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View Full Version : Embracing Nature for the good of all! [3.5, Beacon Casting Baseclass, Support, PEACH]



WaylanderX
2012-07-25, 06:02 PM
Hello guys of the Playground,
This is my second homebrew class and as my first one worked out quite good according to the replies, I did it a little bit more complicated this time. Enter the Spellguide, a support casting class with can do kinda everything exept damage. The casting system of this class is complicated, so if you do not understand how something works, just ask me. The main principle is guiding the raw forces of magic gently to their target through beacons, which may be used up for a sudden surge in great additive power. In addition, a host of special abilities and spelllike abilities take care that this class is never without an option. Also Aid another is very important in playing this class succesfully, as you can Aid another as smaller action as you level up, making it possible to aid multiple people in the same round.


Spellguide

http://images.quizilla.com/I/IS/IST/istil/1133383704_rescuteelf.jpg

Creator Unknown

All of the splendor and power of nature is at my fingertips, you still dare to try and hurt my charges?
Miliana Stormweave - High Guide of the Covenant

Adventures: Most Spellguides begin adventuring to carry out requests bestowed on them by pelgrims who undertake long journeys to ask for their guidance and help. Some of the more adventurous Spellguides, while wholly loyal to the Nature-Arcane Covenant (Organisation native to my own campaign setting), take detours to prolong their journey outside.

Characteristics: The recalling of Flows is Wisdom based, so that will be your primary stat. A good Con score always helps, together with Int for more utility.

Alignment: By the inherent goodness of caring for your allies, Spellguides can be of any good alignment.

Religion: Reverence of the raw arcane power of nature. (Yes, nature is arcane in my campaign setting in making :P)

Background: All Spellguides are raised from a very young age as the isolated cloisters of the Covenant, raised in guiding the raw forces of nature to help and heal others. The more powerfull among them also develop seer powers and the most blessed among them can even raise the dead.

Races: Any race with is not inherently evil and/or have a body solely composed of metal.

Other Classes: They are friendly towards all other classes, except Gaolers, which they view as arrogant and unfriendly, because they bend magic to their will more brutally. This is more true for lawfull Spellguides then for Chaotic ones though.

Role: Support, in a varietty of ways.

Adaptation: However you like :P

GAME RULE INFORMATION
Spellguide have the following game statistics.

Abilities: The recalling of Flows is Wisdom based, so that will be your primary stat. A good Con score always helps, together with Int for more utility.

Alignment: Any Good

Hit Die: d8

Starting Age: Earliest Adult Age of Race

Starting Gold: 7d4x5.

Class Skills
The Spellguide class skills are Concentration, Craft, Diplomacy, Gather Information, Knowledge (Any), Profession, Search, Sense Motive, Spellcraft, Spot, Survival, Use Magic Device

Skill Points at First Level: (4 + Int modifier) x 4

Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armor Proficiency: As a Spellguide, you are proficient with all simple weapons, light armor and medium armor.

CLASS NAME



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+0

+2
Guiding Magic, Rivulet Flows


2nd

+1

+3

+0

+3
Master Aider, Natural Specialist


3rd

+1

+3

+1

+3
Lesser Cantrips


4th

+2

+4

+1

+4
Arcane Sightings


5th

+2

+4

+1

+4
Supreme Aider


6th

+3

+5

+2

+5
River Flows, Retributive Beacons


7th

+3

+5

+2

+5
Cantrips, Healing Sage


8th

+4

+6

+2

+6
Legendary Aider


9th

+4

+6

+3

+6
Beacon Web


10th

+5

+7

+3

+7
Seeing the Beyond, Returning the Soul


11th

+5

+7

+3

+7
Rapid Flows


12th

+6

+8

+4

+8
Lightning Aider


13th

+6

+8

+4

+8
Great Cantrips


14th

+7

+9

+4

+9
Nature's Gift


15th

+7

+9

+5

+9
Seer of All


16th

+8

+10

+5

+10
Storm Flows


17th

+8

+10

+5

+10
Calling the Essence


18th

+9

+11

+6

+11
Weather Control


19th

+9

+11

+6

+11
Returning The Creature


20th

+10

+12

+6

+12
Nature's Embrace




Guiding Magic (Ex): A Spellguide casts using a principle known as Guiding. Using so called Guidance Beacons (hereafter often just called Beacons), they give minor benefits to allies, while setting up for a powerfull spell called a Flow in the process. The strenght of Flow used varries with the amount of Beacon Stacks present on the target. Beacons count as Supernatural abilities, while Flows count as spelllike abilities.

At level one, you only have access to Rivulet Flows, at level six you gain acces to River Flows, at level eleven to Rapid Flows and at level sixteen to Storm Flows.

You can place 1 Beacon on a maximum of 3 targets per round. These Guidance Beacons can be targeted at an ally with no misschance or spellresistance interference and have a range of 10 feet per level. The Beacons can be distributed among any ally in range as long as they are within 15 feet of eachother. The maximum amount of Beacons an ally can have is 4. Their is no maximum amount of Beacons that can be in effect in 16 in total. Casting a Flow removes all Beacons on the target(s) after it takes effect. A Beacon takes a standard action to place (If you effect multiple allies at once, it is still once 1 standard action) and they persist for 5 rounds unless otherwise noted. Casting a Beacon on a target refreshes the duration and they stack till the maximum amount (Four). Beacons get stronger when you go up in level, as depicted below.





Flows Known




Level
Rivulet
River
Rapid
Storm


1st
1
-
-
-



2nd
1
-
-
-



3rd
1
-
-
-



4th
2
-
-
-



5th
2
-
-
-



6th
2
1
-
-



7th
2
1
-
-



8th
2
1
-
-



9th
3
2
-
-



10th
3
2
-
-



11th
3
2
1
-



12th
3
2
1
-



13th
3
2
1
-



14th
3
3
2
-



15th
4
3
2
-



16th
4
3
2
1



17th
4
3
2
1



18th
4
3
2
1



19th
4
4
3
2



20th
4
4
3
2






Flows per Day


Level
Rivulet
River
Rapid
Storm


1st
3
-
-
-



2nd
4
-
-
-



3rd
4
-
-
-



4th
5
-
-
-



5th
5
-
-
-



6th
6
3
-
-



7th
6
4
-
-



8th
6
4
-
-



9th
6
5
-
-



10th
6
5
-
-



11th
6
6
3
-



12th
6
6
4
-



13th
6
6
4
-



14th
6
6
5
-



15th
6
6
5
-



16th
6
6
6
3



17th
6
6
6
4



18th
6
6
6
4



19th
6
6
6
5



20th
6
6
6
5




You can recall used Flow Slots by making a Wis Check DC 15 for Rivulet Flows, DC 17 for River Flows, DC 19 for Rapid Flows and DC 21 for Storm Flows. Each time you try to recall any slot, the DC for regaining another one becomes 2 higher. You can recall Chains a total of times of class level divided by 2 plus your Int Modifier per day regardless of succeeding or failing the check.

Master Aider (Ex): A Spellguide is adept in helping others, not only in magical ways. At second level, when using the Aid another option, this is only a move action for you instead of a standard action.

Natural Specialist (Ex): At second level, because of the intense studies of nature every Spellguide must go through, she gains a bonus on all Knowledge Nature checks equal to half her class level.

Cantrips (Sp): At level 3, 7 and 13 you gain limited tricks you can use at will to help you on your journeys. These work as the spells they imitate and are spelllike abilities.

Lesser Cantrips: Light, Prestidigitation, Create Water, Ghost Sound, Resistance.

Cantrips: Dark Way, Ebon Eyes, Snowshoes, Deep Breath, Updraft

Great Cantrips: Avoid Planar Effects, Easy Trail, Scent, Swim, Shadow Radiance

Arcane Sightings (Sp): Through the connection a Spellguide has with natural energies, she can see things otherwise not seeable without magic. She gains a few spelllike abilities connected to scrying and exploration. These count as Spelllike abilities and are usable once per day each: Chain of Eyes (DC = 12+Wisdom Modifier), See Invisibility

Supreme Aider (Ex): At level five, you have become so adept in supporting your comrades, that you can now do it in the blink of an eye. When using the Aid Another option, it is only a swift action instead of a move action. In addition, You can now use aid another when standing 10 feet away from a ally or foe.

Retributive Beacon (Su): At sixth level, once per round, whenever the Spellguide places a beacon on an ally, she gains a beacon of the same type on herself automaticly.

Healing Sage (Ex):At level 7, by spending half an hour attending to a willing subject, with a successfull DC 20 healcheck, she can remove 1 of the following conditions: Blindness, Deafness and Mute. In addition, with an hour work you can effect the target as through a Remove Curse spell. At level 11, with a DC 20+HD of the target healcheck, you can remove 2d4 ability damage from a single stat. In addition, with an hour work you can affect the target as through a Break Enchantment spell. At level 15, you can also heal 1d4 ability drain with this ability instead. At level 17, you can, with an hour work, break any mental control (Till casterlevel 20) the target is affected by.

Legendary Aider (Ex): At eighth level, your skill in helping your friends is unparalelled in all of creation. Once per turn, you can use the Aid Another Action as a free action. You can only use Aid Another once per turn this way (Other Aid Another actions using swift, move or standard actions are still possible.) In addition, You can now use aid another when standing 15 feet away from a ally or foe.

Beacon Web (Su): At level 9, once every encounter you can go into a swift burst of concentration, giving all allies within 30 feet one Beacon of your choice.

Seeing The Beyond (Sp): At level 10, The Spellguide gains more clairvoyancing powers, resulting in additional options. She gains Clairvoyance/Clairaudience, Know Vulnerabilities, Arcane Eye as spelllike abilities each once per day.

Returning the Soul (Sp):At level 10, the Spellguide gains some amount of control over life and death, so much even he can call a creature back from the grave, as long as its body is more or less intact. She gains the ability to cast Raise Dead as a spelllike ability once per weeks.

Lightning Aider (Su): At level twelve, by imbuing your actions with some of your magic, you can make your support more potent. The bonus Aid Another grants is increased by 2.

Nature's Gift (Su): At level 14, you can greatly increase the duration of your flows when you meditate and cast them in a peacefull state out of combat. When meditating for 5 min, you can cast one of your flows without the Beacon stack prerequisite and the duration, if applicable, is increased to 1 min/level. The Flow is still expended as normal. The strenght of the flow is 1 level lower then the maximum you would have gotten with maximum stacks. You can only use this classfeature with flows 1 step lower then the maximum you can cast.

Seer of All (Sp): At level 15, you are at your pinnicle of power with scrying spells. You gain Greater Scying, Greater Prying Eyes each once per day.


Calling the Essence (Su): At level 17, as a fullround action, you can bestow onto 1 ally within range four stacks. This ability is usable once per encounter.

Weather Control (Su): At level 18, a Spellguide's power over nature extends to the weather. At will, she can change the current weather in a 20 mile radius. At the dm's discretion, she might get concealment in heavy rain or stall opponents with heavy winds. She cannot target any weather variables on a certain opponent, so striking someone with lightning is out of the question. The maximum windstrength she can summon are windstorm force winds.

Returning The Creature (Sp): At level 19, the Spellguide gains extreme amounts of control over life and death, so much even he can call a creature back from the dead in its totally intact former state. She gains the ability to cast True Ressurection as a spelllike ability once per two weeks.

Nature's Embrace (Su): At level 20, nature itself takes care that no harm is done to the Spellguide. She gains a permanent Sanctuary effect with a DC of 19+Wis Mod, a permanent orb of invulnerability effect, DR 10/Cold Iron, a +10 Sacred Bonus to AC and SR 10+ Spellguide level. If the Spellguide does directly harm any creature intentionally, all the bonuses fade for 1 min, after which they are active again.

WaylanderX
2012-07-25, 06:03 PM
Beacons

Beacons are the guidelines which the Flows use to take effect without burning the target to a arcane fried crisp. The guidelines for using beacons is in the Spellcasting section above. Below are the effects of each individual beacon. As the total beacons somebody can have on his/her person is 4, multiply the number by 4 to get the total bonus after 4 turns. If more then 1 type of Beacon is active on a person, they don't refresh eachother's duration. Behind each Beacon is the total bonus if all 4 Beacons are on one target.

Note: If it says 0.5, it only takes effect when there are 2 Beacons on the target or more. So it is rounded down.

Nature's Caress:

Level 1-3: 1 fast healing/2 stacks, +1 untyped bonus to Saves/2 stacks (Total: 2-2)
Level 4-6: 1 fast healing, +1 untyped bonus to Saves/2 stacks (Total: 4-2)
Level 7-9: 1 fast healing, +1 untyped bonus to Saves/2 stacks (Total: 4-2)
Level 10-12: 2 fast healing, +1 untyped bonus to Saves (Total: 8-4)
Level 13-15: 2 fast healing, +1 untyped bonus to Saves (Total: 8-4)
Level 16-18: 2 fast healing, +1 untyped bonus to Saves (Total: 8-4)
Level 19-20: 2 fast healing, +1.5 untyped bonus to Saves (Total: 8-6)

Nature's Wrath:

Level 1-3: +1 Untyped Damage on Non-Spell melee or Non-Spell ranged attack, +1 caster level/2 Stacks for the purpose of calculating damage for a spell. (Total: 4-2)
Level 4-6: +2 Untyped Damage on Non-Spell melee or Non-Spell ranged attack, +1 caster level/2 Stacks for the purpose of calculating damage for a spell. (Total: 8-2)
Level 7-9: +2 Untyped Damage on Non-Spell melee or Non-Spell ranged attack, +1 caster level for the purpose of calculating damage for a spell. (Total: 8-4)
Level 10-12: +2 Untyped Damage on Non-Spell melee or Non-Spell ranged attack, +1 caster level for the purpose of calculating damage for a spell. (Total: 8-4)
Level 13-15: +3 Untyped Damage on Non-Spell melee or Non-Spell ranged attack, +1 caster level for the purpose of calculating damage for a spell. (Total: 12-4)
Level 16-18: +3 Untyped Damage on Non-Spell melee or Non-Spell ranged attack, +1 caster level for the purpose of calculating damage for a spell. (Total: 12-4)
Level 19-20: +3 Untyped Damage on Non-Spell melee or Non-Spell ranged attack, +2 caster level for the purpose of calculating damage for a spell. (Total: 12-8)

Nature's Palisade:

Level 1-3: DR 1/Magic or Cold Iron, +1 untyped bonus to AC/2 stacks (Total: 2-2)
Level 4-6: DR 1/Magic or Cold Iron, +1 untyped bonus to AC (Total: 4-4)
Level 7-9: DR 1/Cold Iron, +1 untyped bonus to AC (Total: 4-4)
Level 10-12: DR 2/Cold Iron, +2 untyped bonus to AC (Total: 8-8)
Level 13-15: DR 2/Cold Iron, +2 untyped bonus to AC (Total: 8-8)
Level 16-18: DR 3/Cold Iron, +3 untyped bonus to AC (Total: 12-12)
Level 19-20: DR 3/Cold Iron, +3 untyped bonus to AC (Total: 12-12)

Nature's Alacrity:

Level 1-3: +1 on attack rolls/2 stacks, +5 ft. enhancement movement speed/2 stacks (Total: 2-10)
Level 4-6: +1 on attack rolls/2 stacks, +5 ft. enhancement movement speed (Total: 2-20)
Level 7-9: +1 on attack rolls, +5 ft. enhancement movement speed (Total: 4-20)
Level 10-12: +1 on attack rolls, +5 ft. enhancement movement speed (Total: 4-20)
Level 13-15: +1 on attack rolls, +7.5 ft. enhancement movement speed (Total: 4-30)
Level 16-18: +2 on attack rolls, +7.5 ft. enhancement movement speed (Total: 8-30)
Level 19-20: +2 on attack rolls, +10 ft. enhancement movement speed (Total: 8-40)

Feats

Remnant Magic (General)

When casting Flows, you leave a small remnant of your Beacons on the target.
Requisites: Spellguide level 9
Benefit: When you cast a Flow when the target has 3 or more stacks, after the Flow is cast, 1 stack of the Beacon remains.

Healing Legend (General)

Your skill in healing is so great, that even the gods become jealous.
Requisites: Healing Sage class feature, Heal 15 ranks
Benefit: The restoration effects of Healing Sage are automaticly Maximized. You now heal 8 points of ability damage on level 11 and 4 ability drain on level 15.

Beacon Feats are feats that improve or alter your Beacons in some way, giving them other option or just plain empowering them.

Avenging Initiate (Beacon)

You can reverse flows, hindering and damaging enemies instead of helping allies.
Requisites: Spellguide level 3, Chaotic Alignment, Knowledge (Forbidden Lore) 5 ranks.
Benefit: You can cast a Beacon on an enemy. When you do, the enemy gains the reverse effect of the beacon. Other then the original versions of the beacons, only 2 stacks can be active on an enemy target. The stacks present on enemy target still count towards your limit of total stacks active. Each Beacon has the following effect when reversed:

Nature's Caress: Damage Per Round, Penalty on Saves
Nature's Wrath: Penalty on Non-Spell Mellee or Ranged damage roll, Penalty on Caster level
Nature's Palisade: Increase Damage taken, Penalty on AC.
Nature's Alacrity: Penalty on attack rolls, Penalty on all movement speeds

WaylanderX
2012-07-25, 06:04 PM
Flows

Flows are the "Spells" of the Spellguide. Flows need a number of Beacons active on the target. If this is not the case, the Flow cannot be cast. Directly after the Flow is cast, all Beacon stacks are removed, so in the turn the Flow is cast the Beacon's benefits are not recieved.

Rivulet

Nature's Boon, Lesser

Level: Rivulet
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 1 stack of Nature's Carress

You sent a small stream of magic towards your ally, healing him and boosting his defenses in the process.

You target one ally in range, healing him for 1d6+2/Stack of Nature's Carress hitpoints. Also, you grant him a bonus to saves equal to the Nature's Carress bonus +2 for 2 rounds. This does not stack with the Nature's Carress Beacon or flows that grants save bonusses.

Nature's Fury, Lesser:

Level: Rivulet
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 1 stack of Nature's Wrath

You sent a small stream of magic towards your ally, strengthening his blow and magic power dramaticly.

You target one ally in range, granting him a 1d4 extra untyped damage on each strike/Stack of Nature's Wrath present for 2 rounds. Also, you grant him a bonus to casterlevel to the amount that the Nature's Wrath Beacon gives plus one. The extra damage and casterlevel increase do not stack with any Beacon or flow.

Nature's Thicket, Lesser

Level: Rivulet
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 1 stack of Nature's Palisade

You sent a small stream of magic towards your ally, fortifying him and boosting his armoring in the process.

You target one ally in range, granting him a bonus to AC equal to the Nature's Palisade bonus +2 for 2 rounds. Also, he gains DR equal to the Nature's Palisade bonus +1. These bonuses last 2 rounds This does not stack with the Nature's Palisade Beacon or flows that grants DR or AC bonusses.

Nature's Swiftness, Lesser

Level: Rivulet
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 1 stack of Nature's Alacrity

You sent a small stream of magic towards your ally, providing more accuracy and speed for him.

You target one ally in range, granting him a bonus to attack rolls equal to the Nature's Alacrity bonus +2 for 2 rounds. Also, he gains a bonus to movement speed equal to the Nature's Alacrity bonus +5 ft.. These bonuses last 2 rounds This does not stack with the Nature's Alacrity Beacon or flows that grants a bonus to attack or a speed bonus.

Nature's Empowerment, Lesser

Level: Rivulet
Components: None
Casting Time: Standard Action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 3 stack of Nature's Wrath

You sent a small stream of magic towards your ally, empowering his body to be capable of greater feats.

You touch one ally, granting him a + 2 bonus to Strenght or Dexterity. Also, the target deals 1 damage per damage die more with weapons or natural attacks.These bonuses last 1 min per stack of Nature's Wrath.

Nature's Fortification, Lesser

Level: Rivulet
Components: None
Casting Time: Standard Action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 3 stack of Nature's Carress

You sent a small stream of magic towards your ally, empowering his body to be capable of withstanding great blows, mentally or physically.

You touch one ally, granting him a + 2 bonus to Constitution or Wisdom. Also, the target gains a +1 bonus to all saves.These bonuses last 1 min per stack of Nature's Wrath. The save bonuses stack with beacons or Flows.

Nature's Mentality, Lesser

Level: Rivulet
Components: None
Casting Time: Standard Action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 3 stack of Nature's Wrath

You sent a small stream of magic towards your ally, empowering his mind and personality.

You touch one ally, granting him a + 2 bonus to Intelligence or Charisma. Also, the target's DC's with spells are 1 higher.These bonuses last 1 min per stack of Nature's Wrath.

Nature's Revenge

Level: Rivulet
Components: None
Casting Time: Standard Action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 3 stack of Nature's Wrath

You invoke the spirits of the woodland undergrowth to protect your charge and lash back at any attackers.

You touch one ally, who in turn grows small vines on his body who lash back at anyone attacking him in melee. This does not require an action on the targets part. The vines can make a retributive attack a number of times equal to the number of stacks present per round. These attack deal twice the damage bonus of Nature's Wrath. The vines last for 3 rounds.


River

Nature's Boon

Level: River
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 1 stack of Nature's Carress

You sent a stream of magic towards your ally, healing him and boosting his defenses in the process.

You target one ally in range, healing him for 2d6+4/Stack of Nature's Carress hitpoints. Also, you grant him a bonus to saves equal to the Nature's Carress bonus +4 for 2 rounds. This does not stack with the Nature's Carress Beacon or flows that grants save bonusses.

Nature's Fury:

Level: River
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 1 stack of Nature's Wrath

You sent a stream of magic towards your ally, strengthening his blow and magic power dramaticly.

You target one ally in range, granting him a 1d8 extra untyped damage on each strike/Stack of Nature's Wrath present for 2 rounds. Also, you grant him a bonus to casterlevel to the amount that the Nature's Wrath Beacon gives plus two. The extra damage and casterlevel increase do not stack with any Beacon or flow.

Nature's Thicket

Level: River
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 1 stack of Nature's Palisade

You sent a stream of magic towards your ally, fortifying him and boosting his armoring in the process.

You target one ally in range, granting him a bonus to AC equal to the Nature's Palisade bonus +4 for 2 rounds. Also, he gains DR equal to the Nature's Palisade bonus +2. These bonuses last 2 rounds This does not stack with the Nature's Palisade Beacon or flows that grants DR or AC bonusses.

Nature's Swiftness

Level: River
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 1 stack of Nature's Alacrity

You sent a stream of magic towards your ally, providing more accuracy and speed for him.

You target one ally in range, granting him a bonus to attack rolls equal to the Nature's Alacrity bonus +4 for 2 rounds. Also, he gains a bonus to movement speed equal to the Nature's Alacrity bonus +10 ft.. These bonuses last 2 rounds This does not stack with the Nature's Alacrity Beacon or flows that grants a bonus to attack or a speed bonus.

Nature's Guardian, Lesser

Level: River
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 2 stack of Nature's Carress

You call upon the might of nature to ward your ally, restoring a bit of health when he would have otherwise fallen.

You target one ally in range, summoning a weak guardian spirit to watch over him. The guardian spirit restores 2d6 points of health per stack of Natures Carress active on the target. The subject receives this healing each turn the spell is active. If the subject reaches 0 hitpoints, the guardian spirit sacrifices itself to restore 25% of the subjects health (Rounded down). The guardian spirit lasts for 3 rounds or untill discharged. The healing recieved does not stack with any fast healing gained from Beacons or Flows.

Nature's Empowerment

Level: River
Components: None
Casting Time: Standard Action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 3 stack of Nature's Wrath

You sent a stream of magic towards your ally, empowering his body to be capable of greater feats.

You touch one ally, granting him a + 4 bonus to Strenght or Dexterity. Also, the target deals 2 damage per damage die more. These bonuses last 1 min per stack of Nature's Wrath.

Nature's Fortification

Level: River
Components: None
Casting Time: Standard Action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 3 stack of Nature's Carress

You sent a stream of magic towards your ally, empowering his body to be capable of withstanding great blows, mentally or physically.

You touch one ally, granting him a + 4 bonus to Constitution or Wisdom. Also, the target gains a +2 bonus to all saves.These bonuses last 1 min per stack of Nature's Wrath. The save bonuses stack with beacons or Flows.

Nature's Mentality

Level: River
Components: None
Casting Time: Standard Action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 3 stack of Nature's Wrath

You sent a stream of magic towards your ally, empowering his mind and personality.

You touch one ally, granting him a + 4 bonus to Intelligence or Charisma. Also, the target's DC's with spells are 2 higher.These bonuses last 1 min per stack of Nature's Wrath.


Healing Circle

Level: River
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 2 stack of Nature's Carress

You quick jolt of healing energies to an ally, creating a circle arround him that heals all your allies who are in the vicinity.

You target one ally, creating a 20 ft. radium circle arround him. Every ally in this circle gains fast healing equal to the number the Beacon gave times 2. This circle lasts 3 rounds.

Rapid

Nature's Boon, Greater

Level: Rapid
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 1 stack of Nature's Carress

You sent a powerfull steam of magic towards your ally, healing him and boosting his defenses in the process.

You target one ally in range, healing him for 4d6+8/Stack of Nature's Carress hitpoints. Also, you grant him a bonus to saves equal to the Nature's Carress bonus +8 for 2 rounds. This does not stack with the Nature's Carress Beacon or flows that grants save bonusses.

Nature's Fury, Greater:

Level: Rapid
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 1 stack of Nature's Wrath

You sent a powerfull steam of magic towards your ally, strengthening his blow and magic power dramaticly.

You target one ally in range, granting him a 2d6 extra untyped damage on each strike/Stack of Nature's Wrath present for 2 rounds. Also, you grant him a bonus to casterlevel to the amount that the Nature's Wrath Beacon gives plus three. The extra damage and casterlevel increase do not stack with any Beacon or flow.

Nature's Thicket, Greater

Level: Rapid
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 1 stack of Nature's Palisade

You sent a powerfull steam of magic towards your ally, fortifying him and boosting his armoring in the process.

You target one ally in range, granting him a bonus to AC equal to the Nature's Palisade bonus +8 for 2 rounds. Also, he gains DR equal to the Nature's Palisade bonus +5. These bonuses last 2 rounds This does not stack with the Nature's Palisade Beacon or flows that grants DR or AC bonusses.

Nature's Swiftness, Greater

Level: Rapid
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 1 stack of Nature's Alacrity

You sent a powerfull steam of magic towards your ally, providing more accuracy and speed for him.

You target one ally in range, granting him a bonus to attack rolls equal to the Nature's Alacrity bonus +8 for 2 rounds. Also, he gains a bonus to movement speed equal to the Nature's Alacrity bonus +20 ft.. These bonuses last 2 rounds This does not stack with the Nature's Alacrity Beacon or flows that grants a bonus to attack or a speed bonus.

Nature's Guardian

Level: Rapid
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 2 stack of Nature's Carress

You call upon the might of nature to ward your ally, restoring a fair chuck of health when he would have otherwise fallen.

You target one ally in range, summoning a guardian spirit to watch over him. The guardian spirit restores 4d6 points of health per stack of Natures Carress active on the target. The subject receives this healing each turn the spell is active. If the subject reaches 0 hitpoints, the guardian spirit sacrifices itself to restore 50% of the subjects health (Rounded down). The guardian spirit lasts for 3 rounds or untill discharged. The healing recieved does not stack with any fast healing gained from Beacons or Flows.

Nature's Empowerment, Greater

Level: Rapid
Components: None
Casting Time: Standard Action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 3 stack of Nature's Wrath

You sent a powerfull stream of magic towards your ally, empowering his body to be capable of greater feats.

You touch one ally, granting him a + 8 bonus to Strenght or Dexterity. Also, the target deals 4 damage per damage die more.These bonuses last 1 min per stack of Nature's Wrath.

Nature's Fortification, Greater

Level: Rapid
Components: None
Casting Time: Standard Action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 3 stack of Nature's Carress

You sent a stream of powerfull magic towards your ally, empowering his body to be capable of withstanding great blows, mentally or physically.

You touch one ally, granting him a +8 bonus to Constitution or Wisdom. Also, the target gains a +4 bonus to all saves.These bonuses last 1 min per stack of Nature's Wrath. The save bonuses stack with beacons or Flows.

Nature's Mentality, Greater

Level: Rapid
Components: None
Casting Time: Standard Action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 3 stack of Nature's Wrath

You sent a powerfull stream of magic towards your ally, empowering his mind and personality.

You touch one ally, granting him a + 8 bonus to Intelligence or Charisma. Also, the target's DC's with spells are 4 higher.These bonuses last 1 min per stack of Nature's Wrath.

Storm

Nature's Guardian, Greater

Level: Storm
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 2 stack of Nature's Carress

You call upon the might of nature to ward your ally, restoring a massive chuck of health when he would have otherwise fallen.

You target one ally in range, summoning a powerfull guardian spirit to watch over him. The guardian spirit restores 8d6 points of health per stack of Natures Carress active on the target. The subject receives this healing each turn the spell is active. If the subject reaches 0 hitpoints, the guardian spirit sacrifices itself to restore 100% of the subjects health (Rounded down). The guardian spirit lasts for 3 rounds or untill discharged. The healing recieved does not stack with any fast healing gained from Beacons or Flows.

Nature's Intervention

Level: Storm
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 4 stack of Nature's Palisade

You call upon the ancient gods that reside in nature to protect your charge from harm, making him unbeatable for a small period of time.

You target one ally in range, calling down the almighty protection from the gods upon him. For 3 rounds, that ally is immune to all kinds of damage, negative energy effects and all status effects. Also, he acts as if he had Freedom of Movement cast upon him.

Nature's Acceleration

Level: Storm
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 4 stack of Nature's Alacrity

You call upon the spirits of the swift animals that reside in the woods to make your ally faster then the eye can see.

You target one ally in range, giving him a burst of inhuman speed. The target can immediatly, after this spell is cast, take 3 rounds worth of actions. These can be taken just as a normal round, except that the target actions three times in a row.

Nature's Growth

Level: Storm
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (Harmless)
Beacon Prerequisite: 4 stack of Nature's Wrath

You call upon the spirits of the ancient titans to increase your ally in size. Alot....An Awefull lot.

You target one ally within range, increasing his size to Colossal. He gains all the benefits of growing to Colossal naturally (+32 strenght from medium and so on), so not the bonusses gained by enlarge person for example. This buff lasts 2 minutes.

WaylanderX
2012-07-26, 02:53 PM
Updates: 26-7-'12:

Added Beacons
Finished the ability and fluff discriptions, Class ready for first evaluation.
Started on the Flows

TheLonelyScribe
2012-07-27, 01:37 AM
This is actually quite cool. I like the at-will abilities leading up to the daily ones. However, I don't quite understand how you get more then four beacons stacked, if you have a maximum number of active beacons of four. I feel like I need this explained before I start evaluating properly.

WaylanderX
2012-07-27, 03:49 AM
Well, as Beacons last multiple rounds and stack with eachother, refreshing the duration, if you take multiple rounds casting your maximum amount of Beacons at an ally, you will reach your cap eventually. I kindoff took this mechanism of Twitch from LoL with his Deadly Poison stacking --> Expunge combo, if you are familiar with that game/character.
Thanks for taking your time peaching this class ^^

TheLonelyScribe
2012-07-27, 09:42 AM
Hmm. I notice that, with this class, the entire party can have DR6 and +6 AC which stacks with everything by 12th level. I don't have a lot of play experience, but it seems a bit much? I mean, that's pretty significant damage reduction right there, more than the barbarian gets, even at 20th level. Have I interpreted things correctly? I find the description of the beacon ability a little confusing.

WaylanderX
2012-07-27, 10:49 AM
See the Beacon Ability as sort of a targeted mini buff spell that stacks with itself. It takes a standard action to cast, and the effect becomes greater the more copies of the spell are on the target. Also, if the target is a maximum stacks, you only prolong the duration. If you use a Flow, all the stacks disappear, nullifieing the effect, but gaining something stronger in return.


Hmm. I notice that, with this class, the entire party can have DR6 and +6 AC which stacks with everything by 12th level. I don't have a lot of play experience, but it seems a bit much? I mean, that's pretty significant damage reduction right there, more than the barbarian gets, even at 20th level. Have I interpreted things correctly?

It may seem much, but that is only when you can get your maximum amount of Beacons on the target, which would take you 2 turns. Taking into account that most encounters are over in 3 or 4 turns, youll be spending half of the time getting your power up. That is why it is a bit stronger then normal spells for example. Furthermore, to keep the damage reduction and the AC, you need to sacrifise 1 standard action per round, or else the buff falls off and you can start over again. Which is less convienent then having it all the time :P. And lets be honest, the amount of DR the barbarian gets is much much less then should have been given. I mean, at level 12, you are going to take blows of 90 or maybe 100 damage, so I think DR 6 is not very highpowered in that regard. As for AC, at later levels AC becomes kind off redundant and bad to stack. So another source of AC should help to keep tanks alive a bit more often using their AC score.

Hope this clears things up a bit.

EDIT: I thought about the flow system for some time and I decided to simplify it a bit. If your confused, there much be other people also who do not get it. You can now only bestow 1 Beacon per turn, they stack till four no matter what level you are and each Beacon now becomes stronger individually instead of getting stronger the more you have. Hope this is a bit easier on the mind :)

Greyfeld85
2012-07-28, 02:22 PM
Have you considered adding offensive beacons as well? I mean, beacons that debuff and otherwise hinder enemy targets? I know that this class is all "SUPPORT-HO!!!" and everything, but I kinda feel like it should have some offensive options as well, even if it's just giving penalties or laying on conditions. For example, one effect:

Nature's Entanglement:

Level 1-3: -1 Dex, -5 movement
Level 4-6: -2 Dex, -5 movement
Level 7-9: -2 Dex, -10 movement
Level 10-12: -4 Dex, -10 movement
Level 13-15: -4 Dex, -20 movement
Level 16-18: -6 Dex, -20 movement
Level 19-20: -8 Dex, -30 movement


Nature's Miasma:

Level 1-3: Sickened
Level 4-6: Sickened
Level 7-9: Fatigued, Sickened
Level 10-12: -2 Con, Fatigued, Sickened
Level 13-15: -2 Con, Exhausted, Sickened
Level 16-18: -4 Con, Exhausted, Sickened
Level 19-20: -4 Con, Confused, Exhausted, Sickened

Veklim
2012-07-28, 07:24 PM
Gonna keep an eye on this, I really like the magic approach and am VERY tempted to borrow certain ideas for a PrC I've hitherto failed to properly conceptualise!

Wanna see those higher flows dude, and I'm guessing you want at least 1 flow of each level for each of the 3 beacons..? I can see a beacon/flow system working ALL sorts of ideas...where did you get the idea, if I may ask?

Class looks interesting...will give a PEACH when time is not against me!

WaylanderX
2012-07-30, 02:11 PM
Gonna keep an eye on this, I really like the magic approach and am VERY tempted to borrow certain ideas for a PrC I've hitherto failed to properly conceptualise!

Wanna see those higher flows dude, and I'm guessing you want at least 1 flow of each level for each of the 3 beacons..? I can see a beacon/flow system working ALL sorts of ideas...where did you get the idea, if I may ask?

Class looks interesting...will give a PEACH when time is not against me!

Glad you find it interesting ^^.
Been working on those higher level flows, got a few in how, much more to come. I'm currently working on like 20 more so :P.
As far as the Prc goes, you can also make a Prc for this class? :smallamused:
I got the idea when I was thinking how one could control a very very large amount of magic, 1 idea became my Gaoler of Frostflame class, the other this one and I got 1 more that I'll work on together with my campain setting when this class is finished. I'm looking forward to your PEACH :smallsmile:.


Have you considered adding offensive beacons as well? I mean, beacons that debuff and otherwise hinder enemy targets? I know that this class is all "SUPPORT-HO!!!" and everything, but I kinda feel like it should have some offensive options as well, even if it's just giving penalties or laying on conditions. For example, one effect:

Nature's Entanglement:

Level 1-3: -1 Dex, -5 movement
Level 4-6: -2 Dex, -5 movement
Level 7-9: -2 Dex, -10 movement
Level 10-12: -4 Dex, -10 movement
Level 13-15: -4 Dex, -20 movement
Level 16-18: -6 Dex, -20 movement
Level 19-20: -8 Dex, -30 movement


Nature's Miasma:

Level 1-3: Sickened
Level 4-6: Sickened
Level 7-9: Fatigued, Sickened
Level 10-12: -2 Con, Fatigued, Sickened
Level 13-15: -2 Con, Exhausted, Sickened
Level 16-18: -4 Con, Exhausted, Sickened
Level 19-20: -4 Con, Confused, Exhausted, Sickened

That might be a good idea, although the beacons you suggested are far to strong (-36 dex, -120 movement speed at level 20, at will, if you can get all 4 beacons on). I'll transform these into milder versions and see if I can come up with some nice flows to go along, thx for the support!

Updates: 30-7-'12:

Added Flows of all levels.
Removed WIP tag, any PEACH welcome.
Added minor flavor buffs.
Added Healing Sage class feature.

Greyfeld85
2012-07-30, 05:51 PM
That might be a good idea, although the beacons you suggested are far to strong (-36 dex, -120 movement speed at level 20, at will, if you can get all 4 beacons on). I'll transform these into milder versions and see if I can come up with some nice flows to go along, thx for the support!

I wrote up those numbers under the impression that you could only have 1 beacon of each type on a single target. I didn't realize that you could stack the same beacon on the same target up to 4 times.

Because honestly, if you're allowed to stack the same beacon over and over again on the same target, that makes some of the beacon effects a little unbalancing. I mean, +3 to saves is pretty solid, even toward max level. But when you start running +6, +9, +12 to saves after a few rounds, you essentially nullify any effect with a saving throw, even on characters with poor saves.

Similar to the +attack beacon. +3 to attack is solid. +6 to attack is... a little high, but ok. +9 to attack? +12 to attack? At this point, you're granting full BAB+ to the first and second iterative attacks of any martial character.

I just kinda pictured the class as one that supports the team by granting a wide range of small buffs to make them tougher and hit harder, then wipe them clean with the Flows that hit like a jackhammer. The way you intend the class to be run makes the Flows almost pointless, because you're giving up these massive buffs that you've spent 4 rounds accumulating.

WaylanderX
2012-07-30, 07:02 PM
I wrote up those numbers under the impression that you could only have 1 beacon of each type on a single target. I didn't realize that you could stack the same beacon on the same target up to 4 times.

Because honestly, if you're allowed to stack the same beacon over and over again on the same target, that makes some of the beacon effects a little unbalancing. I mean, +3 to saves is pretty solid, even toward max level. But when you start running +6, +9, +12 to saves after a few rounds, you essentially nullify any effect with a saving throw, even on characters with poor saves.

Similar to the +attack beacon. +3 to attack is solid. +6 to attack is... a little high, but ok. +9 to attack? +12 to attack? At this point, you're granting full BAB+ to the first and second iterative attacks of any martial character.

I just kinda pictured the class as one that supports the team by granting a wide range of small buffs to make them tougher and hit harder, then wipe them clean with the Flows that hit like a jackhammer. The way you intend the class to be run makes the Flows almost pointless, because you're giving up these massive buffs that you've spent 4 rounds accumulating.

Hhhmm, yeah ok, you got a point there. Maybe I'll be better off nerving the individual stacks a bit for some of them. Thanks for the tip.

Edit: Ended up nerving all of the Beacons :P. Guess they are a bit better now though.

WaylanderX
2012-07-31, 09:54 AM
Updates: 31-7-'12:

Added some more Flows.
Tweaked the Beacons to they won't outshine the Flows.
Increased the duration of the Beacons to 5 rounds and the maximum amount of Beacons that can be active in total to 16.