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sirpercival
2012-08-23, 07:06 PM
All of reality is a closely connected duality: energy, formed into matter and magic, and the Void between and within. There are those who can understand one or both of these aspects, and draw upon them in the most fundamental way to control their environment.

The Nullblade relies upon his knowledge of the Void to disrupt not only his enemies' actions, but also their very substance. He draws it within himself, becoming a creature of nothingness and negation. A nullblade is the ultimate nihilist, imposing his vision of Null on his surroundings.

Meanwhile, a Thaumurai works with energy and creation, and understands that everything is connected. She draws upon the fundamental substance of the Universe to induce miraculous occurrences, and facilitates her own and her allies' activities. The thaumurai has unshakeable faith in her own place in the great tapestry of the Universe.

Occasionally someone learns to understand and control both aspects of the Universe; such mastery leads one onto the path of Architect of the Twofold Way, blending Void and substance to achieve ultimate balance, and thus control reality on a fundamental and profound level.

Index:
Introduction & Index (this post)
Nullblade (http://www.giantitp.com/forums/showthread.php?p=13778637#post13778637) base class, originally posted here (http://www.minmaxboards.com/index.php?topic=4740.0).
Thaumurai (http://www.giantitp.com/forums/showthread.php?p=13781150#post13781150) base class, originally posted here (http://www.minmaxboards.com/index.php?topic=6705.0).
Architect of the Twofold Way (http://www.giantitp.com/forums/showthread.php?p=13781162#post13781162) prestige class, originally posted here (http://www.minmaxboards.com/index.php?topic=6797.0).
Feats & Items (http://www.giantitp.com/forums/showthread.php?p=13781215#post13781215)
Animus race (http://www.giantitp.com/forums/showthread.php?p=14621751#post14621751)

Twogunkid
2012-08-23, 07:11 PM
This looks to be intresting. I wish to see more.

sirpercival
2012-08-23, 08:05 PM
NULLBLADE

"Everything you do, I will undo. Everything you are, I will counter. Everything you will, I will end."

-No Face

A Nullblade swims in the empty sea of the Void.

MAKING A NULLBLADE
A nullblade has an answer for everything his opponents can throw at him.
Abilities: Wis > Con > Int = Dex > Str > Cha
Races: Humans are most likely to be nullblades, because they take perverse pleasure in nullifying their opponents.
Alignment: Any neutral.
Starting Gold: 5d4x10 (125 gp)
Starting Age: As monk.

Class Skills
The Nullblade's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all, taken individually) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int) x4
Skill Points at Each Additional Level: 6 + Int

Hit Die: d10



LevelBase
Attack
Bonus
Fort
Save
Ref
Save
Will
SaveNull
Spell
Level

Special

Invocations
1st +0 +0+0+2 1stLeast invocations, nullify (spell), voidstrike1
2nd +1 +0+0+3 1stNullify (tactic), will of the void1
3rd +2 +1+1+3 2ndEvasion2
4th +3 +1+1+4 2ndNull body, terminate (spell)2
5th +3 +1+1+4 3rdMettle2
6th +4 +2+2+5 3rdLesser invocations, nullify (attack)3
7th +5 +2+2+5 4thTouch of the void3
8th +6/+1 +2+2+6 4thVoid infusion4
9th +6/+1 +3+3+6 5thImproved voidstrike4
10th+7/+2 +3+3+7 5thImproved null body, nullify (ability) 4
11th+8/+3 +3+3+7 6thGreater invocations, null zone, terminate (essence)5
12th+9/+4 +4+4+8 6thBecome the void5
13th+9/+4 +4+4+8 7thImproved evasion6
14th+10/+5 +4+4+9 7thEnter the void, nullify (distance)6
15th+11/+6/+1 +5+5+9 8thImproved mettle6
16th+12/+7/+2 +5+5+108thGreater null body, void invocations7
17th+12/+7/+2 +5+5+109thGreater voidstrike7
18th+13/+8/+3 +6+6+119thTerminate (life)8
19th+14/+9/+4 +6+6+119thConsume the void8
20th+15/+10/+5+6+6+129thGreater null zone8

Weapon and Armor Proficiencies: A nullblade is proficient with simple weapons, light and medium armor, and shields (but not tower shields).

Invocations: A nullblade has a repertoire of attacks, defenses, and other abilities known as null invocations, which allow him to focus the energy of the Void all around him. A nullblade can use any invocation he knows at will. A nullblade's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a nullblade can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a nullblade is hit by an attack while invoking, he is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. His invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A nullblade's caster level with his invocations is equal to his class level. He can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.

If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the nullblade's Wis modifier. Since spell-like abilities are not spells, a nullblade cannot benefit from the Spell Focus feat or from feats that let him convert or spend an arcane spell slot to produce some other effect. He can, however, benefit from the Ability Focus feat (MM 303), as well as from feats that emulate metamagic effects for spell-like abilities.

The four grades of null invocations, in order of their relative power, are least, lesser, greater, and void. A 1st-level nullblade begins with knowledge of one least invocation, gaining access to more invocations and higher grades as he attains levels. At any level when a nullblade learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or lower grade. See Null Invocations, below, for a list of available invocations.

Finally, just like warlocks (see Complete Arcane), nullblades can qualify for some prestige classes usually intended for spellcasters. In particular, a nullblade can use invocations to qualify for the Void Disciple prestige class; see Nullblades and Prestige Classes, below.

Nullblade Invocations:Least Invocations
Baleful Utterance -- as Warlock invocation.
Cleanse -- Use delay poison and remove fear.
Entropic Warding -- as Warlock invocation.
Erasure -- Remove magical aura (as magic aura), text (as erase), or alignment (as undetectable alignment).
Premature Senescence -- As ray of clumsiness or ray of enfeeblement.
Soulreaving Aura -- As Warlock invocation.
Undo -- use knock, +6 to Disable Device against trap.

Lesser Invocations
Curse of Despair -- as Warlock invocation.
Radiance of the Void (http://www.minmaxboards.com/index.php?topic=888.0;msg=5346) -- Absorb light like deeper darkness. You and your allies can see through this darkness, but enemies within may be fatigued. [previously Unholy Radiance]
Relentless Dispelling -- as Warlock invocation.
Scorn Earth (http://www.minmaxboards.com/index.php?topic=1128.0;msg=7931) -- Walk on thin air for 24 hours.
Voidsense -- as Warlock invocation.
Voracious Dispelling -- As Warlock invocation.
Walk Unseen -- as Warlock invocation.

Greater Invocations
Blind Spot (http://www.minmaxboards.com/index.php?topic=1128.0;msg=7931) -- Use cloud mind at will as a swift action.
Cerebral Blind (http://www.minmaxboards.com/index.php?topic=1128.0;msg=7931) -- Gain a +4 competence bonus on saves against mind-affecting effects. Information-gathering clairsentience powers do not reveal anything about you or your location.
Disintegrate -- as spell.
Devour Magic -- as Warlock invocation.
Inconstant Location (http://www.minmaxboards.com/index.php?topic=1128.0;msg=7931) -- Use inconstant location as the power with a duration of 24 hours.
Passwall -- as spell.

Void Invocations
Aeon Shroud (http://www.minmaxboards.com/index.php?topic=1128.0;msg=7931) -- Fold time around yourself. At your discretion, effects used against you are delayed by 1 round.
Caster's Lament -- as Warlock invocation.
Form of Annihilation (http://www.minmaxboards.com/index.php?topic=1128.0;msg=7931) -- Use form of doom as the power. Rending tentacle attack deals additional damage and may daze foes.
Shed Body (http://www.minmaxboards.com/index.php?topic=1128.0;msg=7931) -- You and your equipment become incorporeal for no more than 1 consecutive minute.
Wall of Void (http://www.minmaxboards.com/index.php?topic=888.0;msg=5346) -- Create a wall of force that you and other creatures with the [Void] subtype can pass through.


Nullify (Ex): A nullblade can attempt to counter a variety of different things that an opponent could do to him. The nullblade can use this ability once per nullblade level for each encounter, to a maximum number of times per encounter equal to his Wisdom modifier. Using this ability is an immediate action that does not provoke attacks of opportunity, which requires making a Nullify check, a d20 roll modified by the nullblade's class level and Wisdom modifier. This ability may not be used while the nullblade is flatfooted or helpless, and the nullblade must be aware of whatever he is attempting to nullify.

Nullify techniques:

Nullify spell: A nullblade may attempt to nullify a spell of 1st level or lower that he can see being cast, and can identify with a Spellcraft check. To do so, he rolls a Nullify check, opposed by the spellcaster's Caster Level check (with any modifiers that would prevent a spell from being dispelled or countered). If he succeeds, the nullblade counters the spell. At every odd level, the maximum level of spell he may attempt to nullify increases by 1 (to 2nd level at 3rd, 3rd level at 5th, and so on), as shown on the table above. The nullblade may also use this ability to counter martial maneuvers and psionic powers as well (identified with Martial Lore and Psicraft, and opposed by an Initiator Level or Manifester Level check, respectively), subject to the same limitations as spells.

Nullify tactic: At 2nd level, a nullblade may attempt to nullify combat maneuvers such as grappling, disarming, tripping, etc. that are used against him. Whenever such a maneuver is performed against him, the nullblade makes a Nullify check opposed by the opponent's attack roll (with whatever modifiers were used for the attack or touch attack that began the combat maneuver). If the nullblade succeeds, the combat maneuver ends with no effect; if he fails, then the maneuver attempt proceeds as normal.

Nullify attack: Beginning at 6th level, a nullblade can attempt to nullify a melee or ranged attack made against him. Whenever an opponent makes an attack roll against him, the nullblade can substitute the result of a Nullify check for his Armor Class (including touch AC) against that attack. He must choose whether or not to do so before he knows either the result of his opponent's roll or the Nullify check.

Nullify ability: Upon reaching 10th level, a nullblade learns to nullify the special abilities of creatures he faces. Whenever an opponent within 60 feet (that he has identified with the appropriate Knowledge skill) uses an extraordinary, psi-like, supernatural, or spell-like ability, the nullblade may make a Nullify check to prevent that ability from being used; the attempt still counts as a daily use of the ability, if the opponent's ability is limited by uses per encounter or day. The nullblade's Nullify check is opposed by the opponent's Caster or Manifester Level check (in the case of a supernatural, spell-like, or psi-like ability that has a caster or manifester level), or a d20 roll modified by the opponent's Hit Dice in the case of an ability which does not have a caster or manifester level.

Nullify at a distance: A nullblade of 14th level or higher can protect his allies with nullification. Whenever an ally within 60 feet is subject to a tactic or attack that a nullblade would be able to nullify (as described in the Nullify Tactic and Nullify Attack abilities above), the nullblade can use his Nullify ability to counter it as if it were used against himself.

Voidstrike (Ex): A nullblade may damage an opponent with a successful melee touch attack, which does 1d4 points of untyped damage per nullblade level as the nullblade cancels portions of the target's body. This damage is not affected by the nullblade's strength bonus or feats which increase melee weapon damage (such as Power Attack or Weapon Specialization). This ability is used in place of a normal attack. Voidstrike can be used against inanimate objects, which receive a Fortitude save (DC 10 + 1/2 nullblade level + Wis mod) for half damage (creatures of the Construct or Undead type do not receive a Fortitude save).

Will of the void (Ex): Beginning at 2nd level, a nullblade begins to tap into the emptiness and nothingness that permeates all things, drawing strength and agility from it when necessary. He uses his Wisdom modifier in place of his Constitution and Dexterity modifiers for Fortitude and Reflex saves, respectively.

Evasion (Ex): At 3rd level and higher, a nullblade can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion cannot be used if the nullblade is wearing heavy armor. A helpless nullblade does not gain the benefit of evasion.

Null body (Ex): Beginning at 4th level, a nullblade's body begins to develop an immunity to things which would otherwise have hurt him. He gains damage reduction 2/–, which doesn't stack with other forms of damage reduction; he also gains a 25% chance to negate critical hits and precision damage. In addition, the nullblade gains resistance 5 against acid, cold, electricity, fire, and sonic damage.

Terminate (Ex): Upon reaching 4th level, a nullblade learns how to end ongoing effects the same way he nullifies actions. He can spend two uses of his Nullify ability as a standard action to end the effect caused by a spell, power, martial maneuver, spell-like ability, psi-like ability, or supernatural ability with a remaining duration of at least 1 round, and at a distance no greater than 25 feet + 5 feet per two Nullblade levels (rounded down). He must succeed on a Nullify check (DC equal to 11 + the Caster, Manifester, or Initator Level of the effect) to terminate the effect.

Beginning at 11th level, the nullblade can attempt to terminate the essence which animates a non-living creature. To do so, he must spend three uses of his Nullify ability as a standard action and make a Nullify check opposed by the Fortitude or Will save (whichever is better) of a target creature which has no Constitution score. The creature must be no further than 5 feet + 5 feet per two Nullblade levels (rounded down). If the Nullify check succeeds, the creature is immediately reduced to 0 hit points and destroyed.

Starting at 18th level, the nullblade can spend four uses of his Nullify ability as a standard action to terminate a living creature (i.e., one that has a Constitution score) in the same way; if he succeeds on the Nullify check, the target creature immediately dies. The creature must be no further than 5 feet + 5 feet per two Nullblade levels (rounded down).

Mettle (Ex): A nullblade of 5th level or higher can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping nullblade does not gain the benefit of this ability.

Touch of the void (Ex): Upon reaching 7th level, a nullblade can make more than one immediate action in a round. For each immediate action he makes after the first, he must make a Will save (DC 15 + 2 times the total number of immediate actions he's taken in the round) or lose his standard and move actions in the following round. Once he fails such a Will save, he can take no more immediate actions in the round. Touch of the void can only be used to perform abilities granted by the Nullblade class; this allows a nullblade to use his Nullify ability more than once a round, up to the maximum number of uses in a given encounter.

Void infusion (Ex): At 8th level, the nullblade can draw upon the Void for strength when necessary. He no longer automatically fails a saving throw when he rolls a 1, and a natural 1 on an attack roll is no longer considered an automatic miss.

Improved voidstrike (Ex): Whenever a nullblade of 9th level or higher successfully damages a creature more than once with his voidstrike attack in the same round, the creature must make a Fortitude save (DC 10 + 1/2 nullblade level + Wisdom mod) for the second and each subsequent attack or take 1d6 Constitution drain as the creature's substance is permanently disrupted. Because it is disruption of their physical substance, and not a magical effect, this ability even affects creatures who are immune to ability damage due to their type (such as undead and constructs), though creatures with immunity from other sources, such as class features or spells, are not affected. Creatures which do not have a Constitution score (such as those of the Construct or Undead type) instead take Strength damage. Creatures with neither a Constitution score or a Strength score (such as incorporeal undead) are not affected by this ability.

Improved null body (Ex): Beginning at 10th level, a nullblade's body becomes even hardier. His damage reduction increases to 5/–, his energy resistances improve to 10, and he has a 50% chance to negate critical hits and precision damage. In addition, he becomes immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.

Null zone (Ex): At 11th level, a nullblade can suppress all magic around him, overwhelming the Weave with pure Void. The nullblade can activate this ability once per day as a swift action that does not provoke attacks of opportunity; when he does so, all magic and psionics in a 30 foot radius are suppressed as if inside an antimagic field or null psionics field. This effect lasts for a number of rounds equal to the nullblade's Wisdom modifier.

Become the void (Ex): Upon reaching 12th level, a nullblade's connection with negative space is complete. He gains the void subtype (http://www.wizards.com/default.asp?x=dnd/mm/20031219a) (reproduced here for reference).
Void creatures are made of the same empty space that comprises the Void. Normal creatures (that is, creatures without the void subtype) cannot see them unless the void creature makes its presence known, either by an act of will (a free action) or by attacking. A void creature has total concealment (50% miss chance) unless it reveals itself. See invisibility and invisibility purge don't reveal void creatures, but true seeing does. Blindsight and blindsense don't reveal void creatures. Members of the void disciple class can see void creatures. Once it reveals itself, a void creature remains visible until it uses a free action to conceal itself again.

Improved evasion (Ex): This ability, gained at 13th level, works like evasion, except that while the nullblade still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save. A helpless nullblade does not gain the benefit of improved evasion.

Enter the void (Ex): Upon reaching 14th level, a nullblade's connection to anti-essence has increased such that he can use the negative space between atoms to travel quickly to other places, sometimes even other planes. This ability functions identically to the shadow walk spell as cast by a wizard of the nullblade's class level, except that it is an extraordinary ability and can be used at will.

Improved mettle (Ex): Whenever a nullblade of 15th level or higher fails a Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead suffers the reduced effect. An unconscious or sleeping nullblade does not gain the benefit of this ability.

Greater null body (Ex): Beginning at 16th level, a nullblade is immune to nearly everything which could hurt him. His damage reduction increases to 10/–, his energy resistances improve to 20, and he is immune to critical hits and precision damage. In addition, he becomes immune to mind-affecting effects, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, dazing, blindness, deafness, and the nauseated and sickened conditions.

Greater voidstrike (Ex): Whenever a nullblade of 17th level or higher confirms a critical hit against a creature with a voidstrike, the creature gains 1d6 negative levels as its essence is severely disrupted. This ability is not an energy drain effect, and as such can even be used on creatures normally immune to energy drain (such as constructs or undead). There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC 10 + 1/2 nullblade level + Wisdom mod) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject’s Hit Dice (or character levels, as appropriate) is permanently drained.

Consume the void (Ex): At 19th level, a nullblade learns to draw sustenance directly from the Void, freeing him from the needs of his physical body. He no longer needs to eat, drink, breathe, or sleep, and gains fast healing 5; in addition, true seeing no longer reveals the nullblade when he wishes to remain hidden.

Greater null zone (Ex): Upon reaching 20th level, whenever a nullblade uses his Null Zone ability, he may choose to make the duration instantaneous, turning the area permanently into a dead magic zone (psionics are also suppressed in such an area).

Nullblades and Prestige Classes
Nullblades benefit in a specific way from prestige classes that have a level advancement benefit of "+1 level of existing arcane spellcasting class" or "+1 level of existing spellcasting class." A nullblade taking levels in such a prestige class does not gain any other benefits of that level increase, but he does gain an increased caster level when using his null invocations. He also gains new invocations at each prestige class level as though he had risen a level in the nullblade class.

A nullblade cannot qualify for prestige classes (or other game options) with spellcasting level requirements, because he never actually learns to cast spells. However, prestige classes with caster level requirements are allowed — his caster level for his null invocations fulfills this requirement. His spell-like abilities do meet requirements for specific spell knowledge if they mimic the required spell.

A specific exception to these rules is the Void Disciple prestige class. A nullblade who meets the following prerequisites qualifies for Void Disciple.

Skills: Spellcraft 10 ranks.
Feats: Ability Focus (any one invocation), Spell Penetration.
Invocations: Ability to cast a lesser invocation.

In addition, Void Disciple levels stack with nullblade levels for determining the damage dealt by a nullblade's Voidstrike ability.

PLAYING A NULLBLADE
A nullblade is an unstoppable force of negation and destruction. Some nullblades are loners who strike out on their own, protected from nearly everything that someone could harm them with. Others seek to fill the emptiness they sense everywhere with emotional connections to other people; these folk use their nullification abilities to protect their allies.
Combat: A nullblade's Voidstrike ability is a deadly weapon, even at lower levels. There are no defenses against it other than avoidance. Defensively, the nullblade has a wealth of class features to protect him and (at later levels) his allies from anything an opponent could throw at them.
Advancement: A nullblade can either continue taking levels in Nullblade, or can focus more clearly on the Void itself (rather than manipulation of it) and can enter the Void Disciple prestige class. Alternatively, a more philosophically varied Nullblade can take levels in Thaumurai and aim for the Architect of the Twofold Way prestige class.
Resources: Nullblades by their nature are generally solitary, but occasionally their talents will be sought out by recruiters who need inexorable assassins or hunters of the arcane. Their abilities are uniquely suited for such tasks. Other nullblades will join Thieves' Guilds, using their Terminate abilities to carve through absent Wizards' defenses to gain access to the valuables inside.

NULLBLADE IN THE WORLD
"By the gods, Your Majesty, nothing can harm this man! I have tried everything, sent our best soldiers, are most powerful wizards, and still he comes!"

-Gerard Thorne, Captain of the King's Guard

Nullblades are feared and hunted by those who would oppose them, usually a futile gesture. However, the common man knows nothing of the Void. Nullblades late in their careers, weary of the knowledge they have acquired, sometimes retire to the fields, losing themselves in the monotony of hard physical labor among their ignorant peers.
Daily Life: An adventuring nullblade will likely spend his day slicing through an opponent's defenses and nullifying its offenses, finally turning it to dust with a well-timed voidstrike.
Notables: No Face is the most famous nullblade of all, a changeling who has passed into folklore. Mothers scare disobedient children with stories of the Boogeyman.
Organizations: The Broken Eggs is a Thieves' Guild operating out of the city of Silverhaven made up exclusively of Nullblades. They specialize in penetrating otherwise impregnable vaults, boasting at their prowess of being able to go anywhere and everywhere for their spoils.

NPC Reaction
When a nullblade arrives, enemies begin to panic. They often waste many of their resources very quickly attempting to neutralize him, to no avail, and will sometimes cut and run as he continues advancing.

NULLBLADE IN THE GAME
A nullblade is a very durable character, able to withstand nearly everything after a few levels. The class is mostly focused on defense and utility -- the voidstrike ability is the majority of their offense, and is not particularly overpowered. Invocations and skills provide a good measure of out-of-combat contributions.
Adaptation: The nullblade class can fit easily into any campaign setting. Perhaps instead of focusing on the Void, they are chaotic creatures of entropy, seeking the destruction and failure of everything. Alternatively, they can be solitary monks who contemplate the great emptiness of the expanding Universe.
Encounters: A nullblade makes a fantastic recurring villain, as the PCs try in vain to find some way to deal with his defensive abilities.


EPIC NULLBLADE

Hit Die: d10
Skills Points at Each Level : 6 + int
Invocations: The epic nullblade's caster level is equal to his class level. He does not learn additional invocations.
Nullify: A nullblade's Nullify check bonus continues to improve with class levels above 20. At 21st level, he gains the ability to nullify 10th level spells, powers, etc.; the max spell level increases by another one at every odd level.
Voidstrike: An epic nullblade continues to increase his voidstrike damage with class levels above 20.
Bonus Feats: The Epic Nullblade gains a Bonus Feat every 3 levels higher than 20th.

sirpercival
2012-08-24, 08:53 AM
THAUMURAI

"Miracles don't happen. You make them happen. They're not wishes or dreams or candles on a cake. They're not impossible. Reality is real. It's totally and completely under my control."

-Julie Anne Peters, Far from Xanadu.

A thaumurai understands the energy which permeates the Universe (the Oneness), and can use that understanding to cause miraculous things to happen to herself and her allies.

MAKING A THAUMURAI
A thaumurai is a combination of melee and a support character. Every party will be happy to benefit from a thaumarai's miracles.
Abilities: Cha > Con = Str > Dex > Wis = Int
Races: Humans, and halflings are most likely to be thaumurais, because they are the luckiest.
Alignment: Any non-evil. Evil creatures are too selfish to be able to connect with the Universe in the profound way that being a thaumurai requires.
Starting Gold: 5d4x10 (125 gp)
Starting Age: As paladin.

Class Skills
The Thaumurai's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana, religion, the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Hit Die: d10

{table=head]Level | BAB | Fort | Ref | Will | Special | Invocations
1 | +1 | +2 | +0 | +2 | Fortuitous strike, least invocations, miracle (skill) | 1
2 | +2 | +3 | +0 | +3 | Assurance of the fated, miracle (attack) | 2
3 | +3 | +3 | +1 | +3 | Inspired creation | 2
4 | +4 | +4 | +1 | +4 | Infuse (magic) | 3
5 | +5 | +4 | +1 | +4 | Fateful aura | 3
6 | +6/+1 | +5 | +2 | +5 | Lesser invocations, miracle (level) | 4
7 | +7/+2 | +5 | +2 | +5 | Improved fortuitous strike | 4
8 | +8/+3 | +6 | +2 | +6 | Infuse (life) | 4
9 | +9/+4 | +6 | +3 | +6 | Fortuitous creation | 5
10| +10/+5 | +7 | +3 | +7 | Miracle (save) | 5
11| +11/+6/+1 | +7 | +3 | +7 | Greater invocations | 6
12| +12/+7/+2 | +8 | +4 | +8 | Infuse (soul) | 6
13| +13/+8/+3 | +8 | +4 | +8 | Greater fortuitous strike | 6
14| +14/+9/+4 | +9 | +4 | +9 | Miracle (distance) | 7
15| +15/+10/+5 | +9 | +5 | +9 | Miraculous creation | 7
16| +16/+11/+6/+1 | +10| +5 | +10| Inspired invocations | 8
17| +17/+12/+7/+2 | +10| +5 | +10| Rapid invocation | 8
18| +18/+13/+8/+3 | +11| +6 | +11| Miracle (inspired) | 8
19| +19/+14/+9/+4 | +11| +6 | +11| Supreme fortuitous strike | 9
20| +20/+15/+10/+5 | +12| +6 | +12| Miraculous union | 9[/table]

Weapon and Armor Proficiencies: A thaumurai is proficient with all simple and martial weapons, all armor, and shields (but not tower shields).

Invocations: A thaumurai has a repertoire of attacks, defenses, and other abilities known as invocations, which allow her to align the benevolent energy of the Universe which permeates all things in ways which aid her and her allies. A thaumurai can use any invocation she knows at will. A thaumurai's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a thaumurai can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a thaumurai is hit by an attack while invoking, she is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. Her invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A thaumurai's caster level with her invocations are equal to her class level. She can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.

If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the thaumurai's Cha modifier. Since spell-like abilities are not spells, a thaumurai cannot benefit from the Spell Focus feat or from feats that let her convert or spend an arcane spell slot to produce some other effect. She can, however, benefit from the Ability Focus feat (MM 303), as well as from feats that emulate metamagic effects for spell-like abilities.

The four grades of invocations, in order of their relative power, are least, lesser, greater, and inspired. A 1st-level thaumurai begins with knowledge of one least invocation, gaining access to more invocations and higher grades as she attains levels. At any level when a thaumurai learns a new invocation, she can also replace an invocation she already knows with another invocation of the same or lower grade. See Invocations, below, for a list of available invocations.

Finally, just like warlocks (see Complete Arcane), thaumurais can qualify for some prestige classes usually intended for spellcasters; see Thaumurais and Prestige Classes, below.

Thaumurai Invocations:
Least Invocations
Aligned Armament (http://www.minmaxboards.com/index.php?topic=888.0;msg=5346) -- Cast magic weapon and a version of bless weapon according to your alignment or bolster armor in a similar manner.
Clarity of the Fated -- as clear mind spell, and gain a +4 bonus on Spot checks.
Face of the Fated (http://www.minmaxboards.com/index.php?topic=888.0;msg=5346) -- Gain a +6 bonus on Diplomacy, Knowledge (religion), and Sense Motive checks. [originally Face of the Faithful]
Magic Insight -- as Draconic invocation
Mindcraft (http://www.minmaxboards.com/index.php?topic=1128.0;msg=7931) -- Gain a +6 bonus on Craft checks and use astral construct and ectoplasmic repair as psi-like abilities. Can only have one astral construct in existence at once, and it is always the same (chosen anew each level).
Rhino's Rush -- as spell, swift-action activation time.
See the Unseen -- as Warlock invocation.
Touch of Fortune -- as divine favor spell.

Lesser Invocations
Blademaster's Will (http://www.minmaxboards.com/index.php?topic=1128.0;msg=7931) -- Keep fighting without penalties at negative hit points, gain an insight bonus to saves and AC based on the number of foes you threaten.
Cloak of Bravery -- as spell, and allies gain a +4 morale bonus to damage rolls.
Energy Resistance -- as Draconic invocation.
Heroic Fury (http://www.minmaxboards.com/index.php?topic=1128.0;msg=7931) -- Gain the benefits of heroism for 24 hours, or discharge the effect to automatically threaten a critical hit.
Mystic Infusion -- as lesser restoration spell.
Mystic Radiance (http://www.minmaxboards.com/index.php?topic=888.0;msg=5346) -- Glow like daylight, enemies within your light suffer miss chances and may be sickened. [previously Holy Radiance]
Mystic Shield (http://www.minmaxboards.com/index.php?topic=888.0;msg=5346) -- Use a combined shield other and protection from alignment effect. Gain bonuses to attack rolls, damage rolls, and skill checks based on the damage redirected to you this way. [originally Martyr's Protection]
Share Auspice -- as benediction spell.
Shield of the Fated -- as shield of warding spell, and shield bonus applies against touch attacks.
Zeal -- as spell.

Greater Invocations
Adroit Offense -- as find the gap spell.
Auspicious Might -- as draconic might spell, lasts for 24 hours.
Fate Orientation -- as moral façade spell.
Word of Binding -- as spell.
Wrath of the Fated (http://www.minmaxboards.com/index.php?topic=888.0;msg=5346) -- Use righteous might. Enemies that bypass your granted damage reduction take damage and Strength damage.

Inspired Invocations
Energy Immunity -- as Draconic invocation.
Infinite Prowess (http://www.minmaxboards.com/index.php?topic=1128.0;msg=7931) -- Every non-free action provokes an attack of opportunity from you. You are never flat-footed
Miraculous Favor -- as favor of the martyr spell.
Mystic Infusion, Inspired -- as restoration spell.
Mystic Sword (http://www.minmaxboards.com/index.php?topic=888.0;msg=5346) -- Use a version of holy sword according to your alignment, or discharge it for a holy word effect appropriate to your alignment. [originally Divine Sword]


Fortuitous strike (Ex): A thaumurai can exploit natural forces and energy flows to make the most advantageous attacks she can. A number of times per day equal to her Charisma modifier, the thaumurai can spend a free action to gain 1d4 bonus damage per thaumurai level on all attacks she makes until the beginning of her next turn. This ability counts as a paladin's Smite Evil class feature for the purposes of meeting prerequisites, and the thaumurai may spend uses of Fortuitous Strike in place of Smite attempts when using other feats and class features.

Miracle (Su): A thaumurai can use her understanding of the interconnectedness of the Universe to cause unusual luck and circumstances for her allies' actions. The thaumurai can use this ability once per thaumurai level for each encounter, to a maximum number of times per encounter equal to her Charisma modifier. Using this ability is an immediate action that does not provoke attacks of opportunity, and may not be used while the thaumurai is flatfooted or helpless. The thaumurai must be aware of whatever she is attempting to facilitate.

A thaumurai may use this ability to substitute a Miracle check for a d20 roll she or an ally within 30 feet would make. A Miracle check is a d20 roll with a bonus equal to the thaumurai's class level + her Charisma modifier, against whatever target number the original roll would have had. The thaumurai may choose to use this ability after knowing what the result of the original roll would have been, and if she does so, the subject uses whichever result is better. At 1st level, the thaumurai may use Miracle to replace a skill or ability check; at 2nd level, she may replace an attack roll; at 6th level, she may replace a level check (including caster level, manifester level, etc.); and at 10th level, she may replace a saving throw. At 14th level, she may use this ability to aid any ally she can see.

By 18th level, the thaumurai's connection to the Universe is such that at any time she may spend 1 minute meditating, after which she imbues the power of her Miracles into a number of allies equal to her Charisma modifier, who remain imbued for 1 hour. During that hour, each ally may use the thaumurai's Miracle ability by spending their own immediate action to trigger it; after the ally has done so once, the effect ends. After using this ability, the thaumurai may not imbue new Miracle uses for 1 hour. The thaumurai may do this a number of times per day equal to her Charisma modifier.

Assurance of the fated (Ex): Beginning at 2nd level, a thaumurai knows that she is in control of her own destiny, which grants her metaphysical armor against effects which would harm her. She gains a bonus equal to her Charisma modifier on all saving throws. This ability counts as a paladin's Divine Grace class feature for the purposes of meeting prerequisites.

Inspired creation (Su): At 3rd level, a thaumurai's connection to the fundamental forces in the Universe grants her incredible control over her surroundings, allowing the thaumurai to replicate the effect of a divine spell of 1st level or lower as a supernatural ability. The spell must be a conjuration (creation) or conjuration (healing) spell, but can appear on any divine class list or domain list. Using this ability requires the same amount of time as the casting time of the spell, to a minimum of 1 full-round action, and the thaumurai must provide any expensive material, XP, or divine focus components that the spell would require. The caster level for the effect is equal to the thaumurai's class level, and the DC is 10 + the spell level + the thaumurai's Charisma modifier. The thaumurai can replicate a total number of spell levels per day this way equal to her Charisma modifier (0th-level spells count as 1/2 level). This ability counts as a paladin's Lay on Hands ability for the purpose of meeting prerequisites.

Infuse (Su): A thaumurai learns to draw on the essence that makes up the Universe, using it to bolster the effects and creatures around her. Upon reaching 4th level, she can spend an immediate action whenever an ally casts a spell, manifests a power, uses a spell-like ability, and similar effects. If she does so, the caster level of the effect increases by an amount equal to her class level divided by 4. A thaumurai can use this ability a number of times per day equal to her Charisma modifier. This ability counts as a paladin's Turn Undead class feature for the purposes of meeting prerequisites, and the thaumurai may spend uses of Infuse in place of Turn attempts when using other feats and class features.

At 8th level, the thaumurai can infuse the Universal essence directly into an ally within 30 feet. By spending a use of this ability as an immediate action at any time, instead of the normal effect, the thaumurai can grant that ally a number of temporary hit dice equal to her class level divided by 8, as per the Inspire Heroics bardic music ability. For each temporary hit die, the ally gains 1d10 hit points (plus the ally's Constitution modifier as normal), a +1 competence bonus to attack rolls, and a +1 competence bonus to the save of their choice.

Beginning at 12th level, a thaumurai can bind the essence of the Universe directly with the target's soul, returning the target from the very brink of death. Whenever an ally within 30 feet is reduced to -10 or fewer hit points, the thaumurai may spend two uses of this ability as an immediate action. Instead of the normal effect, the infused ally is healed 1d4 points per hit die, effectively preventing and healing damage they had taken; if the resulting healing would bring the target above -10 hp, the target does not die. This is a conjuration (healing) effect.

Fateful aura (Su): At 5th level, a thaumurai projects an aura of conviction and certainty in her own destiny and that of her allies. Any ally within 5 feet times the thaumarai's Charisma modifier no longer automatically fails a saving throw or attack roll on a natural 1. This ability counts as a paladin's Aura of Courage class feature for the purposes of meeting prerequisites.

Improved fortuitous strike (Ex): Whenever a thaumurai of 7th level or higher uses her Fortuitous Strike ability, she also gains a bonus to attack rolls equal to her class level for the duration of the effect.

Fortuitous creation: Beginning at 9th level, a thaumurai can use her Inspired Creation ability to replicate spells of 3rd level or lower. In addition, she can replicate a total number of spell levels equal to twice her Charisma modifier per day.

Greater fortuitous strike: At 13th level, the bonus damage granted by a thaumurai's Fortuitous Strike ability increases to 1d8 per class level.

Miraculous creation: A thaumurai of 15th level or higher can use her Inspired Creation ability to replicate spells of 5th level or lower. In addition, she can replicate a total number of spell levels equal to three times her Charisma modifier per day.

Rapid invocation (Su): Beginning at 17th level, a thaumurai can use her least and lesser thaumications as swift actions, and her greater invocations as move actions, instead of standard actions. Inspired invocations still require a standard action, as normal.

Supreme fortuitous strike (Ex): Upon reaching 19th level, a thaumurai no longer has a limit on the number of times per day she can use her Fortuitous Strike ability. However, she may still only spend a number of uses up to her Charisma modifier per day in place of Smite Evil attempts.

Miraculous union (Su): At 20th level, a thaumurai's connection to the mystic Universe is complete. Whenever the thaumurai rolls a d20 other than when using her Miracle class feature, she may roll twice and take the better result.

Thaumurais and Prestige Classes
Thaumurais benefit in a specific way from prestige classes that have a level advancement benefit of "+1 level of existing divine spellcasting class" or "+1 level of existing spellcasting class." A thaumurai taking levels in such a prestige class does not gain any other benefits of that level increase, but she does gain an increased caster level when using her thaumocations. She also gains new thaumocations at each prestige class level as though she had risen a level in the thaumurai class.

A thaumurai cannot qualify for prestige classes (or other game options) with spellcasting level requirements, because she never actually learns to cast spells. However, prestige classes with divine caster level requirements are allowed — her caster level for her thaumocations fulfills this requirement. Her spell-like abilities do meet requirements for specific spell knowledge if they mimic the required spell.

PLAYING A THAUMURAI
A Thaumurai is an inspired warrior and miraculous facilitator of those around her. She thrives on glory and companionship, leading her allies into the breach and winning against all odds.
Combat: With Fortuitous Strike and full BAB, a thaumurai will never lack for damage. She is a fearsome melee combatant, but has some real versatility with Inspired Creation, and can aid whatever her allies are attempting with Miracle.
Advancement: A thaumurai fills much of the same party role as a Paladin; thanks to the ability equivalences above, the thaumurai can enter any number of prestige classes designed for paladins. Alternatively, a Thaumurai who is aware of the Void can take levels in Nullblade and aim for the Architect of the Twofold Way prestige class.
Resources: A Thaumurai always has a lot of friends and allies. Everyone likes a Thaumurai!

THAUMURAI IN THE WORLD
"Her sword-arm was strong, breaking the tide of goblins single-handedly. Around her, the weary and wounded soldiers gasped as their wavering spears somehow struck true, and wave after wave of enemies fell at their feet."

-Jansen Frole, bard of the Heraldic School, in his rendition of "Mira and the Goblin Hordes"

Thaumurais are welcomed in nearly every army and guard, inspiring those around them to greater heights with their Miracles. Some Thaumurais are fated champions, defending the weak against onslaught by the tide of evil. Others dedicate themselves to a specific deity, showering divinely-inspired miracles on their allies.
Daily Life: A Thaumurai begins her day by meditating on the Oneness, the interconnected energy that permeates and creates all things. Then, she goes out into the world to make a difference, to show others that miraculous occurrences are within each person's control.
Notables: Sir Francis Eldredge was a Thaumurai of near legendary reputation, leading the Army of the Six Stars to victory against Mordred's horde of skeletal retainers.
Organizations: The warrior-monks of the Bright Flower Monastery are exclusively Thaumurai, contemplating the eternal Oneness and their place within it.

NPC Reaction
While every Thaumurai is different, most are greeted enthusiastically by those who recognize their talents and proclivities. A Thaumurai generally improves the lives of those around her.

THAUMURAI IN THE GAME
A Thaumurai is a good addition to any party. It was designed partially as a paladin replacement, but with superior combat and support capabilities. A Thaumurai should be a competent damage-dealer without being overwhelming, and can use invocations, miracles, and inspired creation to aid in any number of endeavors.
Adaptation: The most straightforward adaptation of a Thaumurai is to tie them to a good-aligned deity with the Creation domain (or similar), making their powers divinely-inspired instead of connected to the Oneness.
Encounters: An NPC thaumurai is likely to be in a position of authority, either civil or martial.


EPIC THAUMURAI

Hit Die: d10
Skills Points at Each Level : 4 + int
Invocations: The epic thaumurai's caster level is equal to her class level. She does not learn additional invocations.
Fortuitous Strike: An epic thaumurai continues to increase her bonus damage from this ability with class levels above 20.
Miracle: A thaumurai's Miracle check bonus continues to improve with class levels above 20.
Bonus Feats: The Epic Thaumurai gains a Bonus Feat every 3 levels higher than 20th

sirpercival
2012-08-24, 08:56 AM
ARCHITECT OF THE TWOFOLD WAY

"Where you see one Universe, I see two. That which is not has its own existence, just as valid as that which is."

-Shun Yu, founder of the Architects

An Architect of the Twofold Way has a profound and sublime understanding of the dual nature of existence, both the Oneness which connects everything, and the Void between. The interplay between these two aspects, which parallels the dichotomy of body and spirit within the Architect's own body, grants substantial power to those who study it and can claim it as their own.

BECOMING AN ARCHITECT OF THE TWOFOLD WAY
This class was designed to be entered with 3 levels of Nullblade and 3 levels of Thaumurai.

ENTRY REQUIREMENTS
Skills: Concentration 9 ranks, Knowledge (The Planes) 9 ranks
Invocations: Knowledge of two Thaumurai invocations and two Nullblade invocations
Special: Fortuitous Strike, Inspired Creation, and Miracle class features
Special: Nullify and Voidstrike class features

Class Skills
The Architect's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all, taken individually) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Die: d10

{table=head]Level | BAB | Fort | Ref | Will | Special | Invocations
1 | +0 | +2| +2| +2| Fortune of the void, profound clarity, null miracle| +1 level of Nullblade or Thaumurai
2 | +1 | +3| +3| +3| Duality of reason| +1 level of Nullblade or Thaumurai
3 | +2 | +3| +3| +3| Unity of mind| +1 level of Nullblade or Thaumurai
4 | +3 | +4| +4| +4| Null inspiration| +1 level of Nullblade or Thaumurai
5 | +3 | +4| +4| +4| Duality of thought| +1 level of Nullblade or Thaumurai
6 | +4 | +5| +5| +5| Unity of purpose| +1 level of Nullblade or Thaumurai
7 | +5 | +5| +5| +5| Improved fortune of the void| +1 level of Nullblade or Thaumurai
8 | +6 | +6| +6| +6| Improved null miracle| +1 level of Nullblade or Thaumurai
9 | +6 | +6| +6| +6| Duality of motion| +1 level of Nullblade or Thaumurai
10| +7 | +7| +7| +7| Unity of action| +1 level of Nullblade or Thaumurai
11| +8 | +7| +7| +7| Improved null inspiration| +1 level of Nullblade or Thaumurai
12| +9 | +8| +8| +8| Enduring clarity| +1 level of Nullblade or Thaumurai
13| +9 | +8| +8| +8| Duality of essence| +1 level of Nullblade or Thaumurai
14| +10| +9| +9| +9| Unity of being| +1 level of Nullblade or Thaumurai[/table]

Weapon and Armor Proficiencies: An architect of the twofold way gains no new weapon or armor proficiencies.

Invocations: At each level, an architect of the twofold way gains new invocations known and an increase in caster level as if she had also gained a level in either Nullblade or Thaumurai. She does not, however, gain any other benefit a character of that class would have gained. She must decide to which class to add each level for the purpose of determining caster level and invocations known; however, an architect's caster level for invocations from either class is equal to the sum of her Nullblade, Thaumurai, and Architect of the Twofold Way levels, and she may learn invocations from either class list.

Fortune of the void: An architect of the twofold way adds half her architect levels (rounded down, minimum 0) to her Nullblade level to determine her Voidstrike damage, and half her architect levels (rounded up, minimum 1) to her Thaumurai level to determine the bonus damage from her Fortuitous Strike ability.

Profound clarity (Ex): An architect of the twofold way has a fundamental understanding of how the Oneness and the Void interact with her own mentation. When entering this class, the architect gains a Clarity score, which works identically to an ability score, and is equal to one of her mental ability score of her choice. She uses her Clarity score wherever appropriate whenever she would use Wisdom for her Nullblade class features, and whenever she would use Charisma for her Thaumurai abilities. She can choose a different mental ability score on which to base her Clarity score at each level if she likes; this represents the evolution of the architect's comprehension of herself.

Null miracle (Ex): In any round in which an architect of the twofold way spends an immediate action to use her Nullify or Miracle ability, she may use the other ability as a free action in the same round (instead of an immediate action) whenever she could use an immediate action. In addition, the architect adds half her class level (rounded down, minimum 1) to her Nullblade and Thaumurai levels when determining the effectiveness, including bonus and valid actions, of her Nullify and Miracle abilities, respectively.

Duality of reason (Ex): Beginning at 2nd level, an architect of the twofold way travels further down the road towards understanding of the Oneness and the Void, and their interaction to form all of existence. Whenever the architect is subject to a mind-affecting ability, she may make a save every round to end the effect (as the Slippery Mind ability, but each round until the effect ends).

Unity of mind (Ex): At 3rd level, an architect of the twofold way contemplates the way that her single consciousness connects with both Oneness and Void, granting her the ability to use her Clarity modifier in place of any mental ability score modifier when performing a skill or ability check.

Null inspiration (Su): An architect of 4th level or higher learns to bind her creations to the Void as well as the Oneness. Whenever the architect uses her Inspired Creation ability, she may spend a use of her Nullify ability to amplify it. If she does so, her caster level for the spell effect is equal to the sum of her Thaumurai, Nullblade, and Architect levels, and she may roll a Nullify check to increase the maximum level of spell effect she can replicate with the ability, as shown in the table below.

{table=head]Check Result | Effect Level
15 or below | Normal maximum level
16-22 | Level +1
23-29 | Level +2
30-36 | Level +3
37 or higher | Level +4[/table]

Duality of thought (Ex): Starting at 5th level, contemplation of the twofold way grants an architect the ability to split her attention into two independent parts, as a swift action three times per day. Each attention functions in complete autonomy, like two minds in one body; this state persists for a number of rounds equal to the architect's Clarity modifier. Either of the architect's attentions may control her body physically, but only one may do so each round. The other (the "second" attention) is free to take one standard action and one immediate action in each round in addition to the actions taken by the attention controlling the body.

The second attention may only use the standard action to use an invocation or her Inspired Creation ability, and the immediate action may only be used for her Miracle or Nullify abilities. Whenever the second attention uses an invocation or Inspired Creation, the caster level is six lower than the architect's normal caster level; however, the second attention doesn’t provoke attacks of opportunity when doing so, because it doesn't distract her primary attention. The second attention may act in the same round that this ability is activated; it does not gain any advantages if the architect is subject to a haste effect, although she gains the overall standard benefits.

Both of the architect's attentions communicate with each other telepathically. If she is subject to a compulsion or charm effect while this ability is active, she makes a second saving throw if she fails the first. If the architect fails both saves, then this ability ends and she is affected normally by the effect. If she fails only one save, this ability ends immediately, but she is not subject to the compulsion or charm.

Unity of purpose (Ex): At 6th level, an architect of the twofold way draws upon her understanding of the dichotomy of her own existence to grant her undefinable focus. The architect may use her Clarity modifier in place of any physical ability score modifier on attack rolls, damage rolls, and initiative checks. In addition, she may use her Clarity modifier in place of her Constitution modifier to determine her bonus hit points per level.

Improved fortune of the void (Ex): Whenever an architect of the twofold way of 7th level or higher damages an opponent with a Voidstrike while using her Fortuitous Strike ability, she may choose to deal three-quarters of her maximum damage instead of rolling.

Improved null miracle (Ex): Starting at 8th level, whenever an architect of the twofold way uses her Null Miracle ability, the free-action use of her Miracle or Nullify ability does not count against her uses per day or per encounter for the given ability.

Duality of motion (Ex): At 9th level, an architect of the twofold way learns to cross the spaces between atoms, dots of Oneness within a sea of Void. This allows her to traverse large and small distances alike with incredible rapidity. Once per round during her turn, the architect may move up to her speed as a free action.

Unity of action (Ex): Upon reaching 10th level, an architect of the twofold way begins to understand that Time is not made of discrete seconds and minutes, but instead is a fluid thing, altered by her own perceptions. The architect gains the ability to divide up her actions in a round more fluidly, exchanging longer actions for shorter actions, and vice versa. She can exchange an immediate action and a move action in a round for an additional standard action, a standard action for an additional move action and an additional immediate action, or a move action for an additional swift action and an additional immediate action. She can do this any number of times per day, including multiple times in the same round (for example, trading a standard action for a swift action and two immediate actions by way of a move action). She need not spend an action to exchange actions, she simply takes the actions she would like in a round, in any combination that adds up to an entire turn's worth.

This means that the architect can take additional immediate actions before her turn, exchanging her longer actions after the fact; alternatively, if she has unused immediate actions at the end of her turn, she may take such actions at any time until the beginning of her next turn. Extra immediate actions gained via this ability do not cost the architect her swift action in the following round. The architect may use this ability with the second attention gained from her Duality of Thought ability, though the restriction on actions she may take with the second attention remains as normal.

Improved null inspiration (Su): The blending of Oneness and Void allows an architect of the twofold way to work with a broader spectrum of energy, granting her greater versatility than she might otherwise have had. Whenever an architect of 11th level or higher uses her Null Inspiration ability, she may replicate an Evocation or Necromancy effect in addition to the other schools she could normally replicate (though she remains limited to divine or domain spells).

Enduring clarity (Ex): At 12th level, an architect of the twofold way understands that her essence will live on even when her body perishes, but that by melding the duality of body and spirit, she may prolong the existence of both. The architect can act normally and without penalty when she has negative hit points; when reduced to -10 or fewer hit points, the architect remains alive for a number of rounds equal to her Clarity modifier before dying. If at the end of the duration she has been raised above -10 hit points, she does not die, but if she remains below -10 hit points, she dies as normal.

Duality of essence (Su): By 13th level, an architect of the twofold way's intuitive comprehension of the interplay between Oneness and Void is nearly complete. She learns to separate her physical and spiritual self, granting attention to both halves simultaneously. She may activate this ability as a swift action three times per day, but may not benefit from this ability and Duality of Thought at the same time; the effect of this ability lasts for a number of rounds equal to her Clarity modifier.

While this ability is active, the architect splits into two copies of herself as per the fission psionic power; however, one body is on the Material plane and the other is on the Ethereal plane (as per the ethereal jaunt spell), and rather than one of the copies suffering two negative levels, each copy instead gains one negative level for the duration of the ability. Both bodies draw on the same pool of uses per day or per encounter of the architect's class features. The two copies can communicate telepathically with each other at any distance.

Unity of being (Ex): Upon reaching 14th level, an architect of the twofold way understands the whole of existence, both Oneness and Void, in a profound and fundamental way. She has learned to embody such perfection, though she realizes that her embodiment is necessarily flawed, and thus temporary. The architect gains the Outsider type, if she did not have it already, but unlike other Outsiders, she can still be brought back from the dead as if she were a member of her previous creature type. In addition, the architect can grant herself Divine Rank 0 as a free action for 1 round, for a total number of rounds per day equal to her Clarity modifier. The benefits of gaining Divine Rank 0 (and the interaction of those benefits with an architect of the twofold way) are summarized below.

Divine Rank 0

Hit Points: A deity receives maximum hit points for each Hit Die. Effectively, while the Architect has this ability active, she gains bonus hit points equal to the difference between her normal max hit point total and her max hit point total based on the size of her hit dice (and her Constitution or Clarity modifier). These hit points disappear when the effect ends, but unlike other bonus hit points, they are lost first, so an Architect cannot die due to hit point loss when the duration of this ability expires.
Speed: A derity's base land speed is greater than that of a normal creature, as shown in the table here (http://www.d20srd.org/srd/divine/divineRanksAndPowers.htm#speed). Any effects or abilities the architect has which increase base land speed apply to this new speed as normal.
Aligned Attacks: The natural attacks of deities, as well as any weapons they wield, are considered aligned the same as the deity for the purposes of bypassing damage reduction.
Immunitites: A deity gains the following immunities:
A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.
A deity is not subject to energy drain, ability drain, or ability damage.
A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Damage Reduction: The deity gains DR 10/epic.
Resistances: The deity gains fire resistance 5 and spell resistance 32.
Immortailty: The deity is naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat.



PLAYING AN ARCHITECT OF THE TWOFOLD WAY
An Architect of the Twofold Way builds bridges between herself and the twofold Universe, the Oneness and the Void. These bridges reflect both the two halves of the Architect's nature (body and spirit) as Dualities, and the overarching essence of the Architect herself as Unities. By blending Oneness and Void, the Architect of the Twofold Way gains mastery over herself and the world around her.
Combat: An Architect continues to gain in power with her Voidstrike, Fortuitous Strike, and Inspired Creation abilities, as well as with her invocations. An Architect is less of a melee combatant than the Thaumurai, but can deal substantial damage with her abilities if it comes to that.
Advancement: This prestige class is designed to take up all 14 levels after a character's first 6 (three levels of Nullblade and three of Thaumurai, in any order).
Resources: An Architect often collects powerful and loyal companions, countering opponents' actions with Nullify while facilitating allies' actions with Miracle.

ARCHITECT OF THE TWOFOLD WAY IN THE WORLD
"Serran and I diverged some time ago -- she believes that she can understand the Universe, while I believe in Nothing."

-Mathis Tragor, Nullblade
Architects of the Twofold Way are discussed in tones of hushed reverence, if at all. Common folk cannot comprehend the subtle learning that an Architect seeks.
Daily Life: When not adventuring, an Architect spends most days in quiet contemplation. She allots equal time to meditating on the nature of the Void, the Oneness, and the interaction between the two.
Notables: Shun Yu was the original Architect, he who joined at different times the ranks of both Nullblade and Thaumurai. He and his disciple Serran Kirth founded the order of the Architects, to study the joining of two opposing and anathemic philosophies simultaenously.
Organizations: The Order of Architects is a semi-monastic brotherhood dedicated to understanding the Body and the Spirit as they reflect the Oneness and Void.

NPC Reaction
NPCs assume that most Architects are ascetic hermits. When presented with an adventuring Architect, they are baffled and impressed.

ARCHITECT OF THE TWOFOLD WAY IN THE GAME
An Architect can both aid allies and nullify enemies at the same time, though she is not as effective at either role as a dedicated Thaumurai or Nullblade could be. However, several of her class features allow her unparalleled versatility during combat, being able to change actions and maintain two attentions.
Adaptation: Architects must have both the Nullblade and Thaumurai classes existing in the setting already; any adaptation would be based off of the diametrically opposed philosophies of the two.
Encounters: An NPC Architect might be a hermit, moving through the world in search of deeper understanding of its workings.

sirpercival
2012-08-24, 09:11 AM
Nullblade and Thaumurai Feats

Bolstering Touch
Prerequisites: Fortuitous Strike class feature.
Benefit: As a standard action, you can spend a daily use of your Fortuitous Strike and touch a willing ally; if you do so, the ally is healed an amount equal to the bonus damage you would have dealt with your Fortuitous Strike.
Special: If you can use your Fortuitous Strike class feature an unlimited number of times per day, using this feat counts as a use of Smite Evil for the purpose of determining the number of times per day you can use the feat.

Eternal Soldier
Prerequisites: Infuse (Soul) class feature.
Benefit: Your Infuse (Soul) ability only costs 1 daily use of your Infuse ability when used on yourself.

Extra Infuse
Prerequisites: Infuse class feature.
Benefit: You can use your Infuse class feature an additional 3 times per day.
Special: You can select this feat multiple times; its effects stack.

Extra Miracle
Prerequisites: Miracle class feature.
Benefit: You can use your Miracle class feature an additional 2 times per encounter.
Special: You can select this feat multiple times; its effects stack.

Extra Nullify
Prerequisites: Nullify class feature.
Benefit: You can use your Nullify class feature an additional 2 times per encounter.
Special: You can select this feat multiple times; its effects stack.

Inspired
Prerequisites: Inspired Creation class feature.
Benefit: You can replicate an additional 3 spell levels worth of effects per day.
Special: You can select this feat multiple times; its effects stack.

Inspiring Miracles
Prerequisites: Miracle class feature.
Benefit: Whenever you use your Miracle to facilitate an ally other than yourself, that ally gains a +2 morale bonus on all d20 rolls for 1 round from the euphoria of the Miracle.

Lay to Rest
Prerequisites: Infuse class feature, good alignment.
Benefit: You can spend two daily uses of your Infuse class feature to produce a Turn Undead effect as a cleric of your Thaumurai level.

Miraculous
Prerequisites: Miracle class feature.
Benefit: Your bonus on Miracle checks increases by +4.

Null Blade
Prerequisites: Voidstrike class feature, Weapon Focus (any weapon).
Benefit: Whenever you successfully attack an opponent with any weapon with which you have Weapon Focus, you may choose to gain your Voidstrike damage as bonus damage on the attack. If you do so, the attack counts as a Voidstrike attack for the purposes of your Improved Voidstrike and Greater Voidstrike class features, if applicable.
Normal: You only deal Voidstrike damage with a melee touch attack.

Null Comprehension
Prerequisites: Nullify class feature.
Benefit: Use your Intelligence bonus in place of your Wisdom bonus to determine your Null invocation save DCs and for all of your Nullblade class features.
Normal: These abilities use your Wisdom bonus.

Residual Nullification
Prerequisites: Nullify class feature.
Benefit: Whenever you successfully Nullify a creature's action, you gain a cumulative +2 bonus to future Nullify checks against that creature for the remainder of the encounter.

Universal Comprehension
Prerequisites: Miracle class feature.
Benefit: Use your Intelligence bonus in place of your Charisma bonus to determine your Thaumurai invocation save DCs and for all of your Thaumurai class features.
Normal: These abilities use your Charisma bonus.

Void Burst
Prerequisites: Voidstrike class feature.
Benefit: As a standard action, you can make a Voidstrike as a ranged touch attack, with a range increment of 30 feet.

Void-touched
Prerequisites: Touch of the Void class feature.
Benefit: You gain a +3 bonus to Will saves when using your Touch of the Void class feature. In addition, making an immediate action in a given round does not cost you your swift action the following round; however, if you fail a Will save while using your Touch of the Void class feature, you lose your swift action in addition to your standard and move actions the following round.
Normal: Making an immediate action in a round costs your swift action the following round.


Miraculous Weapon & Armor

Price: +2 bonus
Property: Weapon, Armor, or Shield
Caster level: 7th
Aura: Moderate; (DC 18) no school

A thaumurai wielding a miraculous weapon or shield or wearing miraculous armor can use her Miracle ability in additional ways. By spending a use of her Miracle ability (requiring no action), a thaumurai can make a Miracle check in place of a damage roll (for a miraculous weapon) or in place of her armor class against an attack (for a miraculous weapon or shield).
Prerequisites: Craft Magic Arms & Armor, Miracle.
Cost to create: Varies.

Nullcraft Template

The nullcraft template can be added to any suit of armor, shield, or weapon crafted by a nullblade. Most nullblades forge their own equipment, as working with the Void inherent in an item's material essence requires a certain level of mastery that is difficult to find elsewhere. A nullcraft shield, suit of armor, or weapon has all the base statistics of the normal armor or weapon except as noted here.

Requirements
The creator of a nullcraft item must be a nullblade with the Voidstrike class feature. Only such folk have the facility with the Void to be able to manage the delicate process of strengthening the connection between metal and Void.

Nullcraft Armor and Shields
The nullcraft template can be added only to armor and shields which are primarily made out of metal or crystal. Only the crystalline structure of such materials has sufficient spacing between the molecules to contain the Void necessary to forge a nullcraft item. Nullcraft armor and shields look dark and somewhat translucent, as light tends to pass through them more easily than similar items; they are generally plain and serviceable, without adornment.
Cost: The nullcraft template adds 700 gp to the other costs associated with creating a given suit of armor or shield.
Weight: A nullcraft shield or suit of armor weighs 20% less than its normal counterpart, as more of it is made up of empty space.
Hardness: The hardness of a nullcraft armor or shield is reduced by 2 (minimum 0); the extra Void used in the process leaves the material brittle.
Hit points: The hit points of a nullcraft armor or shield are reduced by 5 (minimum 1).
Arcane Spell Failure Chance: The arcane spell failure chance of nullcraft armor and shields is unchanged.
Affinities: None. Due to the nullblade's innate disruption of magic, nullcraft armor and shields tend not to hold magical enchantments especially well.
Special: The essence of the Void built into a nullcraft armor or shield grants the wielder a measure of extra protection. A nullblade wearing nullcraft armor or wielding a nullcraft shield gains a +1 bonus to Nullify checks against spells, tactics, attacks, and abilities targeted at him directly.

Nullcraft Weapons
The nullcraft template can be added only to weapons which are primarily made out of metal or crystal. Only the crystalline structure of such materials has sufficient spacing between the molecules to contain the Void necessary to forge a nullcraft item. Many nullcraft weapons are bladed slashing weapons, as the nullblade smiths who forged them visualized the sharp edge parting strands of magic. Just like nullcraft armor and shields, nullcraft weapons look dark and somewhat translucent, as light tends to pass through them more easily than similar items; they are generally plain and serviceable, without adornment.
Cost: The nullcraft template adds 2100 gp to the other costs associated with creating a given weapon.
Weight: A nullcraft weapon weighs 20% less than its normal counterpart, as more of it is made up of empty space.
Hardness: The hardness of a nullcraft weapon is reduced by 2 (minimum 0); the extra Void used in the process leaves the material brittle.
Affinities: None. Due to the nullblade's innate disruption of magic, nullcraft weapons tend not to hold magical enchantments especially well.
Special: Void passes through a nullcraft weapon more easily than through normal weapons. A wielder of a nullcraft weapon gains the benefit of the Null Blade feat while wielding the weapon. If the wielder already has the Null Blade feat and weapon focus with the appropriate weapon type, the voidstrike damage die size dealt by the nullcraft weapon increases from d4 to d6.

sirpercival
2012-08-24, 09:14 AM
OK, that's all the posts I'm taking. Still need to write the prc and the Miraculous enchantments. Please let me know what you think!

Garryl
2012-08-24, 10:35 AM
You've got a broken link for Nullblade Invocation: Cerebral Blind.

Nice to see this over here, and together as one big thing, and with fancier formatting (the colors really make it work).

I just noticed the alignment limitations. Lawful Evil and Chaotic Evil individuals can be neither Nullblades nor Thaumurai, since they both have different (but definitely not opposite) alignment restrictions (any neutral, any non-evil). Any ideas what the alignment restrictions for the Architect will be?

Inspired should probably be selectable multiple times, like Extra Miracle/Nullify/Infuse.

sirpercival
2012-08-24, 11:11 AM
You've got a broken link for Nullblade Invocation: Cerebral Blind. OK, thanks, I'll fix it.


Nice to see this over here, and together as one big thing, and with fancier formatting (the colors really make it work). Yeah, combining it also really helped me write & unify the fluff (which will all be back-edited to minmax). Glad you like the different colors!


I just noticed the alignment limitations. Lawful Evil and Chaotic Evil individuals can be neither Nullblades nor Thaumurai, since they both have different (but definitely not opposite) alignment restrictions (any neutral, any non-evil). Any ideas what the alignment restrictions for the Architect will be? Yeah -- NG, LN, TN, or CN. (Yes, just the overlap :smallcool:)


Inspired should probably be selectable multiple times, like Extra Miracle/Nullify/Infuse. I'm just worried about Inspired Creation getting overpowered with too much use... but I guess since you're spending feats on it, that's okay. Alright, I'll make that change.

sirpercival
2012-09-05, 05:14 PM
Architect of the Twofold Way has been posted. This is now complete! PEACH would be lovely.

vasharanpaladin
2012-09-05, 10:45 PM
Okay, which one's which, and/or are you taking conceptual liberties? Because void is wuji, the absence of yin or yang. Nullblade seems to want to be that, which leaves the thaumurai to be both of the others? :smallconfused:

Or am I thinking too much? :smallfrown:

gkathellar
2012-09-06, 03:45 AM
Okay, which one's which, and/or are you taking conceptual liberties? Because void is wuji, the absence of yin or yang. Nullblade seems to want to be that, which leaves the thaumurai to be both of the others? :smallconfused:

Or am I thinking too much? :smallfrown:

That second thing, probably. I don't think the intent here is to express the actual concepts of yin, yang, or taiji, any more than it's a legitimate exploration of nihilism vs. vitalism (if it is, I redouble your objections).

Here are two classes, the one destructive, the other creative, that are placed in an opposed context. They seem relatively cool. I can dig it.

sirpercival
2012-09-06, 06:01 AM
That second thing, probably. I don't think the intent here is to express the actual concepts of yin, yang, or taiji, any more than it's a legitimate exploration of nihilism vs. vitalism (if it is, I redouble your objections).Yes, you've hit upon it exactly. No actual philosophy here, only faux philosophy. Yin & Yang is just more immediately accessible than me making up words for the philosophies, and gets you part of the way there. ;)


Here are two classes, the one destructive, the other creative, that are placed in an opposed context. They seem relatively cool. I can dig it. Sweeet! Lol. I'm glad you like them.

Sypher667
2012-09-06, 11:12 AM
I was skeptical of these classes when first i saw them. However, reading through them, I love them. The nullify/miracle abilities are awesome, though Miracle might be a touch powerful. Not a bad thing, as they are limited twice over. I will definitely be trying to play one of these sometime soon. I can't wait till you finish the miraculous armor section.

Oh. And favorited.

sirpercival
2012-09-06, 11:21 AM
I was skeptical of these classes when first i saw them. However, reading through them, I love them. The nullify/miracle abilities are awesome, though Miracle might be a touch powerful. Not a bad thing, as they are limited twice over. I will definitely be trying to play one of these sometime soon. I can't wait till you finish the miraculous armor section.

Oh. And favorited.

Yay! I'm glad you like them, they do seem to be quite popular. I forgot about the miraculous armor, I'll get on that ;)

Sypher667
2012-09-06, 11:55 AM
Sidenote, are you planning any Architect oriented feats/gear?

urkthegurk
2012-09-06, 01:30 PM
In regard to the yin/yang/void problem, I find it quite interesting. I think both classes are both yin and yang, which espouses the philosophy quite well, however much the Nullblade may think of itself as a servant of nothingness, they are really an agent of destruction, which is in itself the act of creation.

Matter, antimatter, and the absence of matter. Energy, dark energy, and the absence of energy. Maybe we need third class? Any ideas?

sirpercival
2012-09-06, 01:35 PM
Sidenote, are you planning any Architect oriented feats/gear?

I hadn't planned on any... there are fewer feats/gear based on prc abilities than on base class abilities. Do you have any suggestions?


In regard to the yin/yang/void problem, I find it quite interesting. I think both classes are both yin and yang, which espouses the philosophy quite well, however much the Nullblade may think of itself as a servant of nothingness, they are really an agent of destruction, which is in itself the act of creation.

Matter, antimatter, and the absence of matter. Energy, dark energy, and the absence of energy. Maybe we need third class? Any ideas?

Lol. Then I would have to change it to Architect of the Threefold Way! Haha.

urkthegurk
2012-09-06, 01:52 PM
Or the twofold way could be the ultimate defence against this reality-warping super.

sirpercival
2012-09-06, 02:00 PM
Or the twofold way could be the ultimate defence against this reality-warping super.

True... what would the opposite of the Architect be? Or, maybe not "opposite", but Antithesis? Anathema?

vasharanpaladin
2012-09-06, 02:26 PM
That second thing, probably. I don't think the intent here is to express the actual concepts of yin, yang, or taiji, any more than it's a legitimate exploration of nihilism vs. vitalism (if it is, I redouble your objections).

Here are two classes, the one destructive, the other creative, that are placed in an opposed context. They seem relatively cool. I can dig it.

Good point. I just needed to get it straight before I moved on to trying to PEACH. :smallredface:

Sypher667
2012-09-06, 05:21 PM
I hadn't planned on any... there are fewer feats/gear based on prc abilities than on base class abilities. Do you have any suggestions?

Maybe something that lets you use more of your architect levels towards nullblade at the expense of the thaumurai or vise-versa?

Missed this on my first look through, but what is the HD size for the architect? ATM, its not listed.

sirpercival
2012-09-06, 05:36 PM
Maybe something that lets you use more of your architect levels towards nullblade at the expense of the thaumurai or vise-versa? I believe that's called "taking more levels of nullblade"... :smallbiggrin:


Missed this on my first look through, but what is the HD size for the architect? ATM, its not listed. Oops, I'll put it in.

Sypher667
2012-09-06, 10:39 PM
I believe that's called "taking more levels of nullblade"... :smallbiggrin:

I mean like, being able to change them daily or something. Maybe with an hour of meditation, or somesuch. But I think you knew what I mean. :smalltongue:

urkthegurk
2012-09-17, 11:44 AM
My I present the Void Disciple for your discernment?

http://www.giantitp.com/forums/showthread.php?t=159776

sirpercival
2012-09-18, 06:25 AM
My I present the Void Disciple for your discernment?

http://www.giantitp.com/forums/showthread.php?t=159776

I don't have time to give it a real thorough going-over, but it looks pretty sweet from a cursory examination.

urkthegurk
2012-09-18, 12:16 PM
I was thinking it could be the blank-void to your negative and positive folks

sirpercival
2012-11-17, 10:28 PM
OK, after long last, Miraculous equipment has been posted! I currently have a race in the works with both Nullblade & Thaumurai racial subs, so I'll post that when it's done.

Sypher667
2012-11-19, 10:15 AM
OK, after long last, Miraculous equipment has been posted! I currently have a race in the works with both Nullblade & Thaumurai racial subs, so I'll post that when it's done.

Looking forward to it. :smallsmile:

bindin garoth
2012-11-19, 04:35 PM
I gotta say sipercival, good job!

Mainly only a few nitpicks on these

ARCHITECT OF THE TWOFOLD WAY
-Invocation wise, you're only going progress one or the other's invocations. If you progress both, you'll only ever end up with lesser invocations for both! It seems to me (at least flavor-wise), where the concept is to combine the powers of both classes, it should progress invocations 2/3's of the way (loses progression of invocations once per three class levels). This'll give them access to greater invocations for both classes.

-I like how you made the class eventually become SAD. Although it would be slightly painful to go into from level 1. But there's no really way to change this that I can think of.

-See point #1 for Fortuitous Strike and Voidstrike abilities. Although I like how you made it so you can get above average damage with these later on (Improved fortune of the void), which means it could live with the current progressing. Perhaps allow it gain more uses of the Fortuitous Strike ability with feats, since it'll never be able to use it at will?

Can't think of anything else at this time....... Wait!

Multiclass feats! :smallbiggrin: Always fun to bring to base classes.

Classes that would mesh well with the Nullblade:
-Swordsage (Shadow Hand focused)
-Dread Necromancer
-Binder
-Duskblade (possibly)
-Shadowcaster
-Knight
-Warlock

Classes that would mesh well with the Thaumurai:
-Paladin
-Crusader
-Cleric
-Favored Soul
-Druid
-Healer
-Psion (Shaper)
-Wizard (Conjuration Specialized)


Feat ideas:
-Allow Voidstrike to affect an area, must have the Void-Burst feat.
-Allow Fortuitous Strike to count as turn undead for the purpose of powering feats/items

Hmmmm...... I think that's all I can think of at this time!

Edit:
Also requested Morph Bark put these classes on his base class tiering thread.

sirpercival
2012-11-20, 09:25 AM
I gotta say sipercival, good job! Thanks!


Mainly only a few nitpicks on these

ARCHITECT OF THE TWOFOLD WAY
-Invocation wise, you're only going progress one or the other's invocations. If you progress both, you'll only ever end up with lesser invocations for both! It seems to me (at least flavor-wise), where the concept is to combine the powers of both classes, it should progress invocations 2/3's of the way (loses progression of invocations once per three class levels). This'll give them access to greater invocations for both classes. Well, of course you aren't going to progress both. That would be silly. Instead, you progress one, but you can pick invocations off both lists.


-I like how you made the class eventually become SAD. Although it would be slightly painful to go into from level 1. But there's no really way to change this that I can think of. Well, it requires feat investments... which you can then hopefully retrain out.


-See point #1 for Fortuitous Strike and Voidstrike abilities. Although I like how you made it so you can get above average damage with these later on (Improved fortune of the void), which means it could live with the current progressing. Perhaps allow it gain more uses of the Fortuitous Strike ability with feats, since it'll never be able to use it at will? Hm... I'm not sure. I'll have to think about this.


Can't think of anything else at this time....... Wait!

Multiclass feats! :smallbiggrin: Always fun to bring to base classes.

Classes that would mesh well with the Nullblade:
-Swordsage (Shadow Hand focused)
-Dread Necromancer
-Binder
-Duskblade (possibly)
-Shadowcaster
-Knight
-Warlock

Classes that would mesh well with the Thaumurai:
-Paladin
-Crusader
-Cleric
-Favored Soul
-Druid
-Healer
-Psion (Shaper)
-Wizard (Conjuration Specialized)


Feat ideas:
-Allow Voidstrike to affect an area, must have the Void-Burst feat.
-Allow Fortuitous Strike to count as turn undead for the purpose of powering feats/items

Hmmmm...... I think that's all I can think of at this time!

Edit:
Also requested Morph Bark put these classes on his base class tiering thread. Lol, that's a fun idea. I'll see what I can work up.

And thanks!

bindin garoth
2012-11-20, 09:33 AM
Well, of course you aren't going to progress both. That would be silly. Instead, you progress one, but you can pick invocations off both lists.


*Re-reads Invocation progression*

:smallredface: Opps. Missed that line.



Well, it requires feat investments... which you can then hopefully retrain out.


That's pretty much the only way to make it not painful, but like I said there's not much way to change this, well, not without making the class very front loaded.



Lol, that's a fun idea. I'll see what I can work up.

And thanks!

Yup! Looking forward to it!

sirpercival
2013-01-30, 02:16 PM
ANIMUS

Image! (http://cache.io9.com/assets/images/8/2011/11/5dc5cad025a55d7fb74a43da1dd5ee1f.jpg)

"There is a balance between all things, which is far less fragile than it seems. It is the way of things that what one man puts out of order, another will restore, and a third will disorder again; this is the Universe's way of maintaining the balance."

An animus is a being in touch with the unity between void and substance, connected to the very essence of the Universe in unique and fundamental ways.

The animus race originally coalesced from the grey misty emptiness of the Astral Plane. However, at some point in the past, the elders of the animi foresaw a great catastrophe, and transplanted the entire race to the Material. Over time, interbreeding produced the current form of the Animus, whose abilities are significantly diluted compared to the founders, but who retain a subtle connection to the primal forces of the Universe.

ANIMUS RACIAL TRAITS
+2 Int, -2 Dex. Animi are quite intelligent, but are somewhat ungainly due to their size.
Medium size. Animi gain no bonuses or penalties due to their size.
Planetouched: Animi are humanoids (not outsiders) with the planetouched subtype. They are susceptible to spells and effects that specifically target both humanoids or outsiders. Charm person works against them, and so does banishment.
Animus base speed is 30 feet.
Bastion of thought (Ex): An animus's mind carries great weight, and is difficult for any other creature to alter. Animi gain a +2 bonus to saves vs mind-affecting effects.
Metaphysical mass (Ex): Animi warp the subtle energy flows of the Universe by their very presence, granting them more control over their surroundings than other races can manage. Whenever an animus makes a check modified by character or class level (including caster level, initiator level, and equivalent), it gains a +1 bonus to the check for every 5 Hit Dice (rounded down, minimum +1).
Astral heritage: An animus gains a +2 racial bonus on Knowledge (the Planes) checks, and treats all locations on the Astral Plane as one step more familiar for determining travel time (to a maximum of "Very Familiar). See page 50 of the Manual of the Planes for more details.
Animi gain a +2 racial bonus on Sense Motive checks, as they pick up subtle clues from other creatures' auras.
Automatic Languages: Common and Anim. Bonus languages: Any except secret languages like Druidic.
Favored Class: Nullblade, Thaumurai

STARTING AGE
Adulthood: 200 years
Barbarian, Rogue, Sorcerer: +3d10
Bard, Fighter, Paladin, Ranger: +6d10
Cleric, Druid, Monk, Wizard: +9d10

AGING EFFECTS
Middle Age: 600 years
Old: 800 years
Venerable: 1,100 years
Maximum Age: +10d100.

HEIGHT AND WEIGHT
Base Height: Male: 6'1" Female: 6'0"
Height Modifier: +2d8
Base Weight: Male: 300 lbs Female: 280 lbs
Weight Modifier: x2d6

ANIMUS CHARACTERS
Due to their intrinsic intelligence and incredible longevity, Animi are consummate collectors of knowledge of all types. They are in tune with the Universe to an extreme degree, and often become spellcasters of some sort. However, most work very closely with the energy and emptiness in the Universe by becoming Nullblades or Thaumurai.
Adventuring Race: Animi adventure to see more of the Universe, experience more of this strange place that has developed at the crossroads between the Void and the Oneness. They seek knowledge and personal enlightenment, and look to achieve mastery of their chosen philosophical path.
Character Development: In addition to their favored classes, animi make excellent spellcasters. When entering Thaumurai or Nullblade, they tend to take Universal Comprehension or Null Comprehension, to represent the fact that their understanding of the Universe is more cerebral than intuitive.
Character Names: Names in Anim are full of liquid and sibilant consonants and extended vowels. Each one contains information about the individual's place and time of birth, auspicious omens surrounding said birth, and indicators of particularly significant parentage or heritage. Examples include Lullisennuanren, Merrilusoneranuallia, and Ulraulenolram.

ROLEPLAYING AN ANIMUS
As an animus, you are connected with the most basic and fundamental aspects of reality.
Personality: Even if you don't necessarily pay attention to it on a minute-to-minute basis, your baseline of extrasensory consciousness alters your perceptions of the world around you, and adds perspective to the events in which you participate. On the Astral, time is immaterial, but over the millennia your race has learned that things are not much different on the Material (despite what other races may think). You are extremely long-lived, and see events from a long-term perspective, setting plans in motion early on and waiting for them to develop. You have a tremendous font of patience, which causes many to underestimate you; the short-lived and short-sighted races often mistake patience for inaction and weakness. However, you are certainly willing to take quick and decisive action when the moment calls for it, and your awareness of the bigger picture can often make you more effective when it comes time for action than others with a narrow view.
Behaviors: Animi spend much of their time in meditation, communing with the Oneness and Void in their way. Sometimes these meditations take on more robust or violent expressions. Sparring between two animi is a wonder to behold, miraculous and empty at the same time.
Language: The Anim language is a fluid, melodious thing, where inflection and context are far more important than individual phonemes.

ANIMUS SOCIETY
Animi generally live alone or in small groups, a tendency produced by their long lifespans, in which they see many cities and organized societies rise and fall. However, they will band together if necessary to defeat a major threat to their race or to the balance of the universe. Animi tend to focus on the accumulation of knowledge and personal experience, with the most respect given to the wisest and most experienced—not necessarily the oldest. Their culture greatly values patience as a virtue.
Alignment: Animi are generally neutral, a proclivity which stems from their innate connection to both substance and void. Balance is in an animus's very nature, and reflects on its personality.
Lands: Animi live throughout the Material Plane, where their ancestors were forced to migrate from the Astral Plane long ago.
Settlements: Because of their ancestors' extraplanar origins, animi are more likely than most other humanoids to settle in other planes. They can also be found in cities and forests throughout the Prime Material. Small communities can often be found in areas of environmental transition and conjunction: a cliff overlooking an ocean, the foothills of an enormous mountain, or deep in a forest where small streams converge into a river.
Beliefs: Most Animi believe deeply in the profound power of the emptiness and the energy of the universe. They are rarely overtly religious; having seen the discarded husks of dead gods in racial memory, they find divine beings as transient as everything else. The Oneness and the Void are far more universal and lasting.
Relations: Animi often do not get along well with other races; they are more devoted to their learning and to long-term planning than to pleasing others, and often frustrate the short-lived races as a result. They get along better with longer-lived creatures such as elves, who better understand their patient ways.

ANIMUS ADVENTURES
Animi often set out on quests to increase their knowledge of the universe as a whole. Their knowledge of the planes makes them unusually well-suited to a planescape campaign, and exploration of the planes may be what it takes for an experienced animus to see new parts of the universe.

Many thanks to Frathe for helping with the fluff (http://www.giantitp.com/forums/showpost.php?p=14679595&postcount=2)!

ANIMUS NULLBLADE
Those animi who spend more time contemplating the Void than the Oneness often turn to the path of the Nullblade. An animus has a natural understanding of the fundamental structure of reality which supplements the Nullblade's normal path.

Requirements:
To take an animus nullblade substitution level, a character must be an animus about to take his 2nd, 3rd, or 8th level of nullblade.

Hit Die: d8

Class Skills: Same as nullblade.

{table=head]Level|BAB|Fort|Ref|Will|NullSpellLvl|Special|Invoc ations
2nd|+1|+0|+0|+3|1st|Astral mind, nullify (tactic)|1
3rd|+2|+1|+1|+3|2nd|Sublimation|2
8th|+6/+1|+2|+2|+6|4th|Profound emptiness|4[/table]

Class Features:

Astral mind (Ex): At 2nd level, an animus nullblade gains the ability to send his mind through the Void, gaining unusual knowledge of his surroundings. Once per day per 4 class levels (rounded down, minimum 1), the animus nullblade can gain the benefit of the clairaudience/clairvoyance spell as an extraordinary ability, with a caster level equal to his caster level for invocations. This ability replaces the nullblade's Will of the Void class feature.

Sublimation (Ex): An animus is used to contemplating the yawning emptiness of the Astral Plane; the smaller, mundane troubles of the adventuring life seem trivial by comparison. Beginning at 3rd level, an animus nullblade can spend a use of his Nullify ability as an immediate action to substitute a Nullify check for any saving throw he makes. He can do this no more often than once per round, even if he has a source of additional immediate actions (such as Touch of the Void). This ability replaces the nullblade's Evasion class feature; instead, he gains Evasion at 13th level, and does not gain Improved Evasion.

Profound emptiness (Ex): Deep within the mind of an animus nullblade is a mental construct representing the Void, allowing him to contemplate it even in the midst of battle. Upon reaching 8th level, an animus nullblade can draw strength from his failures, understanding that nothing is permanent and everything ends. Whenever the animus nullblade rolls a natural 1 on an attack roll or saving throw, he gains a morale bonus equal to his Wisdom modifier on attacks and saves for the rest of the encounter. This ability replaces the nullblade's Void Infusion class feature.

ANIMUS THAUMURAI
An animus who follows the path of the thaumurai draws parallels between the Astral Plane and the Oneness: each connects everything to everything else, and holds the substance of all creation.

Requirements:
To take an animus nullblade substitution level, a character must be an animus about to take her 2nd, 5th, or 7th level of thaumurai.

Hit Die: d8

Class Skills: Same as thaumurai.

{table=head]Level|BAB|Fort|Ref|Will|Special|Invocations
2nd|+2|+3|+0|+3|Miracle (attack), silver strands|2
5th|+5|+4|+1|+4|Fate of many|3
7th|+7/+2|+5|+2|+5|Astral connection|4[/table]

Class Features:

Silver strands (Ex): An animus thaumurai has an affinity with all things related to the Astral Plane, leading to an intuitive defense. Starting at 2nd level, an animus thaumurai takes minimum damage from all attacks caused by summoned creatures and creatures with the Extraplanar subtype, as well as receiving a +4 bonus to saves against the abilities of such creatures. This ability replaces the thaumurai's Assurance of the Fated class feature.

Fate of many (Su): The Oneness connects all things, and an animus thaumurai of 5th level or higher knows how to capitalize on this fact in dire situations. Whenever the thaumurai and at least one other ally within 30 feet make a saving throw against an effect, each ally who saves against the effect (including the Thaumurai) uses the highest relevant base save bonus among all affected allies for their saving throw. They use their own ability modifier as normal. The animus thaumurai must spend a use of her Miracle ability as an immediate action to activate this ability. This ability replaces the thaumurai's Fateful Aura class feature.

Astral connection (Su): An animus thaumurai of 7th level or higher has learned to form a Oneness with her companions at all times. She can use greater status as a supernatural ability at will, except that instead of spells, she can use any least thaumurai invocations she knows on her allies (even if they normally have a range of Personal). This ability replaces the thaumurai's Improved Fortuitous Strike class feature.

urkthegurk
2013-01-31, 11:41 PM
I just want to re-iterate, I really like these classes

sirpercival
2013-02-01, 07:12 AM
I just want to re-iterate, I really like these classes

Thanks! :)

Sypher667
2013-02-06, 04:11 PM
I know it's not usual, but did you consider making ACFs for the Architect? Yes, you dont normally see ACFs for PrCs, but you also dont normally have a 14 level PrC either.

sirpercival
2013-02-06, 04:16 PM
I know it's not usual, but did you consider making ACFs for the Architect? Yes, you dont normally see ACFs for PrCs, but you also dont normally have a 14 level PrC either. Extra-long PrCs aren't unheard of (Necrocarnate, Void Disciple, True Necromancer, etc)...

I hadn't really considered it, no. If there are enough ACFs, it might warrant more PrCs instead. Did you have any ideas?

Chromascope3D
2013-02-06, 04:52 PM
This looks really cool. Also, I noticed what looks like a typo in the aging section. Is the maximum age really 1100 + 100d100?

sirpercival
2013-02-06, 05:38 PM
This looks really cool. Also, I noticed what looks like a typo in the aging section. Is the maximum age really 1100 + 100d100?

Yup. Astral beings live for a REALLY long time... comes from evolving on a Timeless plane.

Garryl
2013-02-06, 09:28 PM
I do think it's odd just how much variance they have in their lifespans. 11100 max, 1200 min, that's a 9.25:1 ratio. That makes lifespans very very random. Children will frequently outlive their parent, grandparents, and even great-great-great-grandparents. An average of 83% of an Animus's life is spent with the creaking joints of venerable age.

sirpercival
2013-02-06, 09:32 PM
I do think it's odd just how much variance they have in their lifespans. 11100 max, 1200 min, that's a 9.25:1 ratio. That makes lifespans very very random. Children will frequently outlive their parent, grandparents, and even great-great-great-grandparents. An average of 83% of an Animus's life is spent with the creaking joints of venerable age.

Or... maybe I misread both the original and the person pointing out the typo. 10d100 is much more sane.

Yas392
2013-02-22, 09:55 PM
That thaumurai class was masterfully done. :smallbiggrin:

sirpercival
2013-02-22, 10:36 PM
That thaumurai class was masterfully done. :smallbiggrin:

Why thank you! :)

Yas392
2013-03-04, 01:12 AM
Miracle (Su): A thaumurai can use her understanding of the interconnectedness of the Universe to cause unusual luck and circumstances for her allies' actions. The thaumurai can use this ability once per thaumurai level for each encounter, to a maximum number of times per encounter equal to her Charisma modifier. Using this ability is an immediate action that does not provoke attacks of opportunity, and may not be used while the thaumurai is flatfooted or helpless. The thaumurai must be aware of whatever she is attempting to facilitate.

I am a bit iffy at that part. Say you're level 1, have chosen the extra miracle feat and your modifier is +2, would the maximum still cap at 2 even though you can use your miracle for 3 times?

sirpercival
2013-03-04, 01:34 AM
I am a bit iffy at that part. Say you're level 1, have chosen the extra miracle feat and your modifier is +2, would the maximum still cap at 2 even though you can use your miracle for 3 times?

Extra Miracle is intended to bypass that limit.

Yas392
2013-03-04, 04:14 PM
Extra Miracle is intended to bypass that limit.

Thankie. :smallbiggrin:

Yas392
2013-03-05, 10:17 PM
Hi again, I almost forgot to put this on the previous post but..What if your current in level uses exceed the charisma modifier like you are level 4 having for 4 uses and your modifier is +3, is this still limited by your modifier?

sirpercival
2013-03-05, 10:22 PM
Hi again, I almost forgot to put this on the previous post but..What if your current in level uses exceed the charisma modifier like you are level 4 having for 4 uses and your modifier is +3, is this still limited by your modifier?

Then it would be 3 uses.

Yas392
2013-05-01, 02:25 AM
I am not sure about the smite evil part when using bolstering touch if you have unlimited fortuitous strike? Can you clarify?

sirpercival
2013-05-01, 09:14 AM
I am not sure about the smite evil part when using bolstering touch if you have unlimited fortuitous strike? Can you clarify?

Sure. So, at Thaumurai 19, you can do Fortuitous Strike an unlimited number of times per day. However, you're still limited when spending FS uses as Smite Evil attempts; you can only spend Chamod FS in place of Smite Evil (and not unlimited).

Bolstering Touch says that it counts as Smite Evil for determining the number of times per day that you can do it. So even when you hit 19th level, you're sitll limited to Chamod per day (assuming you spend your Smite Evil equivalent uses only on Bolstering Touch).

Did that help?

Yas392
2013-05-01, 05:30 PM
Thanks. I thought it degraded in uses but I am glad that I read it like you described. :smallsmile:

Yas392
2016-05-10, 07:43 PM
A thaumurai may use this ability to substitute a Miracle check for a d20 roll she or an ally within 30 feet would make. A Miracle check is a d20 roll with a bonus equal to the thaumurai's class level + her Charisma modifier, against whatever target number the original roll would have had. The thaumurai may choose to use this ability after knowing what the result of the original roll would have been, and if she does so, the subject uses whichever result is better. At 1st level, the thaumurai may use Miracle to replace a skill or ability check; at 2nd level, she may replace an attack roll; at 6th level, she may replace a level check (including caster level, manifester level, etc.); and at 10th level, she may replace a saving throw. At 14th level, she may use this ability to aid any ally she can see.



Inspired creation (Su): At 3rd level, a thaumurai's connection to the fundamental forces in the Universe grants her incredible control over her surroundings, allowing the thaumurai to replicate the effect of a divine spell of 1st level or lower as a supernatural ability. The spell must be a conjuration (creation) or conjuration (healing) spell, but can appear on any divine class list or domain list. Using this ability requires the same amount of time as the casting time of the spell, to a minimum of 1 full-round action, and the thaumurai must provide any expensive material, XP, or divine focus components that the spell would require. The caster level for the effect is equal to the thaumurai's class level, and the DC is 10 + the spell level + the thaumurai's Charisma modifier. The thaumurai can replicate a total number of spell levels per day this way equal to her Charisma modifier (0th-level spells count as 1/2 level). This ability counts as a paladin's Lay on Hands ability for the purpose of meeting prerequisites.


It's been a long time since my last post. I have a few questions.

Are the bits in bold intentional? So if a thaumurai reached level 14, the miracle range is removed as long as he can see the person he is trying to aid? I can see that the bolded bit on the inspire creation might be a typo. It should be maximum instead of minimum. Most healing/conjuration spells have a casting time of a standard action unless you using summon x line. If not, we are restricted to summoning spells or spells that have a casting time longer than full-round actions?