doesn't it? :smallwink:

Mobile Defender:

*Do not make an ability that is only really meant to work with feats. If a character does not have the feats, then it is absolutely worthless. If you still wish them to have this particular ability, then make sure they receive whatever feat before they get this.
It was your specific suggestion that lead to me replacing the static bonus feats with choices. At the time you specificly mentioned "false" choices... I took this to mean that the options had no need of being equal to eachother.

I am aware of the bonus feats, but someone might not grab it unaware of it, or simply read over. I would simply give the Blocker feat automatically to the class before level 13.
I would have to take out at least one bonus feat, and maybe two (for combat reflexes) to do this. I think I will just put in a warning at the top of the class. The idea was to keep the options open. AoOs are a sideline to the main concept of the class, and since the class gives so few character-design choices, I wanted to allow people to make a character who DOESN'T take that route. I suppose I could steal a concept from the ranger and give them "Paths" but...

Gift of Time:

*You must be within 10 ft to use, so unless your ally moves close to you (probably not what his action would have normally been) or you happen to be next to each other, chances are the Grace-Gift's action is not going to be the only action "payed" to activate this ability.
The front-liner is very often going to be within 10 feet of the grace-gift. This lets said front-liner move 30ish feet and then perform a full-attack. In other words it gives the fighter Pounce (but without the charging part).


*I have to give up my full turn to give you a move action? seems expensive, especially since I have to be 10 feet from you and now you are so far most of my abilities are useless on you.
Situational, but we are starting small.

*I have to give up my full turn to give you a swift action? What can you do with a swift action that makes this worth the expense?
Two words: Quicken Spell.
Secondarily, ToB classes have uses for swift actions.

*What is the difference?
The difference is that you get to keep your swift action, which means you can use several of your class abilities.




Feats

Energized Defensive Strike:

*Why are the elements attached to alignments? what does it actually mean in gameplay? is my weapon both Evil and Fire?
No more so than a Flaming Unholy <weapon> +1 is. Only the d6 for the flaming or the +Class Level x ? is fire. The rest is slashing, piercing, or bludgeoning.

Thematically, this makes the least sense. You have been really good about flavor and actual rules; seems a bit weird you would leave such a big "gray" area open for exploitation.
I can try to remember to add some more fluff (although since the feat is already pretty worthless in retrospect I it isn't going to be very high on my to-do list and may slip through the cracks).
The d?+Str Modx(0.5 to 1.5)+enhancement bonus+<other things melee-ists use to boost damage> part is never affected by this.
The bonus damage from the class IS. This is an important distinction. It means that instead of just hitting supernaturally hard, your weapon is instead throwing off energy when you make most AoOs. Like a flaming weapon on steroids.

Touch of the Grace-Gift

*Crappy healing (compared to other support characters) that can only be obtained via feats and limits the amount that can be healed at any given time, which is a full round action to use. That is really hurtful for a class that is all about the other teammates.
They are about PREVENTION. Giving them any HEALING (other than the mundane sort), is purely a sideline. I can take the multiplier from x2 to x4, despite the per day amount already being better than the paladin (let alone the monk). Those with CHA <12 will get (class level x2). They don't have to be able to keep up with a cleric in that department for just one feat.
Might make an improved version that removes the daily cap entirely. Out of battle healing never a problem again, for two feats? Sure, why not?... probably need a level minimum on the second one though.

*how can it heal undead or constructs? neither have constitution scores. If you wish to affect them, give the Grace-Gift a feat that "repairs" objects in a similar fashion.
Nah, I like the idea that all allies are equal for the Grace-Gift. I like the idea of a LE Grace-Gift being able to care for his Lich ally without problems (but not the skeleton minions). Ditto for a Grace-gift of any alignment being able to patch up a construct (not just living construct) ally.


Final thoughts:

I like it, although you hurt yourself so much, with such a limited range for your abilities,
Yeah, but if I increased the ranges so much of the risk would go away that the class would become very boring to play.

that it is a hard sell from a player perspective.
I know this isn't quite what you meant, but this isn't supposed to be something that "sells" itself on anything other than the fact that it truly is a class without real offensive abilities. Even the AoO stuff (if one goes that route) can be avoided by just not trying to move past the Grace-gift (or by the enemy spellcasters keeping their distance, which they like to do anyway).

It is not helped by the fact that some abilities usefulness is dependent on feats you take. With few feats to actually grab, how are you supposed to grab anything not meant directly for this class?
Are you kidding? They get one feat every level for the first four levels. The fighter is crying himself to sleep at night (which is as it should be).

The first list alone is long enough to take all your bonus feats from with 5 feats you DIDN'T take left over(and I welcome appropriate suggestions for additions to ANY of the feat lists). Granted, not all of the feats are that great, but you only asked for FALSE choice, and I gave a bit more than that. Several of those feats have maneuver requirements that are completely bypassed.

The II list isn't that short either.

The rest are single-choice, but I am very open to suggestions for additions, and, once again, picking from a lower list is NOT supposed to be a stupid idea.

I know there is bonus feats, but it feels like you really mean to have some of the feats a must in order for this to work.
Mostly at the lower levels... the higher level bonus feat slots I threw in to fill dead or nearly dead levels, rather than because I had some idea of what I wanted to put there... come to that, the 1st and 2nd level pre-selected feats were Dodge and Diehard respectively. Neither of which are required to make the class work.

Again, "False Choice"... then again, a Grace-Gift with the following as his bonus feats might actually work out pretty well:
(NOT in the order you would probably take them)
Touch of the Grace-Gift
Stone Power
Improved Toughness
Evasive Reflexes
Dodge
Mobility
Burden Bearer (and depending on party composition, taking this more than once may be worth it)
Iron Will (Yes, I know it isn't NORMALLY considered a good feat, but since it allows you to be more free with sharing your saves...)
Great Fortitude(Ditto)

Of course, that leaves you with 7 NON-bonus feats, but I rather suspect the char-op threads would have some suggestions there.

If that is the case, and I did not misunderstand, then you are better off changing the rate of bonus feats and make some of them given abilities instead. That will ensure that the class will function as intended regardless of what the player does with his feat selection.
As intended? It is currently INTENDED to be fairly flexible... or at least to give the player enough rope to hang themselves with. This is NOT a class for a beginner (although it DOES fit a "casual but experienced gamer" very well.

Once again, it was at your specific suggestion I moved away from that model... perhaps it was only because you hadn't read that ability(or maybe I hadn't even written it) when you suggested "false choice, players eat that stuff up"? Also, they only get ONE ability that requires feats they might or might not have in order to use it, and that is several levels after the earliest they could get the feat. They at least get to pick whether to take it early or late.
Granted, Defensive Strike just begs for Combat Reflexes, Blocker, Lesser Mage-Slayer and maybe Improved Blocker, but only to approximately the same degree as Sneak Attack begs for the Two-Weapon Fighting feat chain.

Going to spoil the following, since it might be moving things along too fast, rather than stopping to think things through. I will try to get some other people's opinions, for balance before I start adding yet more abilities to this class.

As far as giving more "real" options at character creation/level up see the latest version of my "Never a Burden" ability, and related feats, in an above post (make sure you have the most recent version rather than the "why haven't I deleted this post?" version). The basic idea would be that you pick some spells to put on a special spell list. You can use that spell a variable number of times per day. Basically, in most cases, the number of times per day you can use a specific scales up until you can get 16 or 24 hours of use out of it). These abilities can often be used only on yourself (some of the low-level ones can be shared) and let you basically physically keep up with a party without causing them to need to help you out to keep you safe from day to day problems (thirst, overheating, language barriers, etc) or environmental concerns. HOWEVER, they themselves have to be able to handle whatever the problem is (often without the aid of spells) and you have to stick near them or you loose the spell casting for the day. The specific spells aren't highly important I don't think. In other words, one should probably read the spell-list, but not bother looking up anything that one doesn't recognize.

motionmatrix
2012-02-01, 04:50 PM
Hey, I edited my previous post, it seems it happened as you were replying.
I am quoting it below.


Final thoughts:

I like it, although you hurt yourself so much, with such a limited range for your abilities, that it is a hard sell from a player perspective. I see the value, but a player may not see it at first glance, instead thinking they are just gluttons for punishment.

It is not helped by the fact that some abilities usefulness is dependent on feats. How are you supposed to grab any feats not meant directly for this class?

I know there is bonus feats, but it feels like you really mean to have them used on the Grace-Gift specific feats. If that is the case, and I did not misunderstand, then you are better off lowering the rate of bonus feats and make some of the feats you wrote into abilities instead. That will ensure that the class will function as intended regardless of what the player does with his feat selection.

I think the best thing you can do to make this class truly shine is enhancing the range of their abilities. You can start off with a real tight leash, requiring them to be adjacent for the first few levels (1-3), then enhancing the range of the powers.

At higher levels it is almost impossible to consistently stand near other allies for a full battle. Account for that, and give them maybe a 25 ft. or 30 ft. cap somewhere in the teen levels. It will make someone playing it still have to be very tactical of where they stand/hover/float, but not keep them attached to the hip of the fighter/barbarian/paladin (who is not the only one who can benefit from the Grace-Gift's abilities).

People are significantly more likely to stick to the class if they can use its abilities reliably. You already hurt yourself to make things happen, I think the super short range is too detrimental over the course of 20 levels.

Now, just to clear up a couple of points:

*As to the feats, I am sorry I am giving you misleading advice, not only are my two points written days apart, but also my perspective on the class changes as I continue to read.

Yes, I believe that the bonus feats "false choices" are great. However, if some of the feats are truly necessary to make the class function, I would recommend that those particular ones be enforced at a certain level, or be made into a class ability.

That is not to say you must remove all the bonus feats, just give less of them and trim the list of available ones.

Of course, remember that this could all be completely invalid; I am writing this on the assumption that those feats are truly necessary.

Burden Bearer is one that comes to mind. It is going to be very situational for most of a Grace-Gift's career to use Carry the Burden if he does not take the feat at least once.

That said, I will concede that you are correct on the amount of feats, there are many. Players will find more than one way to make the class work.

I guess I counter-argued myself because I got caught up on the fact that a player may not be able to make the class function as a result of wrong feat selection (which I have seen happen).

*As to the levitate ability, I meant moving one pc at a time. That is why I specified "no immediate danger".

Yes, I meant a regular quarterstaff. The person on the floating disk pushes forward/backward while the person levitating pulls the staff, and therefore the disk, up and down.

It is a perfectly valid combo, I just wanted to make sure you were aware that players can skip many non-combat situations and even non flying combat situations if using this combo correctly.

No need to clarify weight and disc: the character has the weight of his levitating friends on himself as defined by the ability, the disc has a limited amount of weight it can carry. This ability makes the disc even more useful, since all the weight is on one character, taking up only a 5ft. square.

*DPT= Damage Per Turn

*Yeah, I would not allow cohorts to be Grace-Gifts, that is super cheese, especially if they donate xp to spells.

*keeping your swift action is a big difference.

*Why don't you remove the evil and good descriptors from the elements, and make them elements on their own right? So you could conceivably have a holy weapon when you use your AoO, or fire, if you so desire.

*yeah, Quicken could really be a problem.

DracoDei
2012-02-01, 11:37 PM
Hope I am thinking straight here... apologies in advance if I am not.

Regarding your edits in the section you quoted:'
Yeah, the sort of player I am aiming at will at least give it a second look because it is such a novel concept and he WANTS it to be playable, even if he doesn't think it is at first. On that deeper look it will show that it IS playable.

Yeah, I guess I can "lengthen the leash" but I was under the general impression that 30ish feet back was where the squishy wizards liked to hang out at, even at higher levels... I guess that makes no sense, since they would want to be "charging range of the fastest enemy, plus its reach, plus 5 feet... at least" if possible (such as with outdoor encounters. Of course "close enough to the DPT guy that he can charge anything that is in melee with me that snuck up behind us invisible or just has crazy ranks in Hide" is also good.
Ok, I think I talked myself into it.

Hey, I edited my previous post, it seems it happened as you were replying.
I am quoting it below.



Now, just to clear up a couple of points:

*As to the feats, I am sorry I am giving you misleading advice, not only are my two points written days apart, but also my perspective on the class changes as I continue to read.
Not a problem, and it isn't like I couldn't archive the list of bonus feats in whole or in part and try to put everything back the way it was before.

However, the idea I was working from after your comment was always that there wouldn't BE any "mandatory" feats. Even the enhancement to the Blocker feat was in my mind made into "here is something for you if you decide to develop the AoO side, if not, then ignore it".


Yes, I believe that the bonus feats "false choices" are great. However, if some of the feats are truly necessary to make the class function, I would recommend that those particular ones be enforced at a certain level, or be made into a class ability.
EDIT:Yeah, I don't know if I managed to make my disclaimer clear enough. Basically, you didn't do anything in the least problematic.


That is not to say you must remove all the bonus feats, just give less of them and trim the list of available ones.
EDIT: Eh, I think a "How to play a Grace-gift" Guide section would be more to my taste.

Of course, remember that this could all be completely invalid; I am writing this on the assumption that those feats are truly necessary.
EDIT: I'm still not sure if they are or they aren't necessary to avoid severely weakening the class. I hope they aren't. I have a third set of eyes coming in to look at things. More specifically, I asked Bhu, and he said he would comment as soon as he managed to get through reading the class(since it is pretty long).

Burden Bearer is one that comes to mind. It is going to be very situational for most of a Grace-Gift's career to use Carry the Burden if he does not take the feat at least once.
EDIT: Not sure either way about this one. I have my reasons for thinking that this is not the case, but I could be very wrong.

Not really seeing that...
The class is limited to light armor and no shield in general (although I think a mithril shield should make sense for them, as it should for wizards, since you can get the ACP and ASF both down to zero... you don't even need proficiency with it at that point), and I don't THINK any of the weapons they work well with (Spear of some sort, or spiked chain if they drop a feat for it so they can go AoO crazy) weigh THAT much.
If you don't dumpstat strength(IE put at least a 12 in it), are medium sized and with no racial strength penalty, then the Small party members (especially gnomes, or, getting outside the PHB, kobolds) from the d4 and d6 hit-die classes are someone you can keep the ability on and maybe not even go over your light load. Maybe around 8th level you can spring for a Belt of Strength +2 (already having the Cloak of Charisma +4 and maybe Constitution and Dexterity boosters on the +2 level).
Come to that, enlarge person (http://www.d20srd.org/srd/spells/enlargePerson.htm) becomes a very tasty buff for you since it increases your reach for AoOs, and I THINK it actually DOES affect your carrying capacity based on your new size. It is a 1st level spell with a 1 minute/CL duration... your Small arcanist friend will gladly swap you it in return for the Fly effect you give him for the duration. You turn from a speed bump into a roadblock (although mostly from the reach, since you arguably don't need the damage bonuses as much, and it doesn't give a net to-hit bonus). Oh, look, I just noticed that you can Permanency that spell... isn't that nice! Why, you can even pay the 500 XPs yourself(once I edit that addition in)! Sure it can get dispelled, but it isn't going to happen THAT often, and if you are worried about it you can get a magic item for that. Shoot, have the squishy permanency a Reduce Person on himself while you are at it... he can use the AC, and it isn't like he is going to be winning any grapple checks anyway.

This is D&D, smaller allies aren't just light enough to carry, they are light enough to use as improvised throwing weapons (It is a minor tradition actually)... or so ran my thinking.

Anyone of your own size class... yeah, you are probably wanting that feat (or some size increasing and strength-boosting magics).

((EDIT: Based on actual character-build, it seems like size increases and/or one or two instances of the feat are needed if you want to stay within light load even for small party members in light or no armor.))

That said, I will concede that you are correct on the amount of feats, there are many. Players will find more than one way to make the class work.
Yeah... before you told me to get rid of fixed feats (and I am mostly noting this down before my memory fades more that it already has) I THINK the list of feats it gave was:
Dodge
Die Hard
Combat Reflexes
Blocker
Improved Blocker
Burden Bearer (This was a class ability at the time).

The first two of those are generally considered to be sub-optimal. Which gives you a grand total of 4 feats that most people would THINK would matter at first glance (then again they help a Grace-gift more than most other classes I think).


I guess I counter-argued myself because I got caught up on the fact that a player may not be able to make the class function as a result of wrong feat selection (which I have seen happen).
Yeah, I/we can put in a "Very strong suggestions for novice players" section with a big warning "IT IS POSSIBLE TO TOTALLY BORK YOURSELF DURING CHARACTER CREATION WITH THIS CLASS" followed by stuff along the lines of "Less experienced players are recommended to take the Blocker feat by level X, otherwise you will be letting a perfectly good class feature go to waste." and "If you are playing a character of a smaller size-class than your party, you may become dependent on size-increasing magic to be able to use your Carry the Burden class feature with even marginal effectiveness unless you take the Burden Bearer feat at least once." I'm fine with that, and like making stuff that rewards players in proportion to how intelligently they develop the character, and ESPECIALLY how creatively and sharply they PLAY the character in each strategic/tactical situation.

*As to the levitate ability, I meant moving one pc at a time. That is why I specified "no immediate danger".
*Nods*
Don't THINK this is a BIG problem for me, since it means that the wizard (or even more-so the sorcerer) has to actually learn floating disk, which is otherwise considered a pretty lame spell.

Yes, I meant a regular quarterstaff. The person on the floating disk pushes forward/backward while the person levitating pulls the staff, and therefore the disk, up and down.

I thought that Floating Disk always remained at waist height or something?
*Looks*
It is limited to 3 feet of altitude above a surface (water and lava probably count).


It is a perfectly valid combo, I just wanted to make sure you were aware that players can skip many non-combat situations and even non flying combat situations if using this combo correctly.
Meh... MIGHT need to remove the third level version of the ability, but... shoot, the class has a strictly limited number of options, and I don't feel like cutting into their fun at low levels.
Also, I don't think the disk trick works in 3.X for skipping encounters. Using one Fly spell to shuttle the entirety of the party? Yeah, that will let you skip some encounters, and if the Grace-Gift has to take a few d8s of damage to get the hulking barbarian into the air long enough... it is probably less than the encounter would have dealt to the party.

No need to clarify weight and disc: the character has the weight of his levitating friends on himself as defined by the ability, the disc has a limited amount of weight it can carry. This ability makes the disc even more useful, since all the weight is on one character, taking up only a 5ft. square.

*DPT= Damage Per TurnAh... yeah, read this, and I think I even used it earlier in this post, having read it.

*Yeah, I would not allow cohorts to be Grace-Gifts, that is super cheese, especially if they donate xp to spells.
Note to self: Make a note of this.

*keeping your swift action is a big difference.
Right.

*Why don't you remove the evil and good descriptors from the elements, and make them elements on their own right? So you could conceivably have a holy weapon when you use your AoO, or fire, if you so desire. Because then they might run out of options?
I could see letting Lawful/Chaotic GG's get access to Cold Iron/Silver (may have gotten those mis-matched, like Halley, I always get those confused), although that might be best as its own feat (and perhaps as a choice you can give up adamintine to get).

*yeah, Quicken could really be a problem.
You would think that, wouldn't you?
Quicken itself can get pretty Hax, but my logic here, in this specific case is that it is actually less of a problem than if you were an arcanist yourself.
Granted, the ability to "transform" from a Defender into a Striker/Controller at will is pretty boss, but... I think it is justified and perhaps less powerful than the "Gift of Mind" feature I was considering.
Eh... will have to think about it.

DracoDei
2012-04-04, 04:17 PM
Have made a few small edits to this, but they pushed it over the character limit. Rather than starting a new thread I am moving some stuff down here for the moment. Note that this includes the rough change-log.



Partial Change log:
SOME of newer edits(Newest at top approximately):
Added Gift of Life.
Gave more options weapon-wise, including limited use of bolas.
Added Aura.
Allowed Mobile Defender to be used as a Standard action.
Added a 4th level version of Gift of Time that only takes up a move action, and grants an improvement to base movement rate.
Removed a lot of the comments embedded in the class itself so as to save on character count.
Improved the versatility of the capstone for and "Loosened The Leash" on Gift of Time, taking it all the way to 40' at 18th level. But since it requires you to NOT move on your turn for the most part it seems appropriate that it should cap out higher than other stuff.
Beefed up Martyr's Power a bit... still poorly written, for instance, unsuccessful raise attempts should now consume 1/4 rather than 1/2 resources.
Added a bunch of feats from the Psionics section of www.d20srd to the "I" section of the bonus feats list.
Clarified that Hands of the Healer does NOT require two successes in a row to produce an effect.
Clarified wording of light armor casting.
Allowed drawing a weapon to NOT interfere with Swift to Protect.
Added ability to replicate Remove Blindness/Deafness to "Hands of the Healer".
Added "Hands of the Healer" to cover stuff that the heal skill normally can't effect, but which Lesser Restoration and then later Restoration can cover.
Added "Improved Gift of Protection", "Improved Shield of the Soul", "Greater Shield of the Soul", and "Martyr's Power" feats.
Renamed "Energized Defensive Strike" to "Energized Grace" and added transferable energy resistance to it.
Shifted Feats to the second post.
Clarified casting time of fly function of "Carry the Burden".
Finished out "Gift of Tolerence". Considering changing it to scale with size like Gift of Breath does.
Added "Improved Touch of the Grace-Gift" feat.
Put levels for the two upgrade points of "Shield of the Soul". Not really sure about picking 19th level, but the 16th level part is probably good to go.
Expanded "Gift of Soul"
Added Combat Expertise and Improved Disarm to the III bonus feat list. Considering adding an extension (via feat?) to Defensive Strike that might make Improved Disarm a "trap".
Increased starting gold to allow them to get a healers kit and some armor in addition to basic adventuring supplies.
Doubled the per-day caps on "Touch of the Grace-Gift"(This may be too much but... it is out of battle healing and doing so lets a party scrape by without a cleric at low levels).
Removed save penalty from "Shield of the Soul".
Clarified "Swift to Protect".
Allowed multi-targetting of "Divine Protection".
Expanded the 1st level uses of "Lifesaver"... (change name?)
Tweaked Lesser Mage-Slayer to work against AoE spells.
Allowed "Gift of Shielding" to be used as an immediate action at 15th level.
Gave them the ability to wear light armor.(bad idea?)
Added Iron Will and Lightning Reflexes to the first list of bonus feats.


Behind the scenes/analysis:
This is my attempt to create a class that is completely defensive in nature. So much so that half their tactical concern in battle is simply to stay alive.

I realize that this is a very dipable class, but it also should be good for going deeper. I haven't figured out where all the abilities go, but I thought I should request comments before I add anything more. I realize it has a lot of options, but that is intentional, so as to prevent a situation where the class can't do anything because the threat doesn't happen to match up with any of the defenses they can grant. Sort-of like the original reason clerics were given everything on their class list instead of being limited to a smaller number of spells known... although I doubt I have created another CoDzilla, since, by himself, this guy has no offense. I might drop some abilities, but the all seem so flavorful to me (yes, even the ones that just transfer some sort of numeric bonus) and none of them are likely to be overpowered by themselves. Since most of them are mutually exclusive, and all of them are defensive (mostly of OTHERS, thus avoiding a one-character show), I don't think it will make any other character class obsolete. Considering an ability to take negative effects away from allies into themselves... would synergize well with a party member who can cast Heal, but not perhaps not Heal, Mass.

In several cases I have gone a bit out of my way to make it so a Grace-Gift with a charisma of even 4 or something really low like that is still effective. The NPCs of the world thank me.

In short: This might or might not be Tier Two, but, if so, it is a very PARTY FRIENDLY tier two, and(EDIT: What was I thinking? It lacks offense, planar travel, or major divination). I think I mostly need help deciding what levels to give each ability/boost to ability.

DracoDei
2012-04-28, 09:03 PM
Bump due to having added a bunch of stuff, including Hands of the Healer, and several feats since the last time I bumped.

DracoDei
2012-06-22, 11:26 PM
Bump due to adding a bunch of stuff, including even MORE class-specific feats, and a revivification ability. (And Kane0 expressed an interest in seeing the class, so I wanted to be sure he could comment if he had anything to say, without fearing to be performing thread necromancy.)

Gift of Vision will almost certainly be added eventually. Gift of Skill probably will be. Never A Burden would be a... large undertaking.

Due to character-count issues I will probably be making a new thread for this sooner or later.

Kane0
2012-06-23, 01:02 AM
Woah, now this is a beefy class.

As an initial suggestion, that table you have rolled a 20 on its intimidate check, you may want to see if there is a way to water it down. Being difficult to digest is the single biggest killer of a brew thread in my experience :smalleek: Splitting the special section into Special (himself) and Special (for others) would be a good move, then trying to condense what is in the brackets to only show what isn't outlined in the class feature description itself.

Apart form that, I really like the feel of the class. It may prove difficult to keep this guy alive if targeted, especially when he takes all those penalties to provide his buffs, but hey thats the price for providing all those juicy benefits to almost anybody in the group (in an ever-expanding range).

Actually, come to think of it you may be flooding the player with options. You have given so many nice things to choose from that many players may well end up taking a long time to make their turns, and everyone knows how frustrating that can be. Also be careful of players attempting to use all these nice benefits on themselves. Some wacky shenanigan utilizing Familiars or somesuch comes to mind.

The individual abilities you have here all seem fine and relatively balanced, only playtesting can work out some kinks.

Hope this helps :smallsmile:

DracoDei
2012-06-23, 01:48 AM
Woah, now this is a beefy class.
Yeah, since it is reactionary it has to have as many different responses as possible to make sure it is rarely standing around in combat being useless.
As an initial suggestion, that table you have rolled a 20 on its intimidate check, you may want to see if there is a way to water it down. Being difficult to digest is the single biggest killer of a brew thread in my experience :smalleek: Splitting the special section into Special (himself) and Special (for others) would be a good move,

Interesting idea... the problem is that many abilities straddle the two, being "Here is something nice... and here is how you pay it forward by giving it away."

What I HAD considered doing is splitting it up by "spell levels", but since I am purposely trying to spread things out to the even-numbered levels too, that doesn't really help much.
then trying to condense what is in the brackets to only show what isn't outlined in the class feature description itself.
Maybe good for reducing intimidation. Very bad for leveling up when you have to re-read every ability you have gotten so far to see if it has gotten an upgrade, thus why I put the upgrades in the table as much as possible... maybe two tables, one for reviewing, and one for leveling up in actual play?

Apart form that, I really like the feel of the class. It may prove difficult to keep this guy alive if targeted, especially when he takes all those penalties to provide his buffs,
To be fair I DID give them a lot of redundant stuff... reflex saves are USUALLY about reducing hit-point damage... but they also have all good saves and divine grace.

But yes, a large facet of this class at the start was to make something where you can be an effective party member in combat if you just manage to stay alive. It ended up evolving (for the better) into something more than that in-as-much as you also have to decide what your are going to do that round to help your team, but yes, just staying alive is hard.
but hey thats the price for providing all those juicy benefits to almost anybody in the group (in an ever-expanding range).Sounds like I am doing it right!

Actually, come to think of it you may be flooding the player with options. You have given so many nice things to choose from that many players may well end up taking a long time to make their turns, and everyone knows how frustrating that can be.Yeah, this class is very much for someone who knows basic game mechanics like the back of their hand and can find the winning trade-offs fairly easily, thus collapsing a whole bunch of options down to 2 or 3 that are actually in the running for being the best possible idea very quickly.

And they STILL don't have as many options as a freshly prepared wizard...

Also be careful of players attempting to use all these nice benefits on themselves. Some wacky shenanigan utilizing Familiars or somesuch comes to mind.Yeah, I know... when I figure out each shenanigan I will counter it... might head over to the char-op threads at some point and see what people can do with it.

EDIT: One fairly obvious one, Grace-Gifts as cohorts, I already negated, albeit in a rather crude manner. I'm not going to tweak the mechanics of the class to fight it, although I MIGHT go so far as to phrase it as a RULE along the lines of "Selecting a Grace-Gift as a follower or cohort requires special permission from the GM."... OH! Actually typing this out made me think, one mechanical way to nix it would be "A follower with one or more levels of grace-gift counts as one level higher for the purposes of the Leadership feat, and a Grace-Gift cohort counts as two levels higher than their actual level. Thus a character normally eligible to have a 6th level cohort could, instead, select a 4th level grace-gift. Followers and cohort grace-gifts do not have the Gift of Soul ability."

EDIT^2: Of course, for MOST of these, unless you somehow grant your familiar to be the SOURCE of the spells... which a cheesy reading of Imbue Familiar with Spell Ability or the Deliver Touch Spells familiar ability combined with something that lets you treat divine SLAs as wizard spells for those purposes (easier with Deliver Touch Spells) might let you do... anyway, without that factor they are net effect zero since the penalty the caster takes is equal to or greater than the bonus granted. The SR and 20th level save bonuses come to mind as exceptions.
The individual abilities you have here all seem fine and relatively balanced, only playtesting can work out some kinks.
Playtest campaign is running, but since we haven't hit combat yet, so far I have just been "That guy with maxed ranks in the heal skill."
Hope this helps :smallsmile:
It does!

EDIT: A better way to split up the table would probably be "Out of Combat Abilities" and "Combat and Mixed Abilities", with the caveat that even the out of combat abilities are technically usable/active in combat.