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Serafina
2013-09-30, 05:19 AM
First, a suggestion for the Sunrise Strike Rogue ACF:

If the Rogue has a feat or class feature that allows her to apply special effects to her Sneak Attack in exchange for lowered Sneak Attack Dice can be used as a special secondary component that can only be applied to Sunrise Strike.
This component has a mote cost equal to three the Sneak Attack dice it costs, and applies the effects of the feat to the Sunrise Strike.
Example: A Sunrise Strike Rogue with the Sickening Strike feat could use the following secondary components for her Sunrise Strike:
Sickening Strike:
[Mote Cost: 3m]
The target of this strike is sickened for one round.



Second, regarding Changing Heart feats:
I love the idea, but i want to point out some issues with the feat selection:

Heart of Brilliance: Lots of Exalted feats require class features a Empath won't have and are thus unavailable. Vow Feats could use clarification - do you only need to maintain your Vow while in the proper Persona?
However, this is excellent for Neutral/Evil Magical Girls that want to pass as good.
Suggestion: Allow Wisdom instead of Charisma for prerequisites and effects. Vows only have to be kept while in that Persona.

Heart of Darkness: The selection is again very small, especially since quite a few feats require Charisma.
Again, great for social stuff.
Suggestion: Allow Wisdom instead of Charisma for prerequisites and effects

Heart of Devotion: Action Economy kills the vast majority of these feats, since you need a Full-Round action to activate them. Some require caster levels you won't have (such as Sacred Radiance). You don't get actual turning, making a lot of these feats useless since they modify it. Charisma-dependency is once again a problem.
However, this might be too good for Multiclassers - taking three Empath levels to get unlimited turn attempts to modify divine spells gained from a caster class.
Suggestion: Remove the Full-Round action to get the Turning, or allow the feat to be activated with the same action (so you don't need a full-round+standard to get the benefit). Grant a virtual divine caster level for fulfilling prerequisites and calculating effects. Allow Wisdom instead of Charisma for prerequisites and effects. Disallow mote-buy to modify any actual divine spell. Maybe allow actual turning when feats that modify it are taken.

Heart of Fortune: This one is great, nothing to suggest here.

Heart of War: Everyone can find something useful here. Maybe grant virtual fighter levels for prerequisites.

Heart of the Wild: This one actually strikes me as too strong. At third level and for only three motes, the following is available: Pounce (Lions Pounce), permanent flight (Eagles Wings), +4 to Fortitude, +4 to AC AND a natural attack (Stone Form), a secondary poisoned bite (Serpents Venom).
All that is pretty powerful compared to the other options - why would i take Fighter feats instead of Pounce, for example?
Suggestion: I dunno actually - the idea is great, but the cost just seems to low. Maybe make it cost a swift action and 3m each round, or something like that?


Oh, and i also have suggestions for new Heart Fragments!

Heart of the Soul: The Empath's bonus feats must be chosen from the list of Incarnum Feats. She does not gain essentia from these feats, but can instead invest motes as a swift action to gain 1 point of Essentia per 2 invested motes. She may invest or release motes in this fashion as part of the same action she uses to invest motes in her costume elements.
The flavor of incarnum goes well with Magical Girls, why not combine those two?

Heart of the Mind: The Empath's bonus feats must be chosen from the list of Psionics Feats. She gains Psionic Focus that can be expended and regained normally. She can also regain her Psionic Focus as a move action by spending motes equal to her Evoker level.
Psionic Feats fit perfectly into Persona Feats.

Heart of Creation: The Empath's bonus feats must be chosen from the list of Item Creation Feats. She treats her Evoker level as her caster level for the purpose of crafting magical items, and can make a Spellcraft Check (DC 15+spell level of the required spell) to fulfill any spell prerequisites for the item. If she fails the skill check, the crafting process is arrested though she does not lose any invested gp or xp. She can re-try the check when she gains a level, or fulfill the spell prerequisite with a scroll or similar item. She can not create spell completion items in this way. Same as Shining Schemata for the Stargazer, except slightly harder (because it requires Intelligence which a Empath is less likely to have, and a more obscure skill).

AuraTwilight
2013-10-01, 08:03 PM
I'm curious about something: How would any of you go about representing a Puella Magi-style Magical Girl, in the literal sense of "Made a contract with an Incubator"? Taking a level in a Magical Girl class and slapping on some Soul Gem mechanic seems simple enough, but it seems unpreferable to me to just hand out a free level-up alongside the wish they're already receiving, and it's especially inelegant to do in the middle of a campaign with a character that isn't a level 1 Commoner human preteen.

Draken
2013-10-01, 08:18 PM
I'm curious about something: How would any of you go about representing a Puella Magi-style Magical Girl, in the literal sense of "Made a contract with an Incubator"? Taking a level in a Magical Girl class and slapping on some Soul Gem mechanic seems simple enough, but it seems unpreferable to me to just hand out a free level-up alongside the wish they're already receiving, and it's especially inelegant to do in the middle of a campaign with a character that isn't a level 1 Commoner human preteen.

That is more or less an origin story with a campaign-specific easy-resurrection mechanic, I would say.

AuraTwilight
2013-10-01, 08:20 PM
Where are you getting the easy-resurrection mechanic from?

For clarification, I'm not talking about literally repeating the show's storyline, so much as just dumping an Incubator in a Tome of Radiance-friendly campaign world.

Draken
2013-10-01, 08:59 PM
Where are you getting the easy-resurrection mechanic from?

For clarification, I'm not talking about literally repeating the show's storyline, so much as just dumping an Incubator in a Tome of Radiance-friendly campaign world.

Don't the phylactery things let them respawn on death?

Either way. The Incubator could be an NPC (if it is a shared origin story) or a familiar if it is a single-character thing (I believe there is a feat for it? Or did that mechanic from the old thread never get translated?).

Qwertystop
2013-10-01, 09:08 PM
If you don't want it as an origin story because you want it to happen mid-campaign, but you don't want to give a free level, there's two options:

1: Time it so the contract happens when everyone else is leveling too.

2: Alter things a bit so the power isn't gained instantly, and just make sure it's not too long to the level.

AuraTwilight
2013-10-01, 10:03 PM
Don't the phylactery things let them respawn on death?

Not quite. If they're too far from the body, they become meat-puppets.


Either way. The Incubator could be an NPC (if it is a shared origin story) or a familiar if it is a single-character thing (I believe there is a feat for it? Or did that mechanic from the old thread never get translated?).

Being a familiar probably won't be appropriate. :P But statting out the Incubator's another matter I think I can handle well enough on my own.


If you don't want it as an origin story because you want it to happen mid-campaign, but you don't want to give a free level, there's two options:

1: Time it so the contract happens when everyone else is leveling too.

2: Alter things a bit so the power isn't gained instantly, and just make sure it's not too long to the level.

I've considered something like making a template that offers things like a basic armament and mote pool, with the latter scaling at a slower rate than a bonefied Child of Light, to represent how the Incubator's kind of corrupting the process.

Or, alternatively, the Mote pool is bigger and/or there's some other benefit, with the added corrupted Soul Gem mechanic creating a "Shines bright, burns quickly" effect.

Owrtho
2013-10-01, 11:31 PM
I've considered something like making a template that offers things like a basic armament and mote pool, with the latter scaling at a slower rate than a bonefied Child of Light, to represent how the Incubator's kind of corrupting the process.

Or, alternatively, the Mote pool is bigger and/or there's some other benefit, with the added corrupted Soul Gem mechanic creating a "Shines bright, burns quickly" effect.

Have you considered making it a bloodline (http://www.giantitp.com/forums/showthread.php?t=208703)? That could work well if you don't want it to be a full fledged class right off the bat, and would allow it to scale if the want to keep taking levels in other things. You might be able to also work something out for them to convert over to the magical girl class and/or a specific PRC later, similar to how a fallen paladin can convert levels to blackguard.

Anyway, on a separate note, thought I'd mention that Blazing Aegis needs to be updated given the expanded device list (also the . It also should note how it interacts with effects, given shields can be enchanted as both armour and weapons it would be worth knowing if it can gain benefits from costume and/or device effects (or if it should have it's own category). Should also likely have a means of getting a shield spike, for the magical girl that wants to fight with her shield. At the moment I'm working on an updated version of the Radiant Armourer shall make allowances for the things noted (other than requirements), but may be edited if official rules are put in place.

Owrtho

AuraTwilight
2013-10-01, 11:51 PM
Have you considered making it a bloodline? That could work well if you don't want it to be a full fledged class right off the bat, and would allow it to scale if the want to keep taking levels in other things. You might be able to also work something out for them to convert over to the magical girl class and/or a specific PRC later, similar to how a fallen paladin can convert levels to blackguard.

*facepalms*

Goodness gracious, a bloodline is exactly what I wanted. How could this have slipped my mind, I use bloodlines all the time!

Well, thanks a lot, everyone! Maybe I'll post something when I work it out.

Owrtho
2013-10-02, 12:03 AM
Right so, in a previous post I made note of changes that could be made to the Radiant Armourer to make it compatible with the updates to radiant armaments. As I had a moment, I figured I might as well make the changes myself. As such below is an updated version.


Radiant Armourer

I can't summon any more swords... Time to use magic to invoke an arrow now!
- Chloe von Einzbern, a Radiant Armourer

All evokers learn to summon a costume and device. Few however decide to refine the art of of creating weapons and armour from the light. Those that do are Radiant Armourers. Some focus on equipping their allies, while other focus on using their vast arsenal themselves. Either way, they make a number of weapons.

Requirements
To become a Radiant Armourer, you must fulfil the following criteria:
Feats: Radiant Arsenal, Twinned Device
Skills: Craft (Armorsmithing) 8 Ranks, Craft (Weaponsmithing) 8 Ranks

Class Skill List: Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge [All skills, taken separately] (Int), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magical Device (Cha)
Skill Points at Each Additional Level: 4 + Int modifier.

No changes needed here.

Radiant Armourer
Hit Dice: d8

LevelBase
Attack
BonusFort
SaveRef
SaveWill
Save
Special
AEL†
AEP‡
Illuminations

1st
+0
+2
+0
+2Radiance Wrought Arsenal, Standard Issue, Armament Effects
+0
+1

2nd
+1
+3
+0
+3Radiant Arsenal, Cartridges +1
+1
+1
+1 level of existing class

3rd
+2
+3
+1
+3Reforged Radiance
+1
+1
+1 level of existing class

4th
+3
+4
+1
+4Radiant Arsenal, Blast Forged Device
+1
+2
+1 level of existing class

5th
+3
+4
+1
+4Cartridges +2, Reflected Radiance
+2
+2

6th
+4
+5
+2
+5Radiant Arsenal
+2
+2
+1 level of existing class

7th
+5
+5
+2
+5Allied Assault
+2
+3
+1 level of existing class

8th
+6
+6
+2
+6Radiant Arsenal
+2
+3
+1 level of existing class

9th
+6
+6
+3
+6Cartridges +3
+3
+3

10th
+7
+7
+3
+7Radiant Arsenal, Effective Arsenal, Mass Assault
+3
+4
+1 level of existing class
† AEL = Armament Effect Limit
‡ AEL = Armament Effect Pool

The BAB, saves, HD, etc. worked before. No need to change them now. Minor changes to the table to account for differing abilities, as well as new columns for the addition of the armament effect pool as well as the change in how armament effect limits progresses.

Weapon and Armor Proficiency: A Radiant Armourer gains no additional weapon or armour proficiencies.

The dropping of class requirements for device and costume archetypes makes the weapon and armour proficiency changes no longer necessary.

Illuminations: A Radiant Armourer loses little of her power as an evoker, but she does lose some, focusing on the creation of Radiant Armaments has downsides. At each indicated level, a Radiant Armourer gains an increase in evoker level, illuminations known, illuminations readied, innate illuminations, and personas known as if they had gained a level in an illumination-using class to which they belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one illumination-using class before becoming a Radiant Armourer, she must decide to which class to add each level for the aforementioned purposes.

A minor change to wording to make it match with the most recent official PRC.

Radiance Wrought Arsenal (Ex): A Radiant Armourer is known for the armaments she can create. These armaments are drawn from her radiance wrought arsenal, hereafter referred to simply as her arsenal. The arsenal of the Radiant Armourer consists of all devices, costumes, and radiant shields she may create, from those granted by classes to those granted by the radiant arsenal and blazing aegis feats. All of these are referred to as her armaments, and the sum of all the above is the total number of armaments the Radiant Armourer possesses. When summoning her device or costume, either normally or with the twinned device feat, she may select any of her armaments of the appropriate type. While she only has so many distinct armaments, the radiant armourer may summon as many copies of a single armament as she desires, provided she has enough motes to do so.

Unlike other evokers, the Radiant Armourer is also more adept at making use of the twinned device feat. Rather than being limited to making additional copies of devices, she may make additional copies of any armament she may produce, however costumes and shields made this way and not held or worn grant her no benefit. If she has the blazing aegis feat, the Radiant Armourer may select shields in place of choosing a device or costume archetype when gaining the radiant arsenal feat.

Lastly, for every level in Radiant Armourer, she is treated as having two motes invested in twinned device. These motes do not count toward the normal limit of how many motes may be invested at any given time.

Major rewording here to hopefully increase clarity as well as allow easier wording of later abilities. So far as what it does, it isn't much different.

Standard Issue (Ex): Unlike other magical girls who primarily use their armaments themselves, the Radiant Armourer has learned to make her armaments more intuitive to use with only a few basic tips. By spending 15 minutes training an individual, the Radiant Armourer may teach them to treat her devices as common weapons (Stance, Implement, and Marksman are treated as Simple, while all others are treated as Martial). Similarly, costumes may be treated as Light, Medium, Heavy, or no armour by one so trained (for light, medium, heavy, and aura costumes respectively). Shields in turn may be treated as any type of shield for proficiencies and abilities, though the type must be set for that given armament.
When the Radiant Armourer summons her device, she may also summon devices into the hands of allies within 30 feet, while when she summons her costume, she may summon costumes onto allies within 30 feet. In either case she must have invested the needed number of motes into twinned device to make the desired number of armaments. If the Blazing Aegis feat is possessed she may also provide shields much like devices. These shields gain the full shield bonus from any motes invested in the feat, but do not grant it to adjacent allies when used by others.
While in the hands of others, the devices are still at the Radiant Armourer's command. If she so chooses, she may apply her merciful feature to any attacks made by devices she created as a free action, causing the subsequent damage to be non-lethal.

Unfortunately, armaments used by others are not as effective as those used by the Radiant Armourer herself. As such they may only have a single armament effect at any time, even if the Radiant Armourer herself could have more (see below for more details). Further they may not have motes invested in their armament effects. Note that the aura costume archetype is an exception here, in when being used by others it grants half it's usual number of motes, and may have those motes invested in armament effects applied to itself, though they may not be applied to other armaments unless they have been prepared with reforged radiance (see below).

Mostly this was just some wording edits as well as adjusting some things to take into account the new archetypes.

Edit: Added the bit about the aura costume archetype since it has been changed since this fix was first made, and would have been useless without said fix.

Armament Effects: A Radiant Armourer is more skilled than most evokers at applying armament effects. At second level and every fourth level thereafter (2, 5, 9) she may apply an additional armament effect to her armaments. Further, unlike other evokers, she has a pool of armament effects to draw on for all her armaments. At first level and every third level thereafter (1, 4, 7, 10) she gains one more armament effect in her pool than her maximum amount of armament effects able to be applied to armaments. How this works, is that when selecting armament effects as normal for an evoker, she instead selects a distribution of effects split between each of the three types of armaments (costumes, devices, and shields). She then selects what armament effects are in her pool, making sure that there are at least as many in each category as the number of effects applied to armaments in that category (note that shields may have both costume and device effects applied to them). For each of her armaments, she may then assign it any combination of armament effects of the appropriate type, so long as the total number does not exceed the amount of effects allotted number of effects for that armament category. If this number is greater than two, when summoning the armament she chooses which effect will be the primary one. It is the primary effect that individuals other than the radiant armourer herself gain when using the armament. Note that multiple copies of a given armament need not have the same primary effect.

If the Radiant Armourer would always have a given armament effect applied due to a feature from another class, it is always applied to devices, costumes, or shields she makes as appropriate. If it would always be treated as having motes invested in it, it is treated as having half that many motes invested in it when used by others. These motes do not count toward any normal limits on motes imbued in devices used by others for Radiant Armourer abilities.

Right, this is essentially a new ability replacing Enhanced Armoury, Enhanced Weaving, and most of Arsenal Effects due to the changes. armaments. Wording seems a bit clunky, but I think overall it is simpler than how it used to be dealing with Enhanced Armoury.

Radiant Arsenal: At every even level, the Radiant Armourer gains Radiant Arsenal as a bonus feat.

There was no need to change this.

Cartridges (Su): At second level the Radiant Armourer gains the ability to make a cartridge for use with her devices. This acts as the champion ability of the same name and stacks with it.

Additionally, the Radiant Armourer may as a swift action load cartridges into devices and costumes she made that are being used by allies, if adjacent to them. The cartridges may be used by the one wielding the device or wearing the costume as a free action on their turn.

The Radiant Armourer gains an additional cartridge at levels 5 and 9.

Also no need to change this.

Reforged Radiance (Su): Unlike other magical girls, a Radiant Armourer has learned to rework her Armaments. Starting at third level, she may spend one hour to reforge a single armament. In this process she may change the archetype and/or the type of the armament so long as she retains at least one costume and one device in her arsenal. If she has the blazing aegis feat she must also have at least one shield among the armaments in her arsenal. She may use this process to select or change the type of shield the armament counts as and add or remove shield spikes if applicable for that type of shield. This adjusts the AC bonus granted by the shield as normal for the Blazing Aegis feat.

Additionally, she may forge the armament in such a way that it may be imbued with motes even if she is not wielding it herself. An armament forged this way may be prepared such that it can hold a number of motes equal to half the Radiant Armourer's evoker level. As with most evokers, these motes may be applied toward enhancing the effects of armament effects the armament possesses. If this is done, the Radiant Armourer must determine how many of the chosen type of motes can be invested in each effect applied to the armament. She may also use this process to change armament effects applied to the given armament so long as she is selecting other armament effects in her armament effect pool. If she later replaces an armament effect in her pool with another, she may automatically reassign the preparation to be imbued with motes to the new effect for the device. If the device would not gain the replacing effect, she must reforge it to allow motes to be allocated to another effect.

More than just allowing motes to improve armament effects though, the Radiant Armourer can forge armaments such that the imbued motes enhance it in other ways. She forge it such that up to half her class level motes may be applied toward granting the armament an enhancement bonus or one or more enchantments of lesser or equal value to the enhancement bonus she could grant (as well as an enhancement bonus for the remainder if she so chooses). If she chooses an enchantment, at least as many motes as that enchantment equates to in an enhancement bonus must be imbued in this effect for it to have any affect.

In the case of shields, in addition to the above options, the Radiant Armourer may prepare it to allow 2 motes to be imbued in a shield armament used by others. If this is done, the shield will grant those adjacent to the user the shield bonus it provides much like if the Radiant Armourer had imbued motes into the blazing aegis feat and was using the shield herself.

The Radiant Armourer can imbue or stop imbuing motes in armaments she creates but does not wielded in the same action she would imbue motes in to the armaments she is using herself. Additionally, if the one using the armament is capable of producing motes, she is capable of imbuing her own motes in these armaments up to the noted limit.

Fairly big change here. The loss of armament enhancements made this ability far less useful in the original version. It has been changed to allow armaments to change types and archetypes, while also allowing mote imbuing for others and enchanting. Not entirely happy with wording on this one as I feel it got kinda sloppy and confusing partway through. Suggestion to fix that are welcome.

Edit: Adjusted for the change to Blazing Aegis that allows it to be different shield types already.

Blast Forged Device (Su): Radiant Armourers are more focused on crafting radiant armaments than other magical girls. Even the power of illuminations may be put toward this task. Starting at 4th level, a Radiant Armourer gains access to a unique Blast illumination secondary component.

Device [Radiant Armourer]
[Mote Cost: 3m/rank]
Where most blasts consist of raw power, Radiant Armourers have taken to including devices in them. For each rank in this component, select one device you may summon. When this blast is used, add the damage and effects of that device to the damage and effects of the blast (Note it does not get Strength to damage, it does however gain the benefits of mote imbued in it if any would be). You may select the same device multiple times. If an attack roll is made, the devices in the blast may get critical hits. Roll once to confirm all criticals. Only the damage of devices that succeeded on the critical is increased, and only effects of criticals innate to the devices occur (such as those from enchantments but not those from feats). If the Radiant Armourer has the blazing aegis feat she may also choose shields for this ability, in which case it is treated as being used for a shield bash attack.

Not much change here. Only really made note of imbued motes and that shields may be used in place of devices for shield bashes.

Reflected Radiance (Su): Starting at fifth level, the Radiant Armourer becomes more in tune with her armaments even when not using them. When she imbues motes into an armament she is using all other armaments she creates of the same type (both through twinned device and the device blast augmentation) are treated as having half as many motes imbued in them, if they able to through the reforged radiance ability.She may still choose to individually imbue motes in armaments she is not using herself, though they are not counted for this effect and would be in addition to any mote from this effect. She must choose what these motes would be applied to for the armaments upon imbuing the armaments she herself is using.

This would replace the part of Arsenal Effects from the original Radiant Armourer not already covered in Armament Effects above, though with some minor changes. Might need slightly better wording.

Allied Assault (Su): Starting at 7th level, the Radiant Armourer becomes able to imbue her allies' attacks with power akin to illuminations. As a standard action, the Radiant Armourer may expend up to evoker level in motes. Each ally who is wielding one of her devices may choose to apply the effects of a Blast/Assault illumination the Radiant Armourer has prepared costing 1/2 of the motes spent this way (round down) to one attack made before the beginning of the Radiant Armourer's next turn. Using this effect must be declared before the attack is rolled.

The Radiant Armourer also gains one extra prepared illumination. It may cost up to half her evoker level motes rounded down and must be a Blast illumination with the assault shape, even if she would normally not be able to make use of Blast illuminations or the assault shape when preparing illuminations. She may change this illumination as she can others when she gains an evoker level so long as it still meets the above requirements. While the allied assault ability my use this illumination, it may also use any other appropriate illuminations the Radiant Armourer has prepared.

So, this was almost completely changed to the suggestion by kestrel404. Differences though are the illumination having to be one the Radiant Armourer has prepared, and also giving her one extra illumination that always fits the requirements. I considered making the extra illumination only usable via this ability, but figured it wasn't that big a deal if she could use it herself.

Edit: Minor change in in wording to allow evokers who selected companion illuminations to still get an assault blast for this ability.

Effective Arsenal (Su): Upon reaching tenth level, the Radiant Armourer becomes even more skilled at applying armament effects. Armaments not used by the Radiant Armourer herself may benefit from two armament effects instead of just one. This secondary armament effect is chosen in the same way as the primary armament effect.

Right, this was changed to just allow two effects for armaments used by others. Hopefully it is clear enough in its meaning.

Mass Assault (Su): A Radiant Armourer at tenth level is a master of imbuing her devices with her power such that even those not wielded by anyone may be imbued. When using making a full attack and having her floating devices aid her as per the twinned device feat, she may apply an assault blast to the attack of the floating weapons. This blast only effects creatures that fail the reflex save for half damage, and is only applied a single time, rather than for each weapon taking part. The mote cost of assault blasts used this way may not exceed half the Radiant Armourer's evoker level.

This ability didn't seem to need any change. It also is able to benefit from the illumination granted by the allied assault ability.

Owrtho

Yarghenforgen
2013-10-02, 09:32 AM
Radiant Armourer


With a cursory glance, looks awesome. Looks like Enhanced Armoury is still hiding in the text, though, even though it's been expunged from the table.

Owrtho
2013-10-02, 02:15 PM
Gah, could have sworn I'd deleted that. Fixed now.

Owrtho

jamieth
2013-10-11, 02:57 AM
A question on the matter of multiclass Evokers and Armament effects: do the numbers of effects stack? That is, can a Champion 1 / Stargazer 1 / Empath 1 manifest 3 Armament effects simultaneously? If the effects are tied to the Armaments they were manifested into, can it be circumvented by, say, Champion 1 selecting a Nimble Costume, then, as a Stargazer, selecting a Protective Device and then manifesting them at the same time, effectively gaining 2 Armaments at level 2?
What about higher levels? How much Effects can a Champion 10/Stargazer 10 have active simultaneously?

And, last but not he least, how about Champion 3/Stargazer 3/Empath 4/Shining Princess 10? She has 3 Devices and 3 Costumes, barring the Arsenal feats, but what about he Effects?
Currently engaged in: building the biggest Mary Sue imaginable :-)

Lix Lorn
2013-10-11, 02:00 PM
...as the author of the Shining Princess, I can definitively answer that with HEY LOOK, THE KUKLA!
(flees)

Owrtho
2013-10-11, 04:39 PM
A question on the matter of multiclass Evokers and Armament effects: do the numbers of effects stack? That is, can a Champion 1 / Stargazer 1 / Empath 1 manifest 3 Armament effects simultaneously? If the effects are tied to the Armaments they were manifested into, can it be circumvented by, say, Champion 1 selecting a Nimble Costume, then, as a Stargazer, selecting a Protective Device and then manifesting them at the same time, effectively gaining 2 Armaments at level 2?
What about higher levels? How much Effects can a Champion 10/Stargazer 10 have active simultaneously?

And, last but not he least, how about Champion 3/Stargazer 3/Empath 4/Shining Princess 10? She has 3 Devices and 3 Costumes, barring the Arsenal feats, but what about he Effects?
Currently engaged in: building the biggest Mary Sue imaginable :-)

Well, looking at the descriptions of abilities, it seems like as written you would end up with 3 effects if you took one level of each. I'm pretty sure they would not end up tied to a specific classes armaments though. That said, while that would b how it seems to work by RAW, it is likely not the intended effect. My first thought was to just treat each class after the first as providing one less effect for a given level, but realized that would have issues of providing far to few effects if you tried to keep even levels between the classes. The better option would be if it was made to act akin to fractional BAB, though there is an issue here that none of the classes have consistent intervals upon which they gain a larger effect pool (though you could admittedly address this with them providing non-uniform fractions, it just gets messier). Even then you would need to treat classes after the first as providing one less effect to avoid the problem of having three effects at level 3.

Anyway, as a side note the wording of Shining Princess is poor when it comes to being able to have more armament effects. Given that a magical girl automatically has access to all the armament effects, and is just limited in how many she can use at a time, wording along the lines of her being able to use an additional armament effect at a time would likely be better than saying she may select a new one.

Owrtho

Epsilon Rose
2013-10-12, 02:56 AM
You know, I just realized, it's impossible to get all 10 levels of Shining Princess without going epic. Was that intentional?

jamieth
2013-10-12, 03:05 AM
Totally possible, Champion 3/Stargazer 3/Empath 4 qualifies, so you start the PrC at level 11 and rinish it right at 20.

Epsilon Rose
2013-10-12, 03:29 AM
Totally possible, Champion 3/Stargazer 3/Empath 4 qualifies, so you start the PrC at level 11 and rinish it right at 20.

:eek: Ignore me, I can't count. :elan:

Owrtho
2013-10-12, 03:29 AM
You know, I just realized, it's impossible to get all 10 levels of Shining Princess without going epic. Was that intentional?

This is not true. The prerequisites cost 10 levels, the prc similarly is 10 levels, meaning you can take the 10th level as level 20. Given that epic does not begin till level 21, you can obtain all 10 levels without going epic.

Edit: Ninja'd

On a more unrelated note, I have noticed some issues with the Twinned Device feat. Specifically, with the devices not wielded aiding you in your attacks option. While the rules depicted there work fine if you're just have one device, they get a bit trickier if you have multiple devices and make use of different ones. Further it does not specify what the DC of the reflex save is. As such, I shall present advanced rules for it:

Twined Device
Full Attack (Advanced)
Weapons that you do not or cannot wield are still capable of aiding in your attacks. Whenever you take a full attack action, enemies within reach of your melee devices that are not being wielded, or within 10' of your target (the target included) if you have any ranged devices you are not wielding must make a reflex save with a DC equal to that of your illuminations or be injured by your unwielded devices. If multiple types of devices are used, check the relevant areas for all devices, and if any enemies are in an overlapping area, they make a single save against this effect for all devices that will target that area. In the case of ranged devices, they cannot target more than 3 range increments away for this effect. If a device can be either melee or ranged, declare which it will be used for upon using this ability. Enemies in range of this ability take damage equal to the sum of all base damage dice the devices they are in range of would deal. Device effects are not taken into account with this ability. Enhancement bonuses and enchantments may apply, but only those of a single device in those that are able to hit the target. A successful reflex save halves this damage and prevents any enchantment effects that require a successful hit.


Bah, that could use wording clean-up, and possibly an example or two. Still, figured I'd get a basic form out there for people to look at. Mainly I noticed this was an issue when making the updated Radiant Armourer. If someone has a mix of devices floating around, the standard rules don't really work. Damage may be easy enough to figure out, bat varying reaches can be a pain (or a mix of melee and ranged weapon).

Also something I noticed, it may be worth noting that when a magical girl gains a device, she may choose to have it count as a single weapon type of her choice that is similar enough (at DM discretion) for the purposes of other abilities and feats. This wouldn't change the stats or abilities innate to the device. Mainly, it would allow for some builds that mix between magical girl and some form of weapon specialist.

Owrtho

Lix Lorn
2013-10-12, 07:39 PM
You know, I just realized, it's impossible to get all 10 levels of Shining Princess without going epic. Was that intentional?


Totally possible, Champion 3/Stargazer 3/Empath 4 qualifies, so you start the PrC at level 11 and rinish it right at 20.
I very specifically chose the prerequisites so that you'd finish at 20 :smalltongue:

Laughing Dog
2013-10-15, 01:44 PM
So, a question if you will oblige:

If one were to have a device, would one be able to take Weapon Focus (Device). Or would they have to take Weapon Focus (Device Archetype) or Weapon Focus (insert Device Name Here).

And assuming that one could take Weapon Focus in one of those forms, would one be able to take the Weapon Specialization line of feats as well?

jamieth
2013-10-15, 02:15 PM
Well, Valkyrie PrC has a Weapon Focus (Device) as a requirement, so I would assume such a feat does exist :-) And, since it does, I see no problems with allowing any weapon-specific feat (Focus, Spec, Imp. Critical, whatever) to be taken for a Device - though the "minimum fighter level" prereq makes some of them suboptimal, IMO :-)

Laughing Dog
2013-10-15, 02:27 PM
So if one had Weapon Focus (Device) and multiple devices, would one apply the bonus to all, or would it affect only one type. Because a chain of hearts is quite different from a glaive or a gun.

Forrestfire
2013-10-15, 02:32 PM
But magical girls always seem to understand how their weapons work after they train with them, so I'm sure it's all very similar in the end :smallwink:

jamieth
2013-10-16, 12:04 AM
But isn't "understanding how to use a weapon" covered by a proficiency? I am pretty sure you can be extra good with just a particular form of your Device... then again, it hurts Armomrers, Fashionistas and Princesses, and it's not like Weapon Focus is overpowered anyway, is it?

Now, Lix Lorn, back to the question of Armament Efeect stacking: disregarding the nuancews of wording, what do you, as a PrC creator, feel to be a correct number of ArmEff's a Shining Princess 10 can have active at the same time?
(Speaking of, I'll probably PM you a bit later, there are some more questions on the Shining Princess I have, but these are more of "did I do it right" variety)

Lix Lorn
2013-10-16, 09:56 AM
Well, personally, I get really frustrated with how few effects you get normally, so I'd be in favor of the reading that gives you as many as possible.

Edit: I accidentally a weird new class.

Lix Lorn
2013-10-16, 01:28 PM
The Many As One
‘Okay, so I can’t blend magic power and psionic will like you can… but I can use the arcane… and I can use the psionic… and I could duel Reshar to a standstill. So who's really better here?’

Most Empaths are content in dipping into other selves, other identities. Some, in fact, are terrified by the concept, fearing for their identity even with what they already do. Others are not. Some Empaths take their identity as a single being, and reject it, taking on dozens of identities - herself, through a tinted glass, a hundred times over.

Prerequisites
This class may only be taken in a gestalt game. You may never possess more levels of The Many As One then you have of Empath.

Hit Die: d8
Class Skills-The Many As One laughs at the concept of unfamiliarity with any facet of existence. She treats all skills as class skills.
Skill Points per Level: 6 + Int Modifier
Skill Points at first Level: 6 + Int Modifier


Many As One


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+1

+1

+1
Identity?


2nd

+1

+1

+1

+1
Walking Many Paths (1)


3rd

+1

+2

+2

+2
Walking Many Paths (2)


4th

+2

+2

+2

+2
Different Paths, Walking Many Paths (3)


5th

+2

+3

+3

+3
Walking Many Paths (4)


6th

+3

+3

+3

+3
Mental Labyrinth


7th

+3

+3

+3

+3
Walking Many Paths (5)


8th

+4

+4

+4

+4
Different Paths, Walking Many Paths (6)


9th

+4

+4

+4

+4
Walking Many Paths (7)


10th

+5

+5

+5

+5
Walking Many Paths (8)


11th

+5

+5

+5

+5
Endless Lives


12th

+6/+1

+5

+5

+5
Different Paths, Walking Many Paths (9)


13th

+6/+1

+6

+6

+6
Walking Many Paths (10)


14th

+7/+2

+6

+6

+6
Walking Many Paths (11)


15th

+7/+2

+7

+7

+7
Walking Many Paths (12)


16th

+8/+3

+7

+7

+7
Different Paths, Practiced Ease


17th

+8/+3

+7

+7

+7
Walking Many Paths (13)


18th

+9/+4

+8

+8

+8
Walking Many Paths (14)


19th

+9/+4

+8

+8

+8
Walking Many Paths (15)


20th

+10/+5

+9

+9

+9
Different Paths, Infinite Worlds, Walking Many Paths (16)



The Many as One gives up the abilities of a straight single class. In return, it receives a better baseline. As a note, for fractional saves, the average saving throw formula is 1+2/5ths level.
Unsure: Base attack bonus. The average competence would suggest upping it to ¾, but this negates parts of the aspects which are so central. What do?

Weapon and Armour Proficiency: The Many As One are proficient with all simple weapons, and with light and medium armor.

Identity?: A Many As One must always have at least one persona active. He may not dismiss a persona without also activating a new one. This means that he cannot bear his own, unchanged identity without access to the Moon Persona.

In return, the Many has greatly improved Personas. Firstly, their alignments may differ from his own. Secondly, when he takes an aspect, he may choose to designate them as a race different to his own. This must be a race with LA equal or less than his own, and his traits, abilities, and ability scores may change in that form as this implies. (Skill points and feats are unaffected. He always qualifies for prerequisites, excepting those of Different Path and for anything else exclusive to that one aspect, as if using his original ability scores.)
Thirdly, a Persona may have differing Armaments to one another - one may wield a great glaive and heavy armor, while another is unarmored and wields shimmering ribbons.

In addition, he may rearrange each Persona’s ability scores, before applying racial modifiers.
As a note, these personae are almost always recognisable as the same character. He may make a disguise roll when he first adopts their form, ignoring any penalties from changed gender, race, or age, but gains no bonus.

As one final benefit, his Manifest Persona ability becomes (Ex), although their granted abilities remain (Su).

Optionally, a Many As One who gains a new persona at a later level may choose a race with LA/RHD higher than his own. However, he subtracts their total from the number of levels granted by his Walking Many Paths feature, and may not choose a race that would reduce that number below 0.

Walking Many Paths (Ex): A Many As One’s personas are not like those of her fellow Empaths. Rather than herself, with shaded hair, they bear entire fields of knowledge different to her own.

At each level marked with this feature, a Many As One chooses a single class level for each of his persona, making all relevant decisions. In effect, each persona takes a different class. Benefits from a class may only be used in the relevant persona. Class traits such as BAB, HD, saves, and Skill Points use the better of the chosen class and the Many As One

If you have actual levels in a class, they stack, although not to higher than your character level.

For the sake of your DM, it is recommended that Personae have simple class progressions - generally a single class for all 16 levels - rather than more complex dip-laden prestige class builds, but the choice is ultimately up to you and them.

Different Paths: What use has the Priestess for the knowledge of a crippling thrust? What use has a rogue for a holy symbol? A Many As One of 4th level chooses a single feat for each of his Personae. He is treated as possessing that feat while in that aspect, as well as for choosing new feats with this ability. He uses the traits of that aspect to qualify for this feat, rather than his own.

He does the same thing at 8th level, and each 4th level thereafter.

Mental Labyrinth (Ex): A Many As One of 6th level can flutter between different selves with an instant’s notice. Once per encounter, she may change from one Persona to another as an immediate action, even during another character’s turn. If she does this in response to an effect that requires a will save, the effect is lost in the labyrinth of identities within her mind.

Endless Lives/Infinite Worlds: A Many As One has more lives than most Empaths could dream of possessing, and is a master of accessing them.
At 11th level, and again at 20th level, a Many As One adds one to her Personas known.

Practiced Ease (Su): A Many as One has the entire infinite wellspring of knowledge to draw upon. She has approximate knowledge of many things.
She no longer automatically fails any kind of roll on a 1. She is treated as having one rank in every skill, and thus can make skill checks as if trained.

Finally, once per encounter, she may take 20 on a single d20 roll without increasing the time taken to take the action. This is not considered a natural 20, and does not trigger critical hits, Vorpal weapons, automatic successes, or similar effects.

Finding Wisdom in Study and Laughter
Prerequisites: About to or have already taken at least one level of Empath.
Effects: Empath class features, including Illuminations, which would normally be based on Wisdom, are instead based on your choice of either Intelligence or Charisma.
Special: If you possess the Identity? class feature, this feat is improved. You may choose which of these three ability scores defines your Empath class features separately for each of your Personae.

Draken
2013-10-16, 03:43 PM
The Many As One
‘Okay, so I can’t blend magic power and psionic will like you can… but I can use the arcane… and I can use the psionic… and I could duel Reshar to a standstill. So who's really better here?’

Most Empaths are content in dipping into other selves, other identities. Some, in fact, are terrified by the concept, fearing for their identity even with what they already do. Others are not. Some Empaths take their identity as a single being, and reject it, taking on dozens of identities - herself, through a tinted glass, a hundred times over.

Prerequisites
This class may only be taken in a gestalt game. You may never possess more levels of The Many As One then you have of Empath.

Hit Die: d8
Class Skills-The Many As One laughs at the concept of unfamiliarity with any facet of existence. She treats all skills as class skills.
Skill Points per Level: 8 + Int Modifier
Skill Points at first Level: 8 + Int Modifier


Many As One
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+1|
+1|
+1|Identity?
2nd|
+1|
+1|
+1|
+1|Walking Many Paths (1)
3rd|
+1|
+2|
+2|
+2|Walking Many Paths (2)
4th|
+2|
+2|
+2|
+2|Different Paths, Walking Many Paths (3)
5th|
+2|
+3|
+3|
+3|Walking Many Paths (4)
6th|
+34|
+3|
+3|
+3|Mental Labyrinth
7th|
+3|
+3|
+3|
+3| Walking Many Paths (5)
8th|
+4|
+4|
+4|
+4|Different Paths, Walking Many Paths (6)
9th|
+4|
+4|
+4|
+4|Walking Many Paths (7)
10th|
+5|
+5|
+5|
+5|Walking Many Paths (8)
11th|
+5|
+5|
+5|
+5|Endless Lives
12th|
+6/+1|
+5|
+5|
+5|Different Paths, Walking Many Paths (9)
13th|
+6/+1|
+6|
+6|
+6|Walking Many Paths (10)
14th|
+7/+2|
+6|
+6|
+6|Walking Many Paths (11)
15th|
+7/+2|
+7|
+7|
+7|Walking Many Paths (12)
16th|
+8/+3|
+7|
+7|
+7|Different Paths, Practiced Ease
17th|
+8/+3|
+7|
+7|
+7|Walking Many Paths (13)
18th|
+9/+4|
+8|
+8|
+8|Walking Many Paths (14)
19th|
+9/+4|
+8|
+8|
+8|Walking Many Paths (15)
20th|
+10/+5|
+9|
+9|
+9|Different Paths, Infinite Worlds, Walking Many Paths (16)[/table]

The Many as One gives up the abilities of a straight single class. In return, it receives a better baseline. As a note, for fractional saves, the average saving throw formula is 1+2/5ths level.
Unsure: Base attack bonus. The average competence would suggest upping it to ¾, but this negates parts of the aspects which are so central. What do?

Weapon and Armour Proficiency: The Many As One are proficient with all simple weapons, and with light and medium armor.

Identity?: A Many As One must always have at least one persona active. He may not dismiss a persona without also activating a new one. This means that he cannot bear his own, unchanged identity without access to the Moon Persona.

In return, the Many has greatly improved Personas. Firstly, their alignments may differ from his own. Secondly, when he takes an aspect, he may choose to designate them as a race different to his own. This must be a race with LA equal or less than his own, and his traits, abilities, and ability scores may change in that form as this implies. (Skill points and feats are unaffected. He always qualifies for prerequisites as if using his original ability scores.)

In addition, he may rearrange each Persona’s ability scores, before applying racial modifiers.
As a note, these personae are almost always recognisable as the same character. He may make a disguise roll when he first adopts their form, ignoring any penalties from changed gender, race, or age, but gains no bonus.

As one final benefit, his Manifest Persona ability becomes (Ex), although their granted abilities remain (Su).

Optionally, a Many As One who gains a new persona at a later level may choose a race with LA/RHD higher than his own. However, he subtracts their total from the number of levels granted by his Walking Many Paths feature, and may not choose a race that would reduce that number below 0.

Walking Many Paths (Ex): A Many As One’s personas are not like those of her fellow Empaths. Rather than herself, with shaded hair, they bear entire fields of knowledge different to her own.

At each level marked with this feature, a Many As One chooses a single class level for each of his persona, making all relevant decisions. In effect, each persona takes a different class. Benefits from a class may only be used in the relevant persona.

If you have actual levels in a class, they stack, although not to higher than your character level.

For the sake of your DM, it is recommended that Personae have simple class progressions - generally a single class for all 16 levels - rather than more complex dip-laden prestige class builds, but the choice is ultimately up to you and them.

Different Paths: What use has the Priestess for the knowledge of a crippling thrust? What use has a rogue for a holy symbol? A Many As One of 4th level chooses a single feat for each of his Personae. He is treated as possessing that feat while in that aspect, as well as for choosing new feats with this ability. He uses the traits of that aspect to qualify for this feat, rather than his own.

He does the same thing at 8th level, and each 4th level thereafter.

Mental Labyrinth (Ex): A Many As One of 6th level can flutter between different selves with an instant’s notice. Once per encounter, she may change from one Persona to another as an immediate action, even during another character’s turn. If she does this in response to an effect that requires a will save, the effect is lost in the labyrinth of identities within her mind.

Endless Lives/Infinite Worlds: A Many As One has more lives than most Empaths could dream of possessing, and is a master of accessing them.
At 11th level, and again at 20th level, a Many As One adds one to her Personas known.

Practiced Ease (Su): A Many as One has the entire infinite wellspring of knowledge to draw upon. She has approximate knowledge of many things.
She no longer automatically fails any kind of roll on a 1. She is treated as having one rank in every skill, and thus can make skill checks as if trained.

Finally, once per encounter, she may take 20 on a single d20 roll without increasing the time taken to take the action. This is not considered a natural 20, and does not trigger critical hits, Vorpal weapons, automatic successes, or similar effects..

Finding Wisdom in Study and Laughter
Prerequisites: About to or have already taken at least one level of Empath.
Effects: Empath class features, including Illuminations, which would normally be based on Wisdom, are instead based on your choice of either Intelligence or Charisma.
Special: If you possess the Identity? class feature, this feat is improved. You may choose which of these three ability scores defines your Empath class features separately for each of your Personae.

I would dare say that level 6 is extremely overpowered and level 7 is a monumental nerf.

Lix Lorn
2013-10-16, 04:18 PM
Well, it was OP, it did need the nerf.

Thanks.

jamieth
2013-11-13, 05:31 AM
Once again, I sound the call - Tome of Radiance needs some Iconics!
I could really use some pre-generated Evokers to put in the ToR PDF, and, while I can build them myself, of course, I don't want enforce my perspective on "what is important for a Magical Girl" on the readers - it isn't my project, after all. So, 3, maybe 4 characters, representing 3 base classes? Anyone?

Also, since I'm mostly concerned with PF version of the ToR, a question/suggestion: since Pathfinder now has official rules for young characters, is the "child penalties not apply" clause necessary? After all, that would also negate the +2 Dex, which might actually harm some Champion builds. So, what would you say about the following wording:
"Characters in the Young age category may freely select Evoker classes. This is an exception to the rule that restricting young characters to NPC classes only."?

That also allows for a Cure Ace feat:

Mature Radiance
Your desire to further the Light's cause is so great it overcomes the limitations of your age. When you don your Radiant Costume, your body changes physically, appearing like you would at the age of between 20 and 25 (for a human; estimate equivalent for other races)
Prerequisites: Evoker level 1, Young age category.
Benefit: while wearing your Costume, you are treated as Young Adult: your Str, Con and Wis are increased by 2 each, but your Dex is reduced by 2. These are not bonuses and penalties of any kind, but rather a direct change of your basic Abilities; you may qualify for feats using either set of Abilities, but you can't use any feats requirements of which you do not meet, as usual.
Special: Upon reaching Young Adutl age category, you may swap this feat for a General, Lightforge or Soulbond feat you qualify for.

Lix Lorn
2013-11-13, 09:29 AM
Ahh... my tendency is always to subvert things, so I'm not sure how good I'd be at iconics.

That said... my actress-Empath is relatively simple...

Falcon777
2013-11-13, 10:23 AM
I'm not exactly sure what you are looking for, Jamie, but if you need an example of a low level stargazer character, you are more than welcome to use Cadeyrn Erskine (http://www.myth-weavers.com/sheetview.php?sheetid=631458) from our game going on at the moment.

Laughing Dog
2013-11-13, 12:42 PM
"child penalties not apply" clause necessary? After all, that would also negate the +2 Dex,

Last time I checked Jamie, +2 to anything wasn't a penalty, but a bonus. So that would probably be kept. :smallsmile:

@Lix: If you tend to subvert things, then why don't you try to subvert your tendency to subvert things?

Lix Lorn
2013-11-13, 12:47 PM
...because that sentence made my head hurt. :smalltongue:

Dragonus45
2013-11-14, 10:50 AM
Ahh... my tendency is always to subvert things, so I'm not sure how good I'd be at iconics.

That said... my actress-Empath is relatively simple...

I would actually say that your character for the game would make an excellent Iconic for the empath class. Mine not so much for champions since he uses a bow and martial arts instead of a giant weapon. If you let me know what you have in mind Jamie i could toss you a few of the builds i was working on for NPCs in my setting. Fair warning though, I have gone RWBY CRAZY, I mean totally nuts. Anyone I build is probably going to wind up using a giant transforming weapon that is also a gun.

Snowfire
2013-11-14, 11:10 AM
Jamie, if you want I can toss together Iconics for some of the PrCs that I've made. Specific classes I'd probably do would be Listener to Light, Child of Light, Heartwielder and Knight of the Dim Star.

jamieth
2013-11-14, 12:41 PM
Lix, I actually think Mira works great as the iconic Empath :-) Also, with the sheet clearly labeled, it won't be hard to scale her to any lower level (since base class iconics more or less demand statting at 1st level, among other things :-))

Falcon, I can definitely use him - could you give me a couple of hints how he might have looked at level 1? Especially, Illuminations-wise?

Dragonus, the thing with Iconics, sadly, is that they aren't supposed to be too over the top. What is needed is a nice, simple build, playable but not overoptimized - something a player can take from the book and into the game without worrying too much about the intricate synergy of abilities. Therefore, of course, my Talla is right out, too, as a Champion :-)

Snowfire, that would be perfect! Thanks in advance!

Falcon777
2013-11-14, 04:11 PM
Illumination wise he'd probably have his beam (stream of purity), his ranged explosion (big boom), his wall of light that slows movement (sheen wall), a self heal, a heal for others (touch of clarity), and the barrier that provides light (earthly stars of light, aka literal illumination).

He would of course still have his "roar of light" as his complicated formula illumination.

As for costume, I suppose it'd depend on what he thought he might be doing that day. For Cadeyrn specifically, he spent some time at a school of magic, so the warded effect was actually quite important as it would give slightly less than a 50% chance to completely ignore any level one character casting a spell at him. On the other hand, if he thought he would need to be sneaky, sublte is quite useful, and if there was a chance he would need to be running away from someone, nimble would likely give him the best benefit.

I suppose the difficulty with a stargazer at level one is that the class is much like any other "caster" classes: they don't really come into their own until later on, at the very least level 5-8. After that they are fairly strong and only get stronger as time goes on. So at level one, while a stargazer does have 6 total illuminations, none of them really do a whole lot. The wall of light that slows movement doesn't do so to the point of being more worthwhile than simply running away, a beam attack doesn't have as much reach as a melee character running at you, nearly all of the shenanigans that can be pulled with surges are either out of reach or simply too weak to be worth it, and your barriers cover so little ground that they might as well be you throwing down a few firecrackers to try to scare someone.

But those are just my thoughts.

Lix Lorn
2013-11-14, 04:43 PM
I would actually say that your character for the game would make an excellent Iconic for the empath class.


Lix, I actually think Mira works great as the iconic Empath :-) Also, with the sheet clearly labeled, it won't be hard to scale her to any lower level (since base class iconics more or less demand statting at 1st level, among other things :-))
Awww, thanks!

I do worry that her Emperor-form is a little darker than an iconic might want. Although, I suppose one of the iconics should have a shadow. xD


Fair warning though, I have gone RWBY CRAZY, I mean totally nuts. Anyone I build is probably going to wind up using a giant transforming weapon that is also a gun.
Not seeing how this is a downside.

Ilorin Lorati
2013-11-14, 05:35 PM
On a related note, I've actually been wondering if the RWBY characters could be accurately portrayed as Evokers; they have a number of the trappings, but their magic-ish abilities tend to be more subdued compared to weaponplay, which seems pretty limited with this subsystem. Maybe with the use of Valkyrie, but it doesn't seem right to start them at higher than 5th level.

(Also, hi! First I've posted here, starting a game among friends using these elsewhere, so I'm likely to have questions at some point or another)

Dragonus45
2013-11-14, 11:00 PM
Well i have been thinking of doing a champion archetype that trades some illuminations and the limit mode stuff, maybe even something else still unsure, for stuff from the new Path of War stuff. I'm also working on a Tome of Radiance specific martial discipline, but work on it is slowing down a lot. But really they carry over almost perfectly, you just have to play with the fluff a tad, which is what archetypes are for really.


:EDIT: Ok, so just throwing ideas out there, what if for a champion archetype i completely replaced the Illuminations with a martial maneuver progression. The idea is that archetype is much more focused on their equipment meaning that's where they spend all their motes, and they get a weapon that counts as a discipline weapon for any discipline they know, with a recovery mechanic that requires them to spend motes for a turn, or perhaps spend a cartridge to recover, or spend motes to initiate a maneuver that they already used this turn, yea that's the ticket. They can re-initiate a spent maneuver by spending a certain amount of motes, hmmm whats an appropriate amount, its level perhaps? And what if they could spend a cartridge along with a maneuver in order to enhance its effect, like making the initiator level higher or raising the DC? I'm only really brainstorming here so if anyone has any thoughts PLEASE speak up.

Ilorin Lorati
2013-11-16, 11:02 AM
I don't really know the ins and outs of the subsystem well enough to be able to say beyond a doubt, but it seems to me like straight up trading away illuminations would kill a lot of the flavor. Maybe you could limit them in some way, then provide cross play between the illuminations and maneuvers. I'd feel they would also need something to use their mote pool on, otherwise all the motes will just go into equipment.

A few rough ideas I could see working together for that:


Reduce known and prepared illuminations by half (rounded up in this case), provide this particular system's maneuver-providing feats every few levels (For example, using PF / Path of War mechanics, Martial Training I-VI at 1st, 3rd, and every 3 levels)
Make a maneuver cost motes equal to its level, in return allow blast or surge secondary components to apply to them.
Recharge maneuvers when you expend a cartridge, use your complex formula, or change what persona you're manifesting depending on what class this is applied.

Laughing Dog
2013-11-21, 01:13 PM
So quick question: How would the two following rules interact?


Costume Mastery (Su): More than any other evoker, a fashionista understands the underpinnings of her mystical armaments, effortlessly awakening powers other magical girls must devote time and energy to activate. Every costume effect manifested by the fashionista is automatically imbued with a number of free motes equal to her class level. These extra motes cannot be extracted from her costume elements, and count normally against the limit on how many motes may be imbued into a single costume element at any given time.

And:


Resplendent
Light, and those who wield it, are quite often the center of attention, like it or not. Their powers are flashy, glamorous, and often relatively unknown to those unfamiliar with the various branches of magic. Some evokers shy from such a role, but many embrace it wholeheartedly, making the battlefield their stage and their powers a personal spotlight. First crafted by such enthusiasts, this gaudy but undeniably effective device element allows an evoker to house a measure of her personal radiance in her device for later use. This costume effect most commonly manifests by embossing a weapon with precious metals and jewels of incalculable value. When infused with motes, radiant energy seeps from the weapon itself, leaving a shimmering trail of light whenever it is swung.

Effect: The save DC of any illuminations used by the evoker increases by +1.

Essence Boost: By investing motes into this effect, an evoker can store illuminations for later use. Doing so requires a number of motes be invested equal to the cost of the stored illumination. This illumination may be used at any time. Instead of expending motes, using a stored illumination causes all motes to immediately uninvest from this effect, returning to the evoker’s mote pool (despite uninvested motes not normally returning to the mote pool until it refreshes). An evoker may only store an illumination she currently has readied - if she at any point no longer has the stored illumination as a readied illumination, the motes invested in this effect automatically uninvest themselves. Unlike with most costume effects, placing motes into this effect requires a full-round action, rather than as part of the swift action that usually allows reallocation of motes into a costume.

Cartridge Boost: When a cartridge is expended to fuel this effect, the champion’s mote pool immediately refreshes, as if at the beginning of a new turn.

Just a little curious.

jamieth
2013-11-21, 01:45 PM
Hm... by no means an expert, but I would guess a Fashionista removes [class levels] less motes from her pool to imbue an Illumination into the Resplendent Costume. So, for example, a Champion 5/Fashionista 3, with the EL 7, has a pool of 14 motes; if she wishes to store a 7-motes barrier in her Device, she only expend 4 motes to do so, and still has 10 motes to play with while the Illumination is stored.

Just my guess, of course.

Laughing Dog
2013-11-21, 02:00 PM
Hm... by no means an expert, but I would guess a Fashionista removes [class levels] less motes from her pool to imbue an Illumination into the Resplendent Costume. So, for example, a Champion 5/Fashionista 3, with the EL 7, has a pool of 14 motes; if she wishes to store a 7-motes barrier in her Device, she only expend 4 motes to do so, and still has 10 motes to play with while the Illumination is stored.

Just my guess, of course.

That actually sounds reasonable, but we should probably wait for the ultimate Yea or Nay from Selinia. The main reason I asked would be because a combination of Fashionista and Bombardment mage. For even more fun add in Aerial mage for Magical Pretty Supersonic Bomber-chan.

jamieth
2013-11-22, 01:19 AM
Dragonus45, by the way, considering your Martial Champion idea - you might want to check out the Paizo's Advanced Class Guide Playtest (http://paizo.com/pathfinderRPG/advancedClassGuide), which is all about "gestalt" or "theurge" base classes. There is, for example, Skald, which is Bard-barian, progressing both Rage and Performance, though at a slower rate than "pure" classes, or Slayer (Sneak Attack + Favored Enemy). Maybe your idea could work in the similar way?

Dragonus45
2013-11-24, 11:40 AM
Dragonus45, by the way, considering your Martial Champion idea - you might want to check out the Paizo's Advanced Class Guide Playtest (http://paizo.com/pathfinderRPG/advancedClassGuide), which is all about "gestalt" or "theurge" base classes. There is, for example, Skald, which is Bard-barian, progressing both Rage and Performance, though at a slower rate than "pure" classes, or Slayer (Sneak Attack + Favored Enemy). Maybe your idea could work in the similar way?

I've seen it, for the most part i'm rather excited but it's not quite what i was going for. That said i actually finished it the other week but never posted it up because i hate hate hate dealing with tables. When i get home after the weekend i'll go ahead and do that.

Mira_Man
2013-12-05, 03:50 AM
Note to self: Bookmark this thread...


Seriuously, my does my computer have to make trouble for months on end...I think I was on 15 before...now apparently it's all over.

Reality Glitch
2014-02-03, 11:02 AM
I was looking at this stuff and whe I got to the "Night" Devil PrC, it hit me: Light and Dark working together as a dual power-source and thus, a PrC that combines Radiant Illuminations w/ Shadow Mysteries and Fundamentals (but mostly mysteries).Ying-Yang Bomb

http://static.tvtropes.org/pmwiki/pub/images/Chaos_Sorcerer_3114.jpg

"Light belongs to shadow, shadow to light
Chasing one another to the very end"
— Bonnie Pink, Tales of Vesperia, "Ring a Bell" (translated)

The Ideal Hero is the champion of all that is good. Thus, his power will be that of light, he will dress in white or bright primary colors, like blue and red, and he will rarely take proactive action against the villain, preferring to play defensively and protect and defend the innocent. He will also champion the causes of love, courage, and hope. Only natural, such good powers could never be used for evil!
Of course, sometimes you have the Anti-Hero, the guy who wields the power of darkness, powers himself on negative emotions, and probably has an angsty past. He probably dresses in all black, too. In extreme cases, the Dark Hero would like nothing, nothing better than to wrap his hands around his archnemesis' throat and strangle the life out of him. Think Sabata, Raven, and Batman.
But our guy, the Yin Yang Bomb guy, doesn't care about all those things. He uses both. Not just that, but often, he will combine them into something higher and invariably ridiculously more powerful. Dark and light are not evil and good. They're not even diametrically opposed. To resolve the storyline or beat the boss, the hero must grab the reins of both and wield them in a harmony of fusion.

BECOMING A YING-YANG BOMB
Ying-Yang Bombs Combine the powers of light and dark, usually by being both an evoker (masculine, feminine, or otherwise) and a shadowcaster (though not necessarily a Shadowcaster).

ENTRY REQUIREMENTS
Skills: Knowledge (the planes) 6 ranks, Bluff or Diplomacy 8 ranks, Intimidate 8 Ranks, Use Magic Devise 4 Ranks
Feats:
Power of Light: Must have celestial, divine, or fey blood or can craft Illuminations.
Power of Darkness: Must have infernal, demonic, or plane-of-shadow-native blood or can shadowcast fundamentals or mysteries.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy, Knowledge (Int; each taken separately), Intimidate (Cha), and Use Magic Devise (Cha).
Skills Points at Each Level: 2 + Intelligence modifier

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features|Illuminations Known|Illuminations Readied
1st|
±0|
±0|
+2|
+2|Radiant Armaments, Merciful, Fundamentals of Shadow, Cruel, Grey and Gray Morality (Many Shades)|0|-
2nd|
+1|
±0|
+3|
+3|Mysterious Progression|2|1
3rd|
+1|
+1|
+3|
+3|Grey and Gray Morality (Light the Fuse)|2|1
4th|
+2|
+1|
+4|
+4|Bonus Fundamental|4|2
5th|
+3|
+1|
+4|
+4|Mysterious Progression|4|2
6th|
+3|
+2|
+5|
+5|Illuminations (Extraordinary)|6|3
7th|
+4|
+2|
+5|
+5|Grey and Gray Morality (Alignment Shift)|6|3
8th|
+4|
+2|
+6|
+6|Bonus Fundamentals|8|4
9th|
+5|
+3|
+6|
+6|Grey and Gray Morality (KA-BOOM!)|8|4
10th|
+5|
+3|
+7|
+7|Mysterious Progression, Grey and Gray Morality (Perfect Balance)|10|5[/table]

Weapon Proficiencies: A Ying-Yang Bomb gains no additional proficiencies.

Radiant Armaments: If you don't already have this feature from another source, it functions identical to the Champion Feature.

Merciful: Whenever you would deal lethal damage, you may deal non-lethal damage instead.

Fundamentals of Shadow: As per the the Shadowcaster except you only get one fundamental at first level.

Cruel:Whenever you would deal non-lethal damage, you may deal lethal damage instead.

Grey and Gray Morality: Ying-Yang Bombs blend White Light and Black Darkness into a sort of Grey area that defies conventional perception of both and gains new power from the mixing of two old ones.

Many Shades: At 1st level, you may use illuminations as mysteries and vice versa. They still use their normal slots, but count as being the other for the differences for the purpose of distinguishing the two from each other

Light the Fuse: At 3rd level Ying-Yang Bomb gets access to a special list of Fuses that are both Radiant Illuminations and Shadow Mysteries at the same time. They are crafted, and readied like Illuminations, but are known and shadowcast like mysteries.

Alignment Shift: At 7th level your dabbling into two traditionally conflicting arts affects your spiritual aura. Despite your actually alignment, you always register as both good and Evil whenever your alignments is detected. If the effect can only whether you are or are not rather than which (such as Detect Good and Detect Evil spells) you register as both that alignment and not that alignment.

KABOOM!: You also gain access to Explosions components When Crafting your Fuses.

Perfect Balance: At 10th level, your mastery of dual usage is so powerful you can actually dual cast. You may evoke an illumination and shadowcast a mystery as part of the same action. If they use different action types, then use the longer of the two. This is not affected by your many shades feature, so you can't use two illuminations by shadowcasting one and can't use two mysteries by evoking one.

Mysterious Progression: At 2nd, 5th, and 10th level if you can't already shadowcast mysteries you gain access an apprentice mysteries. If you can already shadowcast mysteries, then you gain access to the next category (Initiate, then Master) and increase your previous categories one ability type (Spell to Spell-like, Spell-like to Supernatural, Supernatural to Extraordinary (extraordinary abilities may be used four times)). You know a number of additional mysteries equal to your Ying-Yang Bomb level-1 and can shadowcast them the an additional number of times per day as per Shadowcaster's mysteries/per day table.

Illuminations At 2nd level a Ying-Yang Bomb can evoke Illuminations as per the table. Your evoker attribute for Illuminations form this class is your choice of Intelligence, Wisdom, or Charisma chosen at 2nd level.

At 6th level, your Illuminations may be used as Extraordinary or Supernatural abilities.

Selinia
2014-02-15, 01:53 AM
Frostfell Maven


"I used to fear the winter - fear the endless expanse of white, and the silence it brings. But I have found myself in the wind and snow, and seen the reflection of one who stands unconquered by the greatest of nature's terrors. This is my home... and you do not belong."
-A Frostfell Maven, to an intruder upon her domain

Since ancient times, mortals have feared the frozen dark. They might build and hunt and do battle over the sunlit moors of summer, but as the nights grow longer, winter always claimed its rightful dominion. To most, it was a great and terrible force - fierce and unyielding in its wakefulness, and harbinger of a grim silence as it sleeps. Mortals huddled around their paltry hearths while winter rules, and the great expanse of snow remained unbroken, save by corpses and fools.

Now, the rise of civilization has stemmed the tide of winter in many lands. Wide roads are kept clear of snow, while mysticism warms the common folk without fear of an icy doom. Some mortals laugh and feast through the frozen months, boasting of their conquest and endurance in the face of the elements. Other mortals know better. They know that in the frigid north, there lies a winter that never end, and a season that shall never be conquered. They look upon the frostfell in all its immaculate splendor, and see the beauty and resilience to which most are blinded by their primal fear.

They are the frostfell mavens - artists and visionaries like no others. And they will spin the resplendence of winter from the stuff of their very souls.

Requirements
To become a frostfell maven, you must fulfill the following criteria.
Skills: Survival 8 ranks
Illuminations: Must know at least one illumination with at least one rank in the Prisms component

Much like the Firekeeper, the Frostfell Maven draws her power from a truly primordial energy source, and cannot hope to grasp the true power of winter until she has come to an understanding of how to survive it. Also like the firekeeper, the requirements are very minimalistic - this is not a difficult class to enter, if you can figure out a good way to get ranks in Survival.


Class Skill List: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge [Geography] (Int), Knowledge [Nature] (Int), Knowledge (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magical Device (Cha)
Skill Points at Each Level: 4 + Int modifier.

A somewhat more outdoorsy skillset than most evokers get. Stargazers will likely appreciate the extra skill points, but for anyone else, not much to cause a fuss over here.

Frostfell Maven
Hit Dice: d8



[th]Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Illuminations


1st
+0
+0
+0
+2
Frostfell Artistry (Crafting)
+1 level of existing class


2nd
+1
+0
+0
+3
Immaculate Frost
+1 level of existing class


3rd
+2
+1
+1
+3
Frostfell Artistry (Conjuring)
+1 level of existing class


4th
+3
+1
+1
+4
Winter Fury
+1 level of existing class


5th
+3
+1
+1
+4
Frostfell Artistry (Empowerment)
---


6th
+4
+2
+2
+5
Arctic Aegis
+1 level of existing class


7th
+5
+2
+2
+5
Frostfell Artistry (Awakening)
+1 level of existing class


8th
+6
+2
+2
+6
Frozen Earth
+1 level of existing class


9th
+6
+3
+3
+6
Frostfell Artistry (Dominion)
+1 level of existing class


10th
+7
+3
+3
+7
Auroral Apotheosis
---



Weapon and Armor Proficiency: A frostfell maven gains no proficiency with any weapons or armor.

Does this look familiar? It probably should - the frostfell maven's chassis is nearly a perfect mirror of her fiery cousin. Like the firekeeper, she has the versatility to fill a number of different combat roles depending on her build and entry class, but she will always be a serious competitor when it comes to blasting.

Illuminations: At each indicated level, a frostfell maven gains an increase in evoker level, illuminations known, illuminations readied, innate illuminations, and personas known as if they had gained a level in an illumination-using class to which they belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one illumination-using class before becoming a frostfell maven, she must decide to which class to add each level for the aforementioned purposes.

With 8/10 illuminations, a frostfell maven has some strong class features, and pays for them. But she remains a competitive evoker, particularly when it comes to dealing damage. The lack of a 5th level costume element is somewhat misleading - the class does, indeed, gain a somewhat narrowed version of that ability, it merely does not fall under the usual 'generic' costume progression heading.

Frostforged Artistry (Su): Calling upon the pristine and elegant power of winter, a frostfell maven can coax form and beauty from the air itself. When using the Craft skill to produce any non-alchemical mundane item, a frostfell maven may choose to use conjured, never-melting ice and snow in place of mundane materials. If she does so, the maven may use her evoker stat in place of Intelligence when making Craft checks for that project. Additionally, the frostfell maven may complete the work of one week in only ten minutes of concentration. She need not pay the gold piece cost normally required to supply the materials for crafting. Items created in this fashion function identically to counterparts made of less exotic materials, but their icy nature is obvious - few merchants can be expected to accept payment in coins of frozen water. Normally, items created by Frostforged Artistry melt away twenty-four hours after their creation. However, by infusing her creations with components of equal value to materials normally composed in the crafting process, the frostfell maven may sustain her creations indefinitely.

Beginning at 3rd level, the frostfell maven is capable of unleashing a torrent of frozen power, sacrificing finesse for swiftness in her icy artifice. As a full-round action, the maven may manifest a crude construct of magical ice in an adjacent space. She may create a number of 10' squares with this ability equal to half her class level, rounded down, which may be placed horizontally or vertically in any pattern she desires. Not all elements of her construct need be present in a space adjacent to the frostfell maven, but they must all be connected to any others manifested. These panes of ice are a foot thick, and statistically identical to masonry when used as walls. If a creature would risk being trapped by this ice, it is instead shunted harmlessly to the nearest open space (choosing its own path if multiple equidistant paths present themselves). The ice created by this ability otherwise functions identically to mundane ice, and melts away at a rate appropriate to ambient temperatures.

Beginning at 5th level, the frostfell maven may infuse items with the very essence of winter when using her frostforged artistry. This functions in all respects as if the maven possessed the Craft Magical Arms and Armor, with the following exceptions. For all purposes involved in the item creation process, treat the frostfell maven as having a caster level equal to her evoker level. Additionally, she may ignore requirements for any spell she is unable to cast. Lastly, the maven may ignore any gold or XP costs the crafting process might incur, and may complete one week of work in only ten minutes of concentration upon her project. Despite these advantages, magical equipment created in this fashion is comprised almost purely of frozen power, and is even less stable than most of a frostfell maven's creations. If she does not infuse a piece of magical weaponry or armor with the gold and XP components to sustain it, the item's enchantments will melt away the moment it is no longer in contact with the maven herself.

Beginning at 7th level, frost and snow leap to the defense of the frostfell maven. As a standard action, the frostfell maven may breathe life into any object formed entirely of ice, snow, or a similar substance. Items brought to life in this fashion possess the statistics of animated objects of appropriate size, though the frostfell maven may choose to bequeath upon them Intelligence, Wisdom, and Charisma scores of any value up to one half her own score in those respective abilities. These animated objects are utterly loyal to their creator, and last until they are destroyed or dismissed by the frostfell maven as a free action. This ability only functions on objects of Large size or smaller, and the frostfell maven may sustain up to [evoker level * 4] HD worth of animated objects at any given time.

Beginning at 9th level, the frostfell maven can call entire buildings from the icy ether. The maven may construct strongholds with her frostfell artistry, does not require the assistance of any additional laborers when doing so, and may complete one week's worth of construction in a mere ten minutes of magical exertion. Additionally, when constructing a stronghold in this manner, she may treat her conjured ice as being Reinforced Masonry for the purpose of determining its material properties and pricing. Unlike most entities crafted through frostforged artistry, a stronghold crafted in this manner lasts a number of days equal to the frostfell maven's evoker stat modifier if not supplied with the components to render it permanent, rather than melting after twenty-four hours. This duration is renewed if the frostfell maven rests for at least eight hours within the confines of the stronghold. Details on the construction and pricing of strongholds may be found in the Stronghold Builder's Guidebook.

The frostfell maven's utility line, and boy, it's a doozy of a line. While lacking tricks such as the teleportation or reincarnation of a firekeeper, the frostfell maven is an absolutely masterful crafts-person. Nothing says you are obligated to build an ice castle and re-enact Be Our Guest with an army of animated ice furniture, but why wouldn't you?

Immaculate Frost (Su): Beginning at 2nd level, a frostfell maven learns harness the inevitability and pristine nature of winter itself. Whenever the frostfell maven deals cold damage with an illumination, she may ignore an amount of her target’s cold resistance or hardness equal to [class level * 3]. If the target possesses both cold resistance and hardness, this value is deducted from each of them separately. Creatures with cold immunity are instead treated as having Cold Resist 40, which this ability then reduces as normal. This ability may not reduce a creature’s effective cold resistance or hardness below 0.

Elemental blasters need a way to ignore resistance. That isn't optional - it is something they simply need to function, particularly with a relatively common resist like Cold. This prevents a few enemies with well-placed immunities from invalidating the maven's build in one fell swoop.

Winter Fury (Su): Elegant and beautiful as the frozen earth may be, only a fool would forget the dangers it holds when wind and snow are awakened in terrible fury. Whenever a frostfell maven of 4th level or higher evokes a blast illumination with a cold-attuned prism component, she gathers a storm of frigid, biting wind into an aura with a 15' radius. If she is already manifesting this aura, she instead increases its radius by 15' (to a maximum radius of 300'). At the end of her turn, if the frostfell maven has not used such a blast on her turn, the radius of her aura is instead reduced by 5'. Whenever a creature within this aura takes cold damage from any source, that damage is increased by an amount equal to the frostfell maven's class level. Multiple applications of this effect (even from multiple frostfell mavens) do not stack - only the strongest effect at any given time applies. A frostfell maven may protect any number of creatures within her aura from its effects, so long as she is conscious of their presence.

Let the storm rage on! Frostfell mavens are masters of attrition, partially due to this ability. The longer a battle drags on, the more of the battlefield is engulfed by her personal tempest and rendered vulnerable to the ravages of winter.

Heart of Ice (Su): Just as those mighty wastes forever embraced by ice and snow, a frostfell maven eventually comes to welcome the pristine beauty of everlasting frost into the very heart of her radiance. Beginning at 5th level, the frostfell maven is considered to have the Primal [Cold Attuned] costume effect active at all times – even when she does not have her costume manifested. This does not count against her normal costume effect limit, and may have motes invested in it as usual. If the frostfell maven wishes, she may still manifest the Primal costume effect for other energy types, but she may not use this effect to manifest a second cold attuned Primal effect.

Just a more focused version of the generic 'get a costume element' feature. A frostfell maven can nap in a snowbank while wearing her pajamas, and won't really experience any discomfort from it.

Arctic Aegis (Su): As civilization encroaches upon even the wildest reaches of a once-primal world, the frostfell remains unmarred by the whims of outsiders - those who would think to challenge it simply vanish, whatever mark they might have left soon buried by the snow. From 6th level onwards, at the beginning of each of her turns, the frostfell maven gains a supply of temporary hit points equal to her class level. If a creature suffering the effects of her aura of winter fury deals sufficient damage to the frostfell maven to reduce these temporary hit points to zero, that creature immediately sustains one point of cold damage.

This ability may seem quite minor - and in some respects, it is. But this continually regenerating shield combined with the ability to ping the cold-vulnerable victims of her winter fury combine to make the frostfell maven a less than appealing target. Pure blasters will appreciate the deterrent, while those aiming for a more defensive build gain a rather nasty, persistent catch-22.

Frozen Earth (Su): In the frigid expanse of the frostfell, the sovereignty of cold is absolute - other elements may accept its embrace or be crushed by it, but they cannot hope to stand alone. Beginning at 8th level, whenever the frostfell maven evokes a blast illumination with a cold-attuned prism component, she may leave a zone of primordial frost in the wake of her attack. If the blast targeted an area, the zone encompasses the same area. If the blast targeted individual creatures, the zone encompasses the spaces occupied by the target creatures, as well as any spaces adjacent to them, and manifests regardless of whether the triggering illumination hit or missed. Whenever an ally standing within one of these zones of primordial frost deals any form of energy damage, they may choose to deal cold damage instead. The zones generated by this ability fade after one minute.


The Frozen Earth ability is flavorful, but it assumes you are using Maptool, or a whiteboard or simple paper battlemat for your combats. It may well be that this isn't the case, and if there is no easy way to keep tabs on which squares are frozen, the ability has the capacity to quickly become more trouble than it is worth. If you would rather not deal with the hassle of map-marking, you may adapt the class to simply apply the effects of Frozen Earth to the spaces enveloped by the Maven's Winter Fury.

With all the cold vulnerability flying around, a maven's allies will want a way to capitalize on it - and this gives them a route that doesn't involve relying on icy weapons. As a battle wears on and a the storm grows fiercer, taking extra damage from cold vulnerability is going to get increasingly difficult for a maven's enemies to avoid.

Auroral Apotheosis (Su): The barrier between the frostfell maven and the frigid power she channels has all but dissolved. Where others might have been lost to the uncaring wasteland of perilous cold, she has drawn forth from the ancient ice a grace and beauty unmatched by the clumsy works of mortal hands. At 10th level, a frostfell maven forevermore becomes a Native Outsider with the Cold subtype and an Augmented subtype pertaining to her previous type, with all the traits that implies. Unlike most creatures with the Cold subtype, however, the frostfell maven does not gain vulnerability to fire damage. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.

It's an apotheosis! Not too much to say here - you've seen this ability before.

NineThePuma
2014-02-15, 02:29 AM
Someone saw Frozen recently. xD

I'm definitely using this class in the near future though.

Selinia
2014-02-15, 03:37 AM
Magical Idol


"Thank you! Thank you so much, I love you all!"
-Momo Kisaragi, a magical idol

It is relatively common for those blessed with the power of the light to find themselves as the center of attention. Their radiant energy pulls at the spirits of all who witness it, and many find themselves touched by the words and deeds of those who bear the mantle of evoker. For most, this personal gravity is incidental - a side effect of their talents that, while occasionally useful, is neither understood nor controlled.

But some go further, reveling in the spotlight and harmonizing their natural charisma with the mystical showmanship of a bard. With such abilities at their disposal, such individuals quickly rise to a level of fame and recognition to rival that of the greatest legends. Known to all and beloved by countless thousands, these idols touch more souls with their light than most evokers could ever imagine - and their enemies, too, recognize them and all they stand for with merely a glance.

Blending radiance with the art of arcane magic, a magical idol is a force to be reckoned with on or off the battlefield, empowering her allies and shaping the battlefield into a stage of her own choosing. Few can match the power of her performance, or the extent of her influence, and whatever cause she aligns herself with will no doubt find in any idol a truly potent ally.


The default fluff for this class assumes that the character is melding magical styles to become a fantastical pop star, beloved for her performances, but there are quite a few alternatives to which this class could easily be adapted. Influential athletes, politicians, merchants, or even nobility could all inspire others and wield fame and fortune in their own right. Very little, if any, mechanical change would need to accompany such a switch.


Requirements
To become a magical idol, you must fulfill the following criteria.
Skills: Perform 8 ranks
Spells: Ability to cast 1st level bard spells
Illuminations: Must know at least one illumination with a mote cost of at least 2m
Special: Bardic performance ability
Special: Must have performed in a public venue at least once, to an audience of at least one thousand members

Theurge Class, so you know what that means - the prerequisites here aren't going to go easy on you. Even so, by theurge standards, these are far from unbearable. Two levels of Bard and two Evoker Levels are required, and you can easily tilt the bias either way depending on which class you'd rather see as the primary focus of your character. The Special requirement for performance might take some planning - but remember, if you can't get anyone to come to your own shows, you can always try to steal the spotlight at someone else's!


Class Skill List: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)
Skill Points at Each Level: 6 + Int modifier.

Bard skills - that is to say, most of them. With a large class skill list and plenty of skill points, Magical Idols, like their parent class, are very, very solid in this department.

Magical Idol
Hit Dice: d6



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Illuminations
Spellcasting


1st
+0
+0
+0
+2
Bardic Music, Famous, Opening Act
+1 level of existing class
+1 level of existing bard spellcasting


2nd
+1
+0
+0
+3

+1 level of existing class
+1 level of existing bard spellcasting


3rd
+2
+1
+1
+3
Power Chord
+1 level of existing class
+1 level of existing bard spellcasting


4th
+3
+1
+1
+4

+1 level of existing class
+1 level of existing bard spellcasting


5th
+3
+1
+1
+4
Set the Stage
---
+1 level of existing bard spellcasting


6th
+4
+2
+2
+5

+1 level of existing class
+1 level of existing bard spellcasting


7th
+5
+2
+2
+5
Radiant Harmony
+1 level of existing class
+1 level of existing bard spellcasting


8th
+6
+2
+2
+6

+1 level of existing class
+1 level of existing bard spellcasting


9th
+6
+3
+3
+6
Shining Inspiration
+1 level of existing class
+1 level of existing bard spellcasting


10th
+7
+3
+3
+7
Showstopper
---
+1 level of existing bard spellcasting



Weapon and Armor Proficiency: A magical idol gains no proficiency with any weapons or armor.

Illuminations: At each indicated level, a magical idol gains an increase in evoker level, illuminations known, illuminations readied, innate illuminations, and personas known as if they had gained a level in an illumination-using class to which they belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one illumination-using class before becoming a magical idol, she must decide to which class to add each level for the aforementioned purposes.

Spells per Day/Spells Known: At each level, a magical idol gains new spells per day (and spells known, if applicable) as if she had also gained a level in bard. She does not, however, gain any other benefit a character of that class would have gained.

Theurge time! With 8/10 evoking levels, and a whopping 10/10 on her bard side, the magical idol is a mystical force to be reckoned with. Unfortunately, that does come at something of a price: with poor physical saves and a measly d6 hit dice, a magical idol will generally prefer staying away from the front lines and empowering her allies from afar.

Bardic Music: A magical idol adds her class level to her bard level to determine the number of times per day she can use her bardic music, the bardic music abilities she can employ, and the power of those abilities.

What kind of performer would you be without this? This is actually quite important - many of the idol's class features do not function unless you're performing, so having a solid supply of daily performances is crucial.

Famous (Ex): A magical idol is known and loved far and wide - for better or worse, she is bound to be recognized anywhere she goes. Recognizing the magical idol requires a Knowledge (Local) check with a DC equal to [30 - Evoker Stat Modifier - Class Level].Witnessing a performance by the idol (whether magical or mundane) grants a bonus to this knowledge check equal to her class level. A creature who recognizes the magical idol improves their starting opinion of her by one step, plus one additional step for every 10 points by which they exceeded the recognition DC (to a maximum of Fanatical). A successful Will save against a DC of [10 + Evoker Stat Modifier + Half Idol's Character Level] allows a creature to avoid having its opinion raised above Friendly by this effect. Creatures with reason to dislike the magical idol (such as supporters of an organization she has opposed in the past) instead lower their starting opinion by an equal number of steps (to a minimum of Hostile). This shift in opinion only applies to a creature's initial attitude towards the magical idol - afterwards, she may influence their opinion as normal.

If the magical idol is not wearing her costume, checks made to recognize her suffer a -10 penalty. As a general rule, most communities as a whole will at least vaguely recognize the magical idol, and recognition checks should only be made when specifically relevant - there is no need to roll a check for every commoner the magical idol passes on the street.

A magical idol is in a rather unique position - instantly recognizable to anyone even slightly versed in the lore of culture and public personalities. Many common folk will trip over themselves to please a real, live celebrity, and even important figures can have trouble thinking objectively in the presence of such a revered figure. On the flipside, your mere presence can be enough to set off a hair trigger for those you've set yourselves in opposition to - one way or the other, you tend to be judged on the reputation that proceeds you.

Of course, the way that recognition is calculated means that pop culture nerds are going to be your biggest fans. Because of course they are.

Opening Act (Su): A magical idol knows full well that one of the secrets of an engaging performance is to start with a bang - and with the radiant power at her disposal, that adage can manifest itself quite literally at times. As a full-round action, the magical idol can simultaneously begin a bardic performance and evoke a single standard-action blast or companion illumination she has readied (paying its mote cost as normal). If the magical idol is not already wearing her costume, she may summon it as part of the same full-round action.

Let's face it - standard action bardsong just isn't economical. This allows you to get your iconic feature up and running regularly without relying on feats from the Tome of Battle or dipping into other PrCs. Those still have their place, but the action discount offered here will be plenty to appease many evokers (particularly since most evokers have an abundance of things to do with their Swift actions).

Power Chord (Su): Beginning at 3rd level, the magical idol learns to infuse her resplendent power into the arcane fabric of her bardic performance. She gains access to the unique Inspiration surge shape component. Additionally, the magical idol gains access to all foundation, shape, and secondary surge components available to the core evoker classes (though not those that may be granted by other prestige classes).

Inspiration [Magical Idol]
[Mote Cost: 1m + 3m/rank beyond the first]
Combining inner radiance with arcane artistry, the evoker channels her power into those who bear witness to her light. The surge may only be used while the evoker is engaged in bardic performance, and affects one willing creature of her choice who can see or hear her perform. Each rank beyond the first allows the evoker to target an additional creature who can see or hear her performance.

Magical idols are peerless buffers and support characters, and their illumination selection shows it. Regardless of entry, the class quickly grants an expanded access to surge components, and a special, unique toy that allows for mass-buffing with an efficiency that would make other evokers turn green with envy.

Set the Stage (Su): For a true performer, all the world is as a stage, awaiting nothing more than a skilled artist to bring it to life. Beginning at 5th level, the magical idol may choose to invest the motes spent on a barrier illumination rather than merely expending them, provided she is currently maintaining a bardic performance. Investing motes into a illumination works exactly as investing motes into a costume, as long as the motes remain invested, the barrier's duration will not end. If the investment ends, the barrier lasts for one additional round.

Finding the motes to invest in this can be tricky, but when it works this offers a very powerful tool for exerting battlefield control, and allows the magical idol to craft her illuminations with less regard for the Ancients component. Unlike most evokers, a magical idol may even find ready reason to keep a compliment of inexpensive barriers on hand, so as to be able to control the battlefield without such heavy investment.

Radiant Harmony (Su): Beginning at 7th level, a magical idol masters the art of weaving her disparate power sources into a glorious harmony that is far greater than the sum of its parts. The first time the magical idol casts a bard spell each round, her next illumination evoked in that round calculates its foundation component as if its mote cost were increased by a value equal to the spell level of the triggering spell. This boosted effect lasts for the full duration of the illumination in question, and does not actually increase the number of motes expended in evoking it.

Situational, but potentially quite potent. At these levels, the magical idol likely has a fairly significant selection of bardic magic at her disposal. By employing these spells alongside her illuminations, she can make up for some of her deficiency in evoker level by augmenting her illuminations with arcane force.

Shining Inspiration (Su): From 9th level onwards, the power of a magical idol resounds through her performance, kindling the inner light of all those who she allows to bask in her glory. As a free action, while engaged in a bardic performance, the magical idol may imbue their performance with one illumination they have readied. This expends motes as if she had evoked the illumination in question, but has no immediate effect. Instead, any ally who can see or hear the performance of the magical idol may make use of the illumination she has imbued in this manner. This requires the normal action expenditure, but does not consume any motes. In all other respects, the illumination in question functions exactly as if the magical idol herself had evoked it. The imbued illumination fades after it has been used twice, or at the beginning of the magical idol's next turn - whichever comes first.

Sharing is caring! This requires some strategic thought, but has the potential to seriously amplify a magical idol's presence in combat by recruiting her own party members as backup for her performance. Having too many things to do is a perpetual plague of the theurge build - the magical idol can not only outsource her actions to others, she can actually amplify them in the process. The uses for this are really only limited by your tactical creativity.

Showstopper (Su): In her most desperate hour, or the moment of her greatest triumph, a magical idol of 10th level may call upon all she has learned to build her combined powers of radiance and arcana to a truly awe-inspiring crescendo. So long as she is engaged in a bardic performance, is not fatigued or exhausted, and has a full mote pool, the magical idol may use a showstopper as a full-round action. Using this ability immediately grants the magical idol three standard actions, which she may use to evoke illuminations or cast bard spells. Illuminations evoked through this ability cost no motes, but possess the full normal effect for their cost. Spells cast through this ability do not count against the magical idol's spells per day. Once these special actions have been completed, the magical idol is immediately exhausted, her bardic performance ends, her mote pool is emptied, and her maximum mote pool is halved. These effects persist until the magical idol takes one minute to gather her focus and rekindle the inner fires depleted by the intensity of her maneuver.

Some prestige classes get subtle, synergistic capstones that bring the whole package together with a potent passive ability. The magical idol is not one of those classes - and if you think they should be, you clearly need to take a few more lessons in divadom! This is nothing less than a magical nuke, a grand finale worthy of any major fight. A showstopper is tricky to use, offering a surge of incredible potency but crippling the idol in its aftermath, and is best reserved for desperate situations or fights you are certain will be wrapped up quickly. But when it does work, well, no socks will be left unrocked I assure you.

Selinia
2014-02-15, 04:28 AM
Thread upkeep incoming! It's nice to be back.

In the meantime, happy Valentine's day, everyone! Albeit, a few hours belated. Hopefully the presents make up for it.

NineThePuma
2014-02-15, 04:42 AM
You are TOTALLY not allowed to release this much new awesome content and make me build four or five different magical girls just to satisfy my understanding of the new material. :<

Qwertystop
2014-02-15, 12:40 PM
Now I'm trying to figure out whether a Device could reasonably be a musical instrument.

I mean, there's no question on the Device end - more on whether what is otherwise fluff (what your Device looks like beyond category) should be allowed to have a mechanical effect (can be used for bardic abilities and Performance checks).

(also, is it odd that Harp Note comes to mind first?)
http://lparchive.org/Mega-Man-Star-Force-2-Zerker-x-Saurian/Update%2016/14-Animation_085.gif

NineThePuma
2014-02-15, 12:54 PM
Sona came to mind as soon as I read 'power chord'

Quester
2014-02-16, 02:51 AM
Glad to see Selinia is back, and with a vengeance. I've been looking forward to the return of the magical idol, and you did not disappoint, am I the only one who read shining inspiration and thought back-up dancers. The Frostfell Maven is a flavorful and interesting class, but right now all I think think of is two Frostfell Mavens duking it out in the snowball fight to end all snowball fights. I had forgotten how genuinely entertaining Selinia makes these classes to read.

@Qwertystop. You don't need a device that you can play, the obvious answer is invest in Preform(Sing), but a little googling reveals that most instruments can be played one handed. Rock out with one hand and throw down with the other.

jamieth
2014-02-16, 03:50 AM
Alternatively, explicitely allow Magical Idols to play their Devices.

Speaking of the classes, I can't really comment, except for wholly agreeing with NineThePuma - too much awesome in one go, too much ideas.

Serafina
2014-02-16, 06:19 AM
I really see no reason to give a Magical Idol a 1st-level ability that allows her device or costume to substitute for any instrument she likes - it'd mostly be for flavor after all, given that Perform (Sing) and Perform (Dance) exist. Mostly it'd just allow greater variety for your performances.

sreservoir
2014-02-17, 01:53 AM
Frostforged Artistry (Su): Calling upon the pristine and elegant power of winter, a frostfell maven can coax form and beauty from the air itself. When using the Craft skill to produce any non-alchemical mundane item, a frostfell maven may choose to use conjured, never-melting ice and snow in place of mundane materials. If she does so, the maven may use her evoker stat in place of Intelligence when making Craft checks for that project. Additionally, the frostfell maven may complete the work of one week in only ten minutes of concentration. She need not pay the gold piece cost normally required to supply the materials for crafting. Items created in this fashion function identically to counterparts made of less exotic materials. Normally, items created by Frostforged Artistry melt away twenty-four hours after their creation. However, by infusing her creations with components of equal value to materials normally composed in the crafting process, the frostfell maven may sustain her creations indefinitely.

materials of what sort? just burn up whatever which happens to be of equal value? and infusing the creations, I'm assuming, doesn't take significant additional time?

that seems p economy-breaking but that ... probably doesn't matter that much, does it.

ed: also you can totally craft (poisonmaking) with this. I ... okay, so the idea amuses me enough that I'm totally for leaving that possible and leaving the actually fluffing to the player who actually tries to pull that. ... and per A&EG, also Craft (brewing), Craft (winemaking), Craft (dyemaking), Craft (winemaking).

these "function identically to counterparts made of less exotic materials". so given the whole point I am assuming you can get yourself drunk (Cityscape 44!) off, uh, "never-melting ice and snow".

(I am totally okay with this.)


Beginning at 3rd level, the frostfell maven is capable of unleashing a torrent of frozen power, sacrificing finesse for swiftness in her icy artifice. As a full-round action, the maven may manifest a crude construct of magical ice in an adjacent space. She may create a number of 10' squares with this ability equal to half her class level, rounded down, which may be placed horizontally or vertically in any pattern she desires. Not all elements of her construct need be present in a space adjacent to the frostfell maven, but they must all be connected to any others manifested. These panes of ice are a foot thick, and statistically identical to masonry when used as walls. If a creature would risk being trapped by this ice, it is instead shunted harmlessly to the nearest open space (choosing its own path if multiple equidistant paths present themselves). The ice created by this ability otherwise functions identically to mundane ice, and melts away at a rate appropriate to ambient temperatures.

um this just an object, right? "a crude construct of magical ice" made it sound momentarily animate-objectsesque but it's. not a Construct, just a magical ice construct, right.


Beginning at 5th level, the frostfell maven may infuse items with the very essence of winter when using her frostforged artistry. This functions in all respects as if the maven possessed the Craft Magical Arms and Armor, with the following exceptions. For all purposes involved in the item creation process, treat the frostfell maven as having a caster level equal to her evoker level. Additionally, she may ignore requirements for any spell she is unable to cast. Lastly, the maven may ignore any XP costs the crafting process might incur. Despite these advantages, magical equipment created in this fashion is comprised almost purely of frozen power, and is even less stable than most of a frostfell maven's creations. If she does not infuse a piece of magical weaponry or armor with the components to sustain it, the item's enchantments (though not the item itself) will melt away the moment it is no longer in contact with the maven herself.

infusing to sustain the enhancements, that should still require XP costs, shouldn't it? this takes the normal amount of time? I note that there is no specific gp cost exemption here—so it costs the usual cost, but it will also go away if no longer in contact, unless infused with components which are ... ??

or is the gp cost exemption from earlier supposed to carry through here, and the cost to sustain is the ordinary item creation costs—in which case, there should probably be a limit on that to prevent really silly abuse, shouldn't there.


Beginning at 7th level, frost and snow leap to the defense of the frostfell maven. As a standard action, the frostfell maven may breathe life into any object formed entirely of ice, snow, or a similar substance. Items brought to life in this fashion possess the statistics of animated objects of appropriate size, though the frostfell maven may choose to bequeath upon them Intelligence, Wisdom, and Charisma scores of any value up to one half her own score in those respective abilities. These animated objects are utterly loyal to their creator, and last until they are destroyed or dismissed by the frostfell maven as a free action. This ability only functions on objects of Large size or smaller, and the frostfell maven may sustain up to [evoker level * 4] HD worth of animated objects at any given time.

so 4*EL hd worth of large+ (minimum 4 hd) intelligent minions forever, eh? ... and yeah, you need icy things around, but the 3rd level part already provides for that, so.

also


Improved Speed (Ex)

The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.

Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.

Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.

if we can finagle wheels onto a sheetlike object (... because that would. totally help.) that's, like, a 30 ft. (clumsy) flying mount right. right ??


Beginning at 9th level, the frostfell maven can call entire buildings from the icy ether. The maven may construct strongholds with her frostfell artistry, does not require the assistance of any additional laborers when doing so, and may complete one week's worth of construction in a mere ten minutes of magical exertion. Additionally, when constructing a stronghold in this manner, she may treat her conjured ice as being Reinforced Masonry for the purpose of determining its material properties and pricing. Unlike most entities crafted through frostforged artistry, a stronghold crafted in this manner lasts a number of days equal to the frostfell maven's evoker stat if not supplied with the components to render it permanent, rather than melting after twenty-four hours. This duration is renewed if the frostfell maven rests for at least eight hours within the confines of the stronghold. Details on the construction and pricing of strongholds may be found in the Stronghold Builder's Guidebook.

there ... is no limit on this other than time? with days equal to evoker stat before poofing, that's, like ... a month, isn't it. is this equal to evoker stat at time of creation, or does it all poof if suddenly you get ability damaged.


The frostfell maven's utility line, and boy, it's a doozy of a line. While lacking tricks such as the teleportation or reincarnation of a firekeeper, the frostfell maven is an absolutely masterful crafts-person. Nothing says you are obligated to build an ice castle and re-enact Be Our Guest with an army of animated ice furniture, but why wouldn't you?

selinia that is too much disney for you


Winter Fury (Su): Elegant and beautiful as the frozen earth may be, only a fool would forget the dangers it holds when wind and snow are awakened in terrible fury. Whenever a frostfell maven of 4th level or higher evokes a blast illumination with a cold-attuned prism component, she gathers a storm of frigid, biting wind into an aura with a 15' radius. If she is already manifesting this aura, she instead increases its radius by 15' (to a maximum radius of 300'). At the end of her turn, if the frostfell maven has not used such a blast on her turn, the radius of her aura is instead reduced by 5'. Whenever a creature within this aura takes cold damage from any source, that damage is increased by an amount equal to the frostfell maven's class level. Multiple applications of this effect (even from multiple frostfell mavens) do not stack - only the strongest effect at any given time applies. A frostfell maven may protect any number of creatures within her aura from its effects, so long as she is conscious of their presence.

Let the storm rage on! Frostfell mavens are masters of attrition, partially due to this ability. The longer a battle drags on, the more of the battlefield is engulfed by her personal tempest and rendered vulnerable to the ravages of winter.

this ... seems like a lot of paperwork. but I guess it adds up, we could do calculations. seems to call for making lots and lots of small attacks, though. paperwork.


Arctic Aegis (Su): As civilization encroaches upon even the wildest reaches of a once-primal world, the frostfell remains unmarred by the whims of outsiders - those who would think to challenge it simply vanish, whatever mark they might have left soon buried by the snow. From 6th level onwards, at the beginning of each of her turns, the frostfell maven gains a supply of temporary hit points equal to her class level. If a creature suffering the effects of her aura of winter fury deals sufficient damage to the frostfell maven to reduce these temporary hit points to zero, that creature immediately sustains one point of cold damage.

This ability may seem quite minor - and in some respects, it is. But this continually regenerating shield combined with the ability to ping the cold-vulnerable victims of her winter fury combine to make the frostfell maven a less than appealing target. Pure blasters will appreciate the deterrent, while those aiming for a more defensive build gain a rather nasty, persistent catch-22.

so the one whose attack is actually the one which brings those temp hp down to zero, yes?


Frozen Earth (Su): In the frigid expanse of the frostfell, the sovereignty of cold is absolute - other elements may accept its embrace or be crushed by it, but they cannot hope to stand alone. Beginning at 8th level, whenever the frostfell maven evokes a blast illumination with a cold-attuned prism component, she may leave a zone of primordial frost in the wake of her attack. If the blast targeted an area, the zone encompasses the same area. If the blast targeted individual creatures, the zone encompasses the spaces occupied by the target creatures, as well as any spaces adjacent to them, and manifests regardless of whether the triggering illumination hit or missed. Whenever an ally standing within one of these zones of primordial frost deals any form of energy damage, they may choose to deal cold damage instead. The zones generated by this ability fade after one minute.

again, ~so much paperwork~; this class requires keeping track of a) changing radii on the aura, b) continually refreshing temp hp at the beginning of every turn, c) also keeping track of spaces being affected by this ability. is there any particular reason this one isn't just keyed to the aura?


Auroral Apotheosis (Su): The barrier between the frostfell maven and the frigid power she channels has all but dissolved. Where others might have been lost to the uncaring wasteland of perilous cold, she has drawn forth from the ancient ice a grace and beauty unmatched by the clumsy works of mortal hands. At 10th level, a frostfell maven forevermore becomes a Native Outsider with the Cold subtype and an Augmented subtype pertaining to her previous type, with all the traits that implies. Unlike most creatures with the Cold subtype, however, the frostfell maven does not gain vulnerability to fire damage. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.

It's an apotheosis! Not too much to say here - you've seen this ability before.

pffh aurora is just the dawn. brumal is totally a word I like but eh alliterative appeal I guess.


I really see no reason to give a Magical Idol a 1st-level ability that allows her device or costume to substitute for any instrument she likes - it'd mostly be for flavor after all, given that Perform (Sing) and Perform (Dance) exist. Mostly it'd just allow greater variety for your performances.

you see no reason not to, surely.

Turalisj
2014-04-01, 01:17 AM
Just popping in to say that I'm using this for a game, and am wondering when/if the tables will be fixed.

Also, this looks awesome and can't wait to see how my game unfolds...

NineThePuma
2014-04-01, 04:11 AM
and am wondering when/if the tables will be fixed.

Which tables specifically do you need?

jamieth
2014-04-01, 08:08 AM
The ones in my posts, I'll fix ASAP... but, of course, I only have one or two tables in my posts :-(

NineThePuma
2014-04-01, 08:51 AM
If I get some spare time tonight, I'll convert the tables from the old format to the new one for the front page material, plus whichever prcs are needed.

sreservoir
2014-04-01, 09:04 AM
if anyone has a saved copy of the first few posts, it should be fairly simple to convert the html into the new table format by substituting <> for [], stripping a few things; that would save most of the hand-editing.

Ilorin Lorati
2014-04-01, 01:12 PM
It's a several month old version, but this may be a start: https://web.archive.org/web/20130831175433/http://www.giantitp.com/forums/showthread.php?t=258654

Lix Lorn
2014-04-01, 02:17 PM
I can edit mine when I get a chance, and learn the new code.

sreservoir
2014-04-01, 03:07 PM
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialIlluminations KnownIlluminations Readied1st
+1
+0
+2
+2Radiant Armaments, Merciful
4
12nd
+2
+0
+3
+3Power of Friendship
4
13rd
+3
+1
+3
+3Cartridges (1)
5
24th
+4
+1
+4
+4Enhanced Armaments
5
25th
+5
+1
+4
+4Cartridges (2)
6
26th
+6/+1
+2
+5
+5Force of Personality
6
37th
+7/+2
+2
+5
+5
7
38th
+8/+3
+2
+6
+6Enhanced Armaments
7
39th
+9/+4
+3
+6
+6
8
410th
+10/+5
+3
+7
+7The Meaning of Courage, Cartridges (3)
8
411th
+11/+6/+1
+3
+7
+7
9
412th
+12/+7/+2
+4
+8
+8Enhanced Armaments
9
513th
+13/+8/+3
+4
+8
+8
10
514th
+14/+9/+4
+4
+9
+9Mettle
10
515th
+15/+10/+5
+5
+9
+9Cartridges (4)
11
616th
+16/+11/+6/+1
+5
+10
+10Enhanced Armaments
11
617th
+17/+12/+7/+2
+5
+10
+10
12
618th
+18/+13/+8/+3
+6
+11
+11Font of Life
12
719th
+19/+14/+9/+4
+6
+11
+11
13
720th
+20/+15/+10/+5
+6
+12
+12Enhanced Armaments, Cartridges (5), Sunlight Apotheosis
13
7

it ... wasn't actually that hard to strip off everything off every tag, the really hard part was properly dealing with the centering and such.

... it would almost probably be easier to just pass the original table bbcode through a parser which would spit out the corresponding new table bbc.

Draken
2014-04-01, 06:02 PM
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialIlluminations KnownIlluminations Readied1st
+1
+0
+2
+2Radiant Armaments, Merciful
4
12nd
+2
+0
+3
+3Power of Friendship
4
13rd
+3
+1
+3
+3Cartridges (1)
5
24th
+4
+1
+4
+4Enhanced Armaments
5
25th
+5
+1
+4
+4Cartridges (2)
6
26th
+6/+1
+2
+5
+5Force of Personality
6
37th
+7/+2
+2
+5
+5
7
38th
+8/+3
+2
+6
+6Enhanced Armaments
7
39th
+9/+4
+3
+6
+6
8
410th
+10/+5
+3
+7
+7The Meaning of Courage, Cartridges (3)
8
411th
+11/+6/+1
+3
+7
+7
9
412th
+12/+7/+2
+4
+8
+8Enhanced Armaments
9
513th
+13/+8/+3
+4
+8
+8
10
514th
+14/+9/+4
+4
+9
+9Mettle
10
515th
+15/+10/+5
+5
+9
+9Cartridges (4)
11
616th
+16/+11/+6/+1
+5
+10
+10Enhanced Armaments
11
617th
+17/+12/+7/+2
+5
+10
+10
12
618th
+18/+13/+8/+3
+6
+11
+11Font of Life
12
719th
+19/+14/+9/+4
+6
+11
+11
13
720th
+20/+15/+10/+5
+6
+12
+12Enhanced Armaments, Cartridges (5), Sunlight Apotheosis
13
7

it ... wasn't actually that hard to strip off everything off every tag, the really hard part was properly dealing with the centering and such.

... it would almost probably be easier to just pass the original table bbcode through a parser which would spit out the corresponding new table bbc.

Good heavens that code.

Anyway. What is this about a parser?

Selinia
2014-04-01, 06:08 PM
Just chiming in to say that despite not really finding the time to dedicate to ToR nearly as much as I'd like recently, fixing the front page is on the absolute top of my priority list. With luck I'll have the classes and PrCs legible again tonight, though that may be optimistic given I'm not sure what the extent of the changes to tablecode are.

Ilorin Lorati
2014-04-01, 06:18 PM
I used this site to input my tables into BBCode readable format: http://www.teamopolis.com/tools/bbcode-table-generator.aspx
There's a few things it doesn't do, such as outlines, but that can be done with a minor addition to the table head ( table="class: grid" )

Adam1949
2014-04-01, 06:32 PM
http://makaze-kanra.tumblr.com/ForumTableConverter

There's one you can just copy and paste your entire table into to fix it!

sreservoir
2014-04-01, 08:12 PM
so, you see, I don't have actual free time, but I spend far too much of my unfree time doing ... things.

in any news, this is a table-fixing bookmarklet (https://dl.dropboxusercontent.com/u/86738345/tablefix.coffee), or at least my attempt at writing one; I'm currently leaving it on my dropbox. it can be run as the instructions in the file indicate; the source is provided for the curious and/or paranoid, who may wish to review the code and run it manually or something. I've tried to make it work as ... reasonably as possible, but tell me if it doesn't?

edit: and OBLIGATORY DISCLAIMERS for running code from random internet people you don't know, like me. I will make the claim that it should not be dangerous, but yes, you really should either trust me or check the code to ensure it isn't malicious before running it ...

Draken
2014-04-02, 12:38 AM
http://makaze-kanra.tumblr.com/ForumTableConverter

There's one you can just copy and paste your entire table into to fix it!

That is bugging for Selinia due to the extra formatting, she thinks. But I just wanted to thank you, because it is perfect for my purposes.

Selinia
2014-04-02, 01:49 AM
Whew! I do believe that all the tables on the front page, as well as all those in the PrC posts (at least, the ones I've made) have been cleaned up well and proper! Many thanks to everyone who put forward tools to help with that - it was of tremendous assistance, to say the least.

There were also a couple minor revisions to typos in them, and a sidebar was added to the Frostfell Maven to address sreservoir's excellent point regarding the difficulty of tracking frozen squares with many forms of battlemat. The maven is still a prc heavy on things to track, but in all honesty I think it is okay to sacrifice elegance for flavor on occasion. The class's ice fortresses now properly last for evoker stat modifier days - it's amazing what missing a word can do for these things. I intend to include various economic clarifications as well, and to address other issues brought up - these were just really quick and easy changes to make while fixing the tables.

Tomorrow, trying to sweep up all the assorted knicknacks in this thread that have managed to slip through inclusion on the front page. With the reformatting in place, it's as good a time as any to clean house, so to speak!

And the astute might just notice a spoiler on the front page as to the next major content update!

jamieth
2014-04-02, 06:15 AM
I couldn't help noticing you renamed Armament Effects to Imbuements - was that by any chance inspired by my pdf? :-)

sreservoir
2014-04-02, 08:56 AM
An evoker does not need to 'lean' armament effects

typo alert.

caledscratcher
2014-04-02, 10:47 AM
Hey, I was looking this over and noticed that the armaments section features a new type of device that references a new type of illuminations. I'm assuming that's something for a future update that accidentally snuck in while updating some tables?

Selinia
2014-04-02, 11:31 AM
Front page has been updated with all the formerly missing PrCs and alternate Base Classes lying around the thread... I think. If I missed any, please let me know! And deepest apologies to Snowfire in particular, who I seem to have had misplaced a lot of content for. Also noteworthy - almost all the tables in this thread have been shattered to nigh-illegibility! If you have posted any content with a table, please track it down and make an effort to fix it as soon as you get a chance.

In other news, armament effects no longer deny their ability to help you lose weight. As ever, thanks to sreservoir for typo hunting!


Hey, I was looking this over and noticed that the armaments section features a new type of device that references a new type of illuminations. I'm assuming that's something for a future update that accidentally snuck in while updating some tables?

:smallwink:

Ilorin Lorati
2014-04-02, 11:37 AM
:smallwink:

"Accidentally"

Snowfire
2014-04-02, 01:20 PM
Front page has been updated with all the formerly missing PrCs and alternate Base Classes lying around the thread... I think. If I missed any, please let me know! And deepest apologies to Snowfire in particular, who I seem to have had misplaced a lot of content for. Also noteworthy - almost all the tables in this thread have been shattered to nigh-illegibility! If you have posted any content with a table, please track it down and make an effort to fix it as soon as you get a chance.

Tables all fixed now. Geez that took a while.

Also, linky for Avatars of Light (http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice&p=14715326&viewfull=1#post14715326) or does that not fall under a category that you've got on the front page?

Qwertystop
2014-04-02, 02:15 PM
Ooh! Summoning?

jamieth
2014-04-02, 02:55 PM
Ooh! Summoning?

Seems so. Hopefully it would either provide some inspiration for my long-time-in-the-making Radiant Summoner PrC, or, better yet, make it redundant outright :-)

Lix Lorn
2014-04-02, 03:39 PM
I don't like the new table code. X_x
(My PrC is updated)

Selinia
2014-04-02, 07:38 PM
@Jaimie, looking over other items in the thread, your Wind Dancer (http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice&p=15857280&viewfull=1#post15857280) is just missing fluff at the moment as far as I can tell. With solid mechanics, just fill in a couple short paragraphs there and it ought to be set for the front page.

The Frostfell Maven's crafting has been clarified in a few places, particularly her 5th level ability. She can essentially enchant her own equipment free of charge, and enchant any equipment very very quickly, but she isn't an artificer - the only money you save as a Maven is what you don't need to spend on your own gear. There are still probably ways to break the economy with the Maven's abilities, but the D&D economy makes eggshells look like titanium - you can break it by disassembling 10' ladders, let alone using magical crafting prowess. I'm leaving her ability to animate objects untouched - animated objects are fairly terrible combatants, so it mostly comes down to the utility that a bunch of helpful items can offer. When you get down to it, this is still an objectively worse version of Animate Dead, which offers much greater combat potential and versatility and is available much earlier than 12th level to a huge array of classes.


Tables all fixed now. Geez that took a while.

Also, linky for Avatars of Light (http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice&p=14715326&viewfull=1#post14715326) or does that not fall under a category that you've got on the front page?

I've actually been struggling with where to put this. I do actually plan to create an Epic Evokers section (though I intend to stick to Epic Destinies) at some point, but until then this doesn't seem to have a home in any of the existing sections of the front page. Avatars will probably get moved later, but for now I've stowed it under an Extra Content catchall in the same post as PrCs and Base Classes.


I couldn't help noticing you renamed Armament Effects to Imbuements - was that by any chance inspired by my pdf? :-)

Yep! Actually, that PDF proved invaluable in reconstructing the tables properly - since I had to make them again more or less from scratch, it was nice to have a legible reference. It also brought to light how far ahead of the PDF the thread has gotten. One I get posted this next bundle I'm working on, I'm going to put out a formal call for anyone looking to build an Iconic character, and start trying to organize the next edition of the document in earnest.


I don't like the new table code. X_x
(My PrC is updated)

I miss the pretty alternating color lines on the tables. The new code also feels tremendously less intuitive. But hey, we have the Search function again, so give and take as it were.

sreservoir
2014-04-02, 08:19 PM
The Frostfell Maven's crafting has been clarified in a few places, particularly her 5th level ability. She can essentially enchant her own equipment free of charge, and enchant any equipment very very quickly, but she isn't an artificer - the only money you save as a Maven is what you don't need to spend on your own gear. There are still probably ways to break the economy with the Maven's abilities, but the D&D economy makes eggshells look like titanium - you can break it by disassembling 10' ladders, let alone using magical crafting prowess. I'm leaving her ability to animate objects untouched - animated objects are fairly terrible combatants, so it mostly comes down to the utility that a bunch of helpful items can offer. When you get down to it, this is still an objectively worse version of Animate Dead, which offers much greater combat potential and versatility and is available much earlier than 12th level to a huge array of classes.


Items created in this fashion function identically to counterparts made of less exotic materials, but their icy nature is obvious - few merchants can be expected to accept payment in coins of frozen water. Normally, items created by Frostforged Artistry melt away twenty-four hours after their creation. However, by infusing her creations with components of equal value to materials normally composed in the crafting process, the frostfell maven may sustain her creations indefinitely.

I note that this still conspicuously doesn't prevent you from getting drunk (Cityscape 44! :&&&) on, ah, frothy mugs of (frozen) water.

of course, I will take this as evidence that this is not unintended behaviour.

the 5th level ability still doesn't actually specify the time taken explicity, afaict; I'm not sure whether it should be understood to refer to 1 week/10 minute exchange (as with ordinary Craft usage), default to standard action (as a (Su) ability), or take standard magic item creation time because it's emulating the feat (which is apparently not the intent). every other of those abilities, after all, specifies the time.

also, it's bugging me that even though the frostfell maven gives teammates bonuses to using cold damage, it does nothing to mitigate immunity or resistance when they're the ones doing the attacking ...

also, the changelog doesn't look to be being updated.

Lady Serpentine
2014-04-02, 11:30 PM
A question for Selinia: A friend of mine and I have been kicking around the idea of creating sort of a counterpart to the Tome of Radiance, about people who wield darkness instead, and to some extent entwining the fluff we're writing with that already made for this. Would you have any objections to that?

(I know there was sort of a stab made at this a while ago, but, A, that seems to have died, and B, that was, from what I saw, straight-up evil opposite, whereas we'd be going more for a 'Dark is not (necessarily) evil' kind of thing.)

Selinia
2014-04-03, 01:04 AM
Companion Components

Foundation Components

Brash [Champion, Empath, Stargazer]
Basic Attack: The companion attacks a random target within reach (other than itself or the evoker who summoned it) with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d6 physical damage for each 2m of the illumination's cost on a hit (minimum 1d6 damage). If the attack hits, the companion will make this again, selecting a new random target from those within reach - the same target may not be selected twice, and the companion may continue to make attacks until missing or running out of valid targets.

Greater Attack: The companion attacks assails all creatures within reach (other than itself or the evoker who summoned it), dealing 1d6 physical damage for each 1m of the illumination's cost. A reflex save halves this damage. If the illumination costs at least 3m, the companion may move as part of this assault, targeting all creatures within its reach at any point of the movement. This movement extends for 5' for every 3m of the illumination's cost, and does not provoke attacks of opportunity.

Cautious [Champion, Empath, Stargazer]
Basic Attack: The companion attacks a target within reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d6 physical damage for each 2m of the illumination's cost on a hit (minimum 1d6 damage). Once per round, and an additional time per round for every 4m of this illumination's cost, the companion may respond with this attack when a creature within reach provokes an attack of opportunity.

Greater Attack: The companion attacks a target within reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d6 physical damage for each 1m of the illumination's cost on a hit, and half this damage on a miss. A creature struck by this ability provokes attacks of opportunity from the companion (but not any other creatures) with all forms of movement (including 5' steps) until the end of the companion's next turn.

Dauntless [Champion, Empath, Stargazer]
Basic Attack: The companion may move up to its speed in a straight line, then makes an attack against a creature within its reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d6 physical damage for each 2m of the illumination's cost on a hit (minimum 1d6 damage). If the companion moved at least 10' before making the attack, the damage die are d8s, rather than d6s.

Greater Attack: The companion may move up to its speed in a straight line, making an attack at any point during this movement against a creature within its reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d8 physical damage for each 1m of the illumination's cost on a hit and half this damage on a miss. If the companion has any movement remaining after hitting its target with this attack, it may choose to push the target along in front of it for the remainder of the move.

Focused [Champion, Empath, Stargazer]
Basic Attack: The companion attacks a target within 20' with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d6 physical damage for each 2m of the illumination's cost on a hit (minimum 1d6 damage). For every 1m of the illumination's cost, the range of this attack increases by 10'.

Greater Attack: The companion fires a beam that takes the form of a line 10' long, dealing 1d6 physical damage for each 1m to those caught within it. A reflex save halves this damage. For every 1m of the illumination's cost, the length of this beam increases by 5'.

Gluttonous [Champion, Empath, Stargazer]
Basic Attack: The companion attacks a target within reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d6 physical damage for each 2m of the illumination's cost on a hit (minimum 1d6 damage). The companion is then healed by an amount equal to half the damage dealt.

Greater Attack: The companion attacks a target within reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d6 physical damage for each 1m of the illumination's cost on a hit and half this damage on a miss. You and the companion are then both healed by an amount equal to half the damage dealt.

Mischievous [Stargazer]
Basic Attack: The companion targets a creature within 10', dealing 1d4 physical damage for each 2m of the illumination's cost and moving the target 5' in any horizontal direction - this movement does not provoke attacks of opportunity. A successful reflex save halves this damage, and negates the forced movement. For every 1m of the illumination's cost, the range of this attack increases by 5'. For every 4m of the illumination's cost, the distance of the forced movement increases by 5' - this forced movement need not be in a straight line.

Greater Attack: The companion targets a 5' radius burst within 10', dealing 1d4 physical damage for each 1m of the illumination's cost and moving the targets 5' in any horizontal direction - this movement does not provoke attacks of opportunity. A successful reflex save halves this damage, and negates the forced movement. For every 1m of the illumination's cost, the range of this attack increases by 5'. For every 4m of the illumination's cost, the distance of the forced movement increases by 5' - this forced movement need not be in a straight line. For every 6m of the illumination's cost, the radius of the burst increases by 5'.

Serene [Empath, Stargazer]
Basic Attack: The companion attacks a target within reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d4 physical damage for each 2m of the illumination's cost on a hit (minimum 1d4 damage). Additionally, the damaged creature suffers a -1 penalty to attacks against the companion until the end of the companion's next turn. For every 2m of the illumination's cost, the penalty to attacks against the companion worsens by -1.

Greater Attack: The companion attacks a target within reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d4 physical damage for each 1m of the illumination's cost on a hit. Additionally, the damaged creature suffers a -1 penalty to attacks against you or your companion until the end of the companion's next turn. For every 2m of the illumination's cost, the penalty to attacks against you or the companion worsens by -1.


Shape Components

Fluid [Empath, Stargazer]
[Mote Cost: 4m + 3m/rank beyond the first]
Rather than allow themselves to be bound by a single solid form, some companions flow as freely and flexibly as their evoker's imagination. Fluid companions may take many forms, from a creature comprised of liquid light to a swarm of tiny beings. The companion is a Large creature, but it possesses a reach of 0 ft. Additionally, it may move freely through and into spaces occupied by enemies, and does not provoke attacks of opportunity by moving. Enemies may also move through the space occupied by a fluid companion, but they treat such spaces as difficult terrain. The companion has 5 HP for every 1m of the illumination cost, an AC equal to [evoker's AC], takes half damage from any attack or effect which targets a specific number of creatures, and takes an additional 50% damage from any effect which targets an area. Lastly, the companion possesses a base land speed of 20' and a fly speed of 20' with Perfect maneuverability. Each rank of this component beyond the first increases the base land speed and fly speed by 5', and increases the HP of the companion by 1 for every 1m of the illumination's cost.

Guardian [Champion, Empath, Stargazer]
[Mote Cost: 0m + 2m/rank beyond the first]
Drawing on an echo of the archetypical wielder of the light, a Guardian companion generally takes a form that is (at least in broad strokes) humanoid in appearance. What it may lack in swiftness or exotic movement is readily compensated for by the grit and endurance so characteristic of the mortals of the world. The companion is of Medium size and has 5 HP for every 1m of the illumination's cost, an AC equal to [evoker's AC +2], and a base land speed of 30'. Each rank of this component beyond the first increases the HP of the companion by 1 for every 1m of the illumination's cost.

Racer [Champion, Empath, Stargazer]
[Mote Cost: 1m + 3m/rank beyond the first]
Born of freedom, courage, and swiftness of thought, a racer companion is rarely found anywhere other than where it wishes to be, and most often takes the form of some nimble beast with four or more legs. The companion is a Large creature with a long body configuration, granting it increased carrying capacity but reduced reach. The companion has 5 HP for every 1m of the illumination cost, an AC equal to [evoker's AC -1], and a base land speed of 40'. Each rank of this component beyond the first increases the base land speed by 5', and increases the HP of the companion by 1 for every 1m of the illumination's cost.

Soaring [Champion, Empath, Stargazer]
[Mote Cost: 4m + 4m/rank beyond the first]
Some emotions are as elusive as the wind itself - but few would argue that hope, love, or the deep and abiding satisfaction of truth are not worth chasing. Soaring companions are lithe and weightless, and often take whimsical forms unbound by conventional physics. The companion is of Medium size and has 5 HP for every 1m of the illumination's cost, an AC equal to [evoker's AC -1], a base land speed of 10', and a fly speed of 40' with Perfect maneuverability. Each rank of this component beyond the first increases the fly speed by 5', and increases the HP of the companion by 1 for every 1m of the illumination's cost.


Secondary Components

Amphibious [Champion, Empath, Stargazer]
[Mote Cost: 1m]
Many creatures find a home beneath the waves, and many evokers find their heart bound to the depths in a way that a landlocked soul might never understand. The companion gains a swim speed equal to its highest movement speed.

Attuned [Empath, Stargazer]
[Mote Cost: 2m + 1m/rank beyond the first]
Many evokers find a deep affinity with the elemental energies that comprise the world, so it is unsurprising that their companions would often be similarly aligned. Upon crafting this illumination, you may select an energy type (Acid, Cold, Electricity, Fire, or Sonic). The damage dealt by the companion's attacks becomes energy damage of that type, rather than physical damage, and the companion gains Resist 5 to that energy type. This resistance increases by 5 for every rank beyond the first.

Bonded [Champion, Empath, Stargazer]
[Mote Cost: 2m]
The companion is especially close to the evoker, and when working together they are as natural as a single entity. While mounted on her companion you gain the benefits of the Mounted Combat feat, and may choose to substitute an [evoker level + evoker stat] check for the ride check usually called for by the feat.

Cuddly [Champion, Empath, Stargazer]
[Mote Cost: 2m]
Companions are sociable creatures by their very nature, and sometimes they simply aren't inclined to let their latest playmate just walk away. Whenever the companion deals damage to a creature within its reach with an attack on its turn, it may expend its companion focus as a free action in order to initiate a grapple against a single damaged target without the need for a touch attack. For the purposes of resolving this grapple, treat the companions base attack bonus as being equal to its mote cost, and apply size bonuses and penalties to grapple checks normally. Grappling a target in this manner does not impair the companion in any way. At the end of the companion's next turn, the grapple ends (if the grappled creature has not already escaped).

Defensive [Champion, Empath, Stargazer]
[Mote Cost: 3m]
Fueled by the desire to protect and defend, the companion intercedes in attacks against its allies. As an immediate action, the companion may expend its Companion Focus to redirect an attack against an adjacent creature onto itself. The redirected attack automatically hits.

Frightful [Stargazer]
[Mote Cost: 3m/rank]
Terrible things may lurk within the deepest recesses of even the brightest souls, and in the reflection that is a companion, these terrors may rise for all to see. Whenever the companion deals damage with an attack on its turn, it may expend its companion focus as a free action in order to attempt to horrify a single damaged target. The target must make a will save - should it fail, it suffers a -1 penalty on attack rolls, saving throws, skill checks, and ability checks until the end of the companion's next turn. For every rank of this component beyond the first, this penalty worsens by an additional -1.

Harrying [Champion, Empath, Stargazer]
[Mote Cost: 4m]
Your companion is an expert at team fighting, working seamlessly to drive foes into the traps and snares laid by your allies. Whenever the companion deals damage with an attack on its turn, it may expend its companion focus as a free action in order to render a single damaged target flat-footed against the next attack to target it from any source. If no attack targets the harried creature, it ceases to become flat-footed at the end of its next turn.

Hopeful [Empath, Stargazer]
[Mote Cost: 1m + 2m/rank beyond the first]
Your companion is a beacon of hope to the allies of its summoner, its radiant majesty inspiring those around it to fight on through the most grievous wounds. As a swift action, the companion may expend its companion focus in order to grant 5 temporary hit points to a creature within 30'. These temporary hit points last until the end of the companion's next turn. For every rank of this component beyond the first, the quantity of temporary hit points increases by 5.

Miniature [Champion, Empath, Stargazer]
[Mote Cost: 3m]
Your companion is small and unobtrusive in comparison to others of its kind. The companion's size catagory decreases by one. This does not grant any of the normal penalties or benefits for increasing in size, but it does reduce the companion's reach and carrying capacity appropriately. If a companion is at least one size category smaller than its evoker, she may carry it comfortably, regardless of its weight.

Specialized [Stargazer]
[Mote Cost: 3m/rank]
Cats hunt mice. Lions hunt the gazelle. The natural world is full of beasts who have learned the ways of their favored prey, and more learned evokers understand how to pass this knowledge on to their companions. Upon crafting this illumination, select a creature type from the ranger's favored enemy list. For each rank of this component, the companion gains a +1 bonus at attacks against creatures of that type, and such creatures suffer a -1 penalty to saves against the companions attacks or other abilities.

Tremendous [Champion, Empath, Stargazer]
[Mote Cost: 5m]
The companion is bursting with radiant power, expanding to far greater sizes than others of its kind. The companion's size catagory increases by one. This does not grant any of the normal penalties or benefits for increasing in size, but it does increase the companion's reach and carrying capacity appropriately.

jamieth
2014-04-03, 01:27 AM
Some questions on Companions:

1. On motes economy: once summoned, does the Companion stays summoned i definitely, able to attack each round? Does it require commiting anymotes into it to stay summoned, or does iut leave you with your full pool?
2. When re-summoned, can the Companion essentially make 2 Greater attacks per round? (1 free as a result of evokingit's Illumination, and 1 by expending Focus)
3. The "move and basic attack" option of the Harmonious Device is in addition to Companiom's normal set of actions for the round, right?

Can't comment o the balance right now, but it is a flavorful addition for sure. Hm... Now, I think I have enough resources for a project I've been considering for a long time... "Make a party of evokers and play them through some published campaign".

Selinia
2014-04-03, 02:17 AM
Changelog - the first proper one in a while. Short, but it's a doozy!


Gotta Catch 'em All! Added the Companions illumination type - an entirely alternate flavor of illuminations available to those willing to forgo raw firepower for a roster of versatile semi-permanent pets. Unlike most summoners, an evoker's bond with her companions is extraordinarily strong, and they will only ever meet their full potential with her encouragement and support... but if those commands are given, a companion can find the power and focus to be a force to be reckoned with! Additions to the component library are on their way for this fledgling illumination type, but even the relatively sparse pickings currently available offer some potent options.


As ever, comments and criticism are quite welcome!

Additionally! I am taking a moment to make an important announcement! I am now officially looking for 'Iconic' characters for the Tome of Radiance - pre-built example characters that provide an immediately recognizable image of what their class can do. If you remember Mialee the Wizard, Tordek the Fighter, or Jozan the cleric (or their Pathfinder cousins, who I admit I am less well acquainted with), you get the idea. If you want to take a stab at submitting an Iconic, just build an evoker within the following parameters:


If you are building a Base Class iconic, please provide a MythWeavers sheet for the character at levels 1, 7, and 12. If you are building a Prestige Class iconic, you need only provide a single sheet - level is up to your discretion.
If you are building a Base Class iconic, please remain single-classed.
Characters are built using 32 point buy, using standard D&D 3.5 rules. Anything in the 3.5 ruleset is fine, but please avoid homebrew outside of the ToR, as well as any Pathfinder content.
Please provide at least a measure of backstory for the iconic, describing their personality and goals. Ideally, there should be at least one adventure hook to allow a DM to tie them into a campaign.
Above all else, remember that this is not an optimization exercise! These characters should exemplify their class, and provide ready-made frameworks to introduce the ToR to a game. Build the best character you can within the fluff.


Apologies for any restrictiveness, but these are going to be the 'official' ToR builds, so some guidelines seemed called for.


i note that this still conspicuously doesn't prevent you from getting drunk (cityscape 44! :&&&) on, ah, frothy mugs of (frozen) water.

Of course, i will take this as evidence that this is not unintended behaviour.

The 5th level ability still doesn't actually specify the time taken explicity, afaict; i'm not sure whether it should be understood to refer to 1 week/10 minute exchange (as with ordinary craft usage), default to standard action (as a (su) ability), or take standard magic item creation time because it's emulating the feat (which is apparently not the intent). Every other of those abilities, after all, specifies the time.

Also, it's bugging me that even though the frostfell maven gives teammates bonuses to using cold damage, it does nothing to mitigate immunity or resistance when they're the ones doing the attacking ...

Also, the changelog doesn't look to be being updated.

You can absolutely make poisonous/alcoholic/delicious water - that is perfectly intended. Why not? If someone figures out how to break D&D via an infinite supply of alcoholic popsicles, kudos to them. The intention of her accelerated enchanting speed is to allow her to use the same 1 week/10 minute timeframe called out in the 1st level ability. This has been made explicit.

The Maven not providing piercing to her allies is intentional. Elemental piercing is something that is rather necessary for elementally-themed characters to function properly, but a Maven's companions likely have their own builds and focuses beyond benefiting from her icy buffs. If they've taken ice themes themselves, they probably have their own ways of dealing with resist. Cold resistant enemies won't stop the Maven herself - she's practically an avatar of winter after all - but those less focused are better off finding another way of dealing damage for that particular fight.


a question for selinia: A friend of mine and i have been kicking around the idea of creating sort of a counterpart to the tome of radiance, about people who wield darkness instead, and to some extent entwining the fluff we're writing with that already made for this. Would you have any objections to that?

(i know there was sort of a stab made at this a while ago, but, a, that seems to have died, and b, that was, from what i saw, straight-up evil opposite, whereas we'd be going more for a 'dark is not (necessarily) evil' kind of thing.)

I have absolutely no problem with spinoff works, and would love to hear what you've managed to work out up to this point. :smallsmile:


Some questions on Companions:

1. On motes economy: once summoned, does the Companion stays summoned i definitely, able to attack each round? Does it require commiting anymotes into it to stay summoned, or does iut leave you with your full pool?
2. When re-summoned, can the Companion essentially make 2 Greater attacks per round? (1 free as a result of evokingit's Illumination, and 1 by expending Focus)
3. The "move and basic attack" option of the Harmonious Device is in addition to Companiom's normal set of actions for the round, right?

Can't comment o the balance right now, but it is a flavorful addition for sure. Hm... Now, I think I have enough resources for a project I've been considering for a long time... "Make a party of evokers and play them through some published campaign".

1) You only pay the mote cost once on summon, and it remains summoned indefinitely. Think of it like tossing out a pokeball. After that, you pay the mote cost again each time you impel it to attack and regain focus. Otherwise, yes - you could in theory pay once and never again, if all you want from the pet are basic attacks.
2) A command is essentially giving up your standard action to give your pet an extra Greater attack and recharge its focus. Since it acts on your init, it could very well immediately burn that to upgrade a basic attack to Greater status. Companions don't have the raw power of Blasts, or the ability to fine-tune and customize the attacks - and you need to be careful not to let them die - but this ability to double up is one of their most dangerous potential maneuvers.
3) That is correct. You're essentially giving -both- your major actions to your pet. It's a significant sacrifice, but a potentially potent one.

Regarding playing evokers in a published campaign, I'd like to hear how that goes! Any plans on which game you'd pick out for them?

Lady Serpentine
2014-04-03, 07:53 AM
You can absolutely make poisonous/alcoholic/delicious water - that is perfectly intended. Why not? If someone figures out how to break D&D via an infinite supply of alcoholic popsicles, kudos to them. The intention of her accelerated enchanting speed is to allow her to use the same 1 week/10 minute timeframe called out in the 1st level ability. This has been made explicit.

The easiest way I can think of is some sort of mind-control toxin (probably more like something that makes people open to suggesting courses of action and such, but close enough). I seem to recall that there are certain tranquilizers IRL that do similar things, or something like that?


I have absolutely no problem with spinoff works, and would love to hear what you've managed to work out up to this point. :smallsmile:


Good to hear! The base fluff is in the first spoiler, and then there's the quote for what's essentially the opposite number of the Champion. Aside from that, we've been mostly waiting before we put a lot of work into it. :smallsmile:

As light is everywhere, so is the darkness. Even those who wield the former admit this is the case - they know that better than most, in fact; it is what makes them fight so hard against it every day.

But, despite the light shining in every mortal soul, most cannot feel it. At least, not often. And so, many of those who do not kindle embrace the dark that surrounds them, having, in many cases, given up hope that things will get better, and forgotten whatever of light they may once have felt.

And yet, despite that, once they have power, they often share goals with the children of the light. But they often also argue that, though their counterparts do make safe havens in their own spheres, even the strongest light can only do so much, and by keeping the dark away, they only shunt it off to elsewhere, and make it stronger outside of those strongholds.

That is not to say that they deny, necessarily, light has a place, or claim these strongholds are inherently bad (though there are those who think both) - merely that the children of light, despite their plans for the future, do not look to the consequences of their actions; many of them believe that only by accepting both, and using them in concert, can such things be prevented.


"Miracles don't always come when they're called; that's why they're miraculous, not commonplace."
-Karel, a Shadebringer

jamieth
2014-04-03, 08:21 AM
Regarding playing evokers in a published campaign, I'd like to hear how that goes! Any plans on which game you'd pick out for them?

Anything the community would suggest? I'm not that well-versed in the realm of 3.5 publications, being a Paizoanist myself, and I want to make it 3.5, due to it being the "official" system of ToR, with PF being a "fan-conversion".

Also, on the matter of PDF... I decided there should really be 2, 3.5 and PF. Luckily, the amount of changes isn't going to be that great, I hope, but still... therefore, I decided to go through a proper editing process on some more... online source first (search function or not, forums can be a mess to work with...)... therefore, I present you: a Tome of Radiance's own Wiki. (http://tome-of-radiance.wikia.com/wiki/Tome_of_Radiance_Wiki)

Merellis
2014-04-03, 08:35 AM
Can't decide if I should go with Sayaka as the iconic for Champion or just make up a new one.

Eh, I'll try both and see what sticks for me before presenting it. This is gonna be fun! :smallbiggrin:

jamieth
2014-04-03, 08:50 AM
Definitely should be the original one... or at least the "serial numbers filed off" one. We don't want any copyright issues. I went with Sayaka's pic as a temporary placeholder anyway, on the basis of her providing the page quote :-)

Merellis
2014-04-03, 08:55 AM
Definitely should be the original one... or at least the "serial numbers filed off" one. We don't want any copyright issues. I went with Sayaka's pic as a temporary placeholder anyway, on the basis of her providing the page quote :-)

That was pretty much my thought with going with her in the first place, the page quote! Plus you can go with back story at level 12 for her fall into darkness.

caledscratcher
2014-04-03, 10:03 AM
Speaking of spinoffs, I've been starting up work on a sort of Pathfinder version of ToR, presently called the Brightness Book. There'll also be the Tenebrous Tome (darkness), Lifeforce Libram (chi), and Affection Archive (love), in addition to whatever else I eventually come up with. Each is starting with three base classes and possibly a race or two, as well as the potential for archetypes and PrCs.

Some random ideas for other projects inspired by the wondrousness of ToR are the Fantastic Fable (imagination), Stellar Scrolls (astronomy [coughcoughSailorScouts/RomanMythcoughcough]), Talented Texts (skill-based ToR stuff, probably inspired by what little I've seen of Smile! PreCure), and Melodious Masterpiece (music!).

UserShadow7989
2014-04-03, 02:38 PM
I'm a fan of all forms of minion-mancy and the like, and I relish the chance to combine that with my love for the ToR homebrews, so the new Companion illuminations are right up my ally.

On that note, I felt the need to point out a rules quirk caused by them having no ability scores. A creature with no Dexterity cannot move, and a creature who has no Strength cannot exert any force, and in either case auto-fail any Dexterity/Strength checks. (http://www.d20srd.org/srd/specialAbilities.htm#nonabilities)

The 'cannot exert force' bit is likely overridden by the text specifying they have a carrying capacity, but RAW they'd be immobile (definitely not intentional as they have specified move speeds) and I think they would auto-fail all skill checks (meaning they'd be unable to move from a spot that requires balance checks to not fall/get back up, and can never sneak past people). They are also not living creatures, as they have no Constitution, which would prevent the basic Cure X Wounds series from working on them.

By the same token, how do they interact with effects like the Sleep spell, seeing as they have no hit dice? Would it work since 0 is less than 4, or would they be flat-out immune to all effects dependent on them?

That said, these are minor mechanical nitpicks easily waved away by stating the companion is an exception to the rules on creatures with no Strength/Dexterity, that they count as having a Str/Dex mod of +0, they count as living(if that is desired or the non-living part is intentional), and something for the skill checks/hit dice (use the character's skill mods and hit dice for such purposes?). It's mostly that having no attributes makes as many things wonky as it simplifies.

jamieth
2014-04-03, 02:45 PM
OK, Wiki status update: Page 1 done, 28 to go!

upd: actually? it's up to middle of page 8!

Selinia
2014-04-03, 07:54 PM
Changelog!


Companions now possess HD and ability scores, though their stats are still derived entirely from their components. They've also gained the Construct creature type - while they're still immune to many forms of debuffing, they are decidedly more vulnerable to control than they used to be.
Companions may no longer expend their Companion Focus to upgrade basic attacks. Greater attacks come exclusively from mote-expending and actions by the evoker. Not only did this option push companion damage uncomfortably high, it forced utility to compete with damage, which is generally a design no-no in 3.5. Damage will always win that fight.
The THP granted by the Hopeful ability has been normalized and buffed, to make it more reliable and comparable with THP granting options available to some other casters via feats or spells.



Good to hear! The base fluff is in the first spoiler, and then there's the quote for what's essentially the opposite number of the Champion. Aside from that, we've been mostly waiting before we put a lot of work into it. :smallsmile:

As light is everywhere, so is the darkness. Even those who wield the former admit this is the case - they know that better than most, in fact; it is what makes them fight so hard against it every day.

But, despite the light shining in every mortal soul, most cannot feel it. At least, not often. And so, many of those who do not kindle embrace the dark that surrounds them, having, in many cases, given up hope that things will get better, and forgotten whatever of light they may once have felt.

And yet, despite that, once they have power, they often share goals with the children of the light. But they often also argue that, though their counterparts do make safe havens in their own spheres, even the strongest light can only do so much, and by keeping the dark away, they only shunt it off to elsewhere, and make it stronger outside of those strongholds.

That is not to say that they deny, necessarily, light has a place, or claim these strongholds are inherently bad (though there are those who think both) - merely that the children of light, despite their plans for the future, do not look to the consequences of their actions; many of them believe that only by accepting both, and using them in concert, can such things be prevented.


"Miracles don't always come when they're called; that's why they're miraculous, not commonplace."
-Karel, a Shadebringer

Interesting. I cannot read that and not think of Dark Souls (one of my favorite games ever), and its lovely ambiguity in the nature of light and darkness. I agree that Dark shouldn't be framed as evil any more than Light is all good - all it takes is a look at the Vile or Consumption components to realize how horrifying radiant power can get.


Anything the community would suggest? I'm not that well-versed in the realm of 3.5 publications, being a Paizoanist myself, and I want to make it 3.5, due to it being the "official" system of ToR, with PF being a "fan-conversion".

Also, on the matter of PDF... I decided there should really be 2, 3.5 and PF. Luckily, the amount of changes isn't going to be that great, I hope, but still... therefore, I decided to go through a proper editing process on some more... online source first (search function or not, forums can be a mess to work with...)... therefore, I present you: a Tome of Radiance's own Wiki. (http://tome-of-radiance.wikia.com/wiki/Tome_of_Radiance_Wiki)

Holy Madoka, you work fast. Less than a day and most of the core content is up on that wiki - great job as always is all I can say.

As for published 3.5 adventures, I admit I don't have much practical experience in the field myself - I've always run and played in custom campaigns. That said, I've read through several, and remember Sunless Citadel, Return to the Temple of Elemental Evil, and The Forge of Fury being quite well put together. It's been a while, but I do believe that last one is also very dungeon crawl focused, which is an adventure format I've found to be very good for all-around playtesting.


Can't decide if I should go with Sayaka as the iconic for Champion or just make up a new one.

Eh, I'll try both and see what sticks for me before presenting it. This is gonna be fun! :smallbiggrin:

One thing I will note - don't feel like an iconic has to be based on the quote source! Heck, I am going to be aiming to replace to quotes with good character-specific quotes from Iconic originals once we have a few good ones.


Extremely valid mechanics criticism.

Thanks for making these observations! All this was taken into account in the first round of tweaks on Companion mechanics.

Adam1949
2014-04-03, 08:15 PM
I've been reading through this thread over the last day or so, and lemme tell you that this is absolutely amazing! I'm always surprised by how much unique work and modular-ness can be given to things as stereotypically against 'classic' D&D like Magical Girls, or Exalted-style classes (the Mythos system that I'm helping with).

I'll admit, though, that my mind wanders to strange things, and so whereas a lot of these classes and abilities are meant to reference certain things, I see them in a different... well, light. For instance...

-The Empath, with the terms 'Persona' and the usage of the Tarot, remind me of the Persona videogame series.
-The Firekeeper is pretty much from Dark Souls, yes?
-The Frostfell Maven is supposed to be Elsa from Frozen, but I also see Cirno from Touhou in it, too.
-The Redeemer of Nine is a Madoka Grief-Seed using magical girl, right?
-The Valkyrie, with the 'iconic' quote, is a reference to Prisma Illya, may I assume?
-The Heartwielder smacks pretty obviously, to me at least, of EMIYA, AKA Archer from Fate/Stay Night. Or am I reading the 'Steel is my Body, Fire is my Blood' a little too much?

Anyway, awesome stuff! If I can ever find a group to play with, I'll definitely be making one of these :smallsmile:

Snowfire
2014-04-03, 08:40 PM
-The Heartwielder smacks pretty obviously, to me at least, of EMIYA, AKA Archer from Fate/Stay Night. Or am I reading the 'Steel is my Body, Fire is my Blood' a little too much?

Blame a friend of mine who linked me to Unlimited Blade Works a few days before I wrote the class. There're definitely links, but in the end the Heartwielder only has access to a single weapon. True, it's an absolutely perfect, lethally effective and effectively indestructible weapon (and that's not even the half of it) but it's still just one weapon.

So...maybe a little too much reading into the names. But only a little.

Also, Selinia: The link to the Many-As-One (http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice&p=16229724#post16229724) directs to Radiant Armourer. I'll see what I can do on iconics - I have a few half finished sheets lying around, just need to pull them together.

Pretty much all of them are in the mid-to-high teens in terms of level, but then I'm a sucker for showing off the toys on their classes.

Lady Serpentine
2014-04-03, 08:40 PM
Interesting. I cannot read that and not think of Dark Souls (one of my favorite games ever), and its lovely ambiguity in the nature of light and darkness. I agree that Dark shouldn't be framed as evil any more than Light is all good - all it takes is a look at the Vile or Consumption components to realize how horrifying radiant power can get.

Well, I was playing a lot of Dark Souls around when I started making this... :smallwink: And indeed; evil champions corrupting people, or the one PrC harvesting souls for demons, too.

sreservoir
2014-04-03, 08:52 PM
Companions
Calling to the world's radiance and the depths of an evoker's own heart and mind, Companion illuminations draw forth powerful allies for those that learn to harness their power. An evoker may possess understanding of Blast illuminations or Companion illuminations - not both. She selects her specialization upon gaining her first evoker level, and once made, this decision can never be reversed.

... psychic reformation?


Each Companion illumination represents a specific creature, and an evoker may only possess a single active companion at any given time. Injuries inflicted to a companion persist, even if it is dismissed and resummoned, though an evoker may fully heal all of her companions by focusing intently in a one minute ritual. Further, should a companion be reduced to zero or fewer HP, it fully discorporates and may not be resummoned until the evoker has spent a full eight hours in restful sleep (or her racial equivalent). As constructs of radiance and dreamstuff, companions possess no ability scores, HD, or other such features, deriving their statistics purely from the evoker and illumination components. While individual companions may be sentient (effectively using the evoker's mental ability scores), and even possess individual personalities, they are still ultimately just reflections of the evoker's own mind. For the purposes of determining carrying capacity, treat a companion's strength score as being equal to its summoner's evoker stat.

Evoking a Companion illumination for a companion that is not already summoned instantly dismisses any currently active companion, and manifests the new companion in an unoccupied square within 30'. Evoking a Companion illumination for an already active companion instead allows it to immediately use its Greater attack as a free action, and grants it Companion Focus, which may be expended to fuel various abilities.

Once summoned, a companion possesses a full complement of actions, and acts on its summoner's initiative each round (starting with the round it was summoned), but is only capable of using a limited selection of actions. As a move action, a companion may move its speed. As a standard action, it may use its basic attack. When making a basic attack, a companion may expend its Companion Focus to use a greater attack instead. Depending on its components, the companion may possess additional options. Whenever an evoker's companion makes an attack roll, it may benefit from any enhancement bonus applied to the evoker's device, in addition to any other listed modifiers to its attack roll. Whenever a companion would make a saving throw, it uses the evoker's saves. Companions are immune to all effects other than hit point damage.

Evoking a Companion illumination is a standard action.

all this companions-are-not-creatures ... makes things really complicated and creates strange rules interactions, some of which UserShadow7989 has pointed out.

... I would have had suggestions but okay that's getting fixed anyway


Foundation Components
Cautious [Champion, Empath, Stargazer]
Basic Attack: The companion attacks a target within reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d6 physical damage for each 2m of the illumination's cost on a hit (minimum 1d6 damage). Once per round, and an additional time per round for every 4m of this illumination's cost, the companion may respond with this attack when a creature within reach provokes an attack of opportunity.

Greater Attack: The companion attacks a target within reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d6 physical damage for each 1m of the illumination's cost on a hit, and half this damage on a miss. A creature struck by this ability provokes attacks of opportunity from the companion (but not any other creatures) with all forms of movement (including 5' steps) until the end of the companion's next turn.

Focused [Champion, Empath, Stargazer]
Basic Attack: The companion attacks a target within 20' with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d6 physical damage for each 2m of the illumination's cost on a hit (minimum 1d6 damage). For every 1m of the illumination's cost, the range of this attack increases by 10'.

Greater Attack: The companion fires a beam that takes the form of a line 10' long, dealing 1d6 physical damage for each 1m to those caught within it. A reflex save halves this damage. For every 1m of the illumination's cost, the length of this beam increases by 5'.

Brash [Champion, Empath, Stargazer]
Basic Attack: The companion attacks a random target within reach (other than itself or the evoker who summoned it) with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d6 physical damage for each 2m of the illumination's cost on a hit (minimum 1d6 damage). If the attack hits, the companion will make this again, selecting a new random target from those within reach - the same target may not be selected twice, and the companion may continue to make attacks until missing or running out of valid targets.

Greater Attack: The companion attacks assails all creatures within reach (other than itself or the evoker who summoned it), dealing 1d6 physical damage for each 1m of the illumination's cost. A reflex save halves this damage. If the illumination costs at least 3m, the companion may move as part of this assault, targeting all creatures within its reach at any point of the movement. This movement extends for 5' for every 3m of the illumination's cost, and does not provoke attacks of opportunity.

Mischievous [Stargazer]
Basic Attack: The companion targets a creature within 10', dealing 1d4 physical damage for each 2m of the illumination's cost and moving the target 5' in any horizontal direction - this movement does not provoke attacks of opportunity. A successful reflex save halves this damage, and negates the forced movement. For every 1m of the illumination's cost, the range of this attack increases by 5'. For every 4m of the illumination's cost, the distance of the forced movement increases by 5' - this forced movement need not be in a straight line.

Greater Attack: The companion targets a 5' radius burst within 10', dealing 1d4 physical damage for each 1m of the illumination's cost and moving the targets 5' in any horizontal direction - this movement does not provoke attacks of opportunity. A successful reflex save halves this damage, and negates the forced movement. For every 1m of the illumination's cost, the range of this attack increases by 5'. For every 4m of the illumination's cost, the distance of the forced movement increases by 5' - this forced movement need not be in a straight line. For every 6m of the illumination's cost, the radius of the burst increases by 5'.

Dauntless [Champion, Empath, Stargazer]
Basic Attack: The companion may move up to its speed in a straight line, then makes an attack against a creature within its reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d6 physical damage for each 2m of the illumination's cost on a hit (minimum 1d6 damage). If the companion moved at least 10' before making the attack, the damage die are d8s, rather than d6s.

Greater Attack: The companion may move up to its speed in a straight line, making an attack at any point during this movement against a creature within its reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d8 physical damage for each 1m of the illumination's cost on a hit and half this damage on a miss. If the companion has any movement remaining after hitting its target with this attack, it may choose to push the target along in front of it for the remainder of the move.

so the really big losses of companions compared to blasts seem to be a) lack of variety in shapes and b) they're not RTAs, but in exchange the companion can actually greater attack + focus → greater attack + device → attack, moving twice while doing that, which makes up for the lack of shapes (in fact, less need to buy up blasts with multiple shapes—even if, in a pinch, flight + cone shape covers most things anyway); in the case of Dauntless, that's a lot of movement.

the one effect companions are better at is forcing movement: three mischievous hits can force a total of 15' + 15'/4m from (10+5/m)' away, which really shuts down actually a lot of things. melee is the main thing, but also Close-range spells, starting 8th level, and that's while doing passable 2.5ELd6/rd damage.

subject to actually hitting, of course, and reflex save failure, and that's where it's lacking. still, tremors blast is barely more at 5'/m and a lot less of a precision instrument.

... also, swarms component makes blasting something totally unrelated kind of viable. possible it should restrict targets to being hit once, instead of just creatures, since otherwise you can have exponential-scaling damage against objects you really don't like by hitting it repeatedly with a swarms blast. (level 20 demolitions swarms 5 vs. object: 2*20d4 + 2*2*18d4 + 4*2*16d4 + 8*2*14d4 + 16*2*12d4 + 32*2*10d4 = 2*744d4 ignores hardness :DDD ... the exponential doesn't really get to do its thing well until level 8 anyway, though, and by then it's probably fine if you can destroy the scenery anyway though.)


Shape Components

>((( no swim speeds!

... possibly there could be secondary components to add additional supplementary speeds?


Tremendous [Champion, Empath, Stargazer]
[Mote Cost: 5m]
The companion is bursting with radiant power, expanding to far greater sizes than others of its kind. The companion's size catagory increases by one. This does not grant any of the normal penalties or benefits for increasing in size, but it does increase the companion's reach and carrying capacity appropriately.

nothing corresponding for smaller than medium? hm.

(also am mildly disappointed no stacking means I wouldn't be able to have a colossal+ flying whale, even with champion capstone ...)


Attuned [Empath, Stargazer]
[Mote Cost: 2m + 1m/rank beyond the first]
Many evokers find a deep affinity with the elemental energies that comprise the world, so it is unsurprising that their companions would often be similarly aligned. Upon crafting this illumination, you may select an energy type (Acid, Cold, Electricity, Fire, or Sonic). The damage dealt by the companion's attacks becomes energy damage of that type, rather than physical damage, and the companion gains Resist 5 to that energy type. This resistance increases by 5 for every rank beyond the first.

say, uh, interaction with primal costume element? (it says blast, specifically.) and companion damage is damaged caused by an illumination for purposes of firekeeper/frostfell maven, yes?

Harrying [Champion, Empath, Stargazer]
[Mote Cost: 4m]
Your companion is an expert at team fighting, working seamlessly to drive foes into the traps and snares laid by your allies. Whenever the companion deals damage with an attack on its turn, it may expend its companion focus as a free action in order to render a single damaged target flat-footed against the next attack to target it from any source. If no attack targets the harried creature, it ceases to become flat-footed at the end of its next turn.[/QUOTE]

... iaijutsu focus, anyone? rather, everyone?

Morcleon
2014-04-03, 09:01 PM
Interesting. I cannot read that and not think of Dark Souls (one of my favorite games ever), and its lovely ambiguity in the nature of light and darkness. I agree that Dark shouldn't be framed as evil any more than Light is all good - all it takes is a look at the Vile or Consumption components to realize how horrifying radiant power can get.

Hello! I'm the friend C'nor was talking about. :smallsmile:

And yes, our aim was to have a dark counterpart to the light. I haven't played Dark Souls though, so I can't comment on that. xD

As for mechanics, my first thought was to use a sort of invocation system, but with some customization built-in. Since darkness is ever-present, at-will abilities fit it very well. :smallbiggrin:

NineThePuma
2014-04-03, 09:02 PM
Interesting. I cannot read that and not think of Dark Souls (one of my favorite games ever), and its lovely ambiguity in the nature of light and darkness. I agree that Dark shouldn't be framed as evil any more than Light is all good - all it takes is a look at the Vile or Consumption components to realize how horrifying radiant power can get.

I actually have a Dark Stargazer in my folder of Characters I Want To Play. It's kind of amazing just how horrifying you can get.

Lix Lorn
2014-04-03, 09:36 PM
If you multiclass different evoker classes, can you take blasts with one and companions with the other?

Also Champion is missing its HD right now.

...also also Mira has dibs on Empath iconic. I'll try and get to that soon. :smalltongue:

Qwertystop
2014-04-03, 09:51 PM
I was actually considering Koyya for the Immortal iconic, when I get far enough to actually get levels in it. I honestly don't have enough of a game-sense to be completely sure of the build-path without more gameplay.

NineThePuma
2014-04-03, 10:04 PM
I feel like if we start building Iconics for every single class here it should have most of the discussion in another thread and then have the statblocks posted here and linked or something, instead of derailing this thread into that.

Snowfire
2014-04-03, 10:29 PM
I feel like if we start building Iconics for every single class here it should have most of the discussion in another thread and then have the statblocks posted here and linked or something, instead of derailing this thread into that.

The only ones that need discussion are the Base class ones. IMHO. The PrCs can be done by either their creator or whoever says they'd like to do one. Or you can get multiple, considering that all of mine are going to be high level.

Also, re: darkness based variant thing. Hey C'nor, oh god not you again Morc :smalltongue: If you'd like a sounding board, don't hesitate to ask. I've got a pretty good handle on this sort of thing at this point.

UserShadow7989
2014-04-03, 10:45 PM
Changelog!


Companions now possess HD and ability scores, though their stats are still derived entirely from their components. They've also gained the Construct creature type - while they're still immune to many forms of debuffing, they are decidedly more vulnerable to control than they used to be.
Companions may no longer expend their Companion Focus to upgrade basic attacks. Greater attacks come exclusively from mote-expending and actions by the evoker. Not only did this option push companion damage uncomfortably high, it forced utility to compete with damage, which is generally a design no-no in 3.5. Damage will always win that fight.
The THP granted by the Hopeful ability has been normalized and buffed, to make it more reliable and comparable with THP granting options available to some other casters via feats or spells.


All sounds good. There's some things I missed the first time, though; What action is it to dismiss a summoned Companion, and how does a Companion obtain a Companion Focus? I assume the former is a free action or an at-will thing?


Thanks for making these observations! All this was taken into account in the first round of tweaks on Companion mechanics.

You're welcome. :smallbiggrin: Admittedly, I only caught what I did because I had the same issue once.


Anything the community would suggest? I'm not that well-versed in the realm of 3.5 publications, being a Paizoanist myself, and I want to make it 3.5, due to it being the "official" system of ToR, with PF being a "fan-conversion".

Also, on the matter of PDF... I decided there should really be 2, 3.5 and PF. Luckily, the amount of changes isn't going to be that great, I hope, but still... therefore, I decided to go through a proper editing process on some more... online source first (search function or not, forums can be a mess to work with...)... therefore, I present you: a Tome of Radiance's own Wiki. (http://tome-of-radiance.wikia.com/wiki/Tome_of_Radiance_Wiki)

Seconding Selinia on the wiki; awesome work! As for modules, I've admittedly always played in custom campaigns, but I do recall hearing about solo modules. One or two of those might be a good way to test how flexible a class is and how much it can contribute under certain situations, though I can't say from personal experience. In relation to your original plan, though, I don't know any off the top of my head, so I'll just have to second the recommendations already stated.


As an aside, I'm looking forwards to the dark counterparts and how it all turns out; best of luck with it!

Selinia
2014-04-03, 11:02 PM
I've been reading through this thread over the last day or so, and lemme tell you that this is absolutely amazing! I'm always surprised by how much unique work and modular-ness can be given to things as stereotypically against 'classic' D&D like Magical Girls, or Exalted-style classes (the Mythos system that I'm helping with).

I'll admit, though, that my mind wanders to strange things, and so whereas a lot of these classes and abilities are meant to reference certain things, I see them in a different... well, light. For instance...

-The Empath, with the terms 'Persona' and the usage of the Tarot, remind me of the Persona videogame series.
-The Firekeeper is pretty much from Dark Souls, yes?
-The Frostfell Maven is supposed to be Elsa from Frozen, but I also see Cirno from Touhou in it, too.
-The Redeemer of Nine is a Madoka Grief-Seed using magical girl, right?
-The Valkyrie, with the 'iconic' quote, is a reference to Prisma Illya, may I assume?
-The Heartwielder smacks pretty obviously, to me at least, of EMIYA, AKA Archer from Fate/Stay Night. Or am I reading the 'Steel is my Body, Fire is my Blood' a little too much?

Anyway, awesome stuff! If I can ever find a group to play with, I'll definitely be making one of these :smallsmile:

All of those are pretty spot-on with the exception of the Valkyrie which was actually more Valkyria Chronicles than anything else. I like to vary the source material up - there's a lot of things out there that can provide some pretty stellar inspiration. Fluff-wise, the Redeemer of Nine is still my favorite item in the entire ToR. The class mechanics and fluff design mesh just beautifully.


Also, Selinia: The link to the Many-As-One (http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice&p=16229724#post16229724) directs to Radiant Armourer. I'll see what I can do on iconics - I have a few half finished sheets lying around, just need to pull them together.

Pretty much all of them are in the mid-to-high teens in terms of level, but then I'm a sucker for showing off the toys on their classes.

Broken link fixed. As for high level iconics, all I'd like to say is bear in mind that the more midrange a PrC iconic is, the easier it is to fit into a variety of games. Still, for late entry classe sin particular, there's nothing wrong with a high level NPC.


... psychic reformation?

all this companions-are-not-creatures ... makes things really complicated and creates strange rules interactions, some of which UserShadow7989 has pointed out.

... I would have had suggestions but okay that's getting fixed anyway



so the really big losses of companions compared to blasts seem to be a) lack of variety in shapes and b) they're not RTAs, but in exchange the companion can actually greater attack + focus → greater attack + device → attack, moving twice while doing that, which makes up for the lack of shapes (in fact, less need to buy up blasts with multiple shapes—even if, in a pinch, flight + cone shape covers most things anyway); in the case of Dauntless, that's a lot of movement.

the one effect companions are better at is forcing movement: three mischievous hits can force a total of 15' + 15'/4m from (10+5/m)' away, which really shuts down actually a lot of things. melee is the main thing, but also Close-range spells, starting 8th level, and that's while doing passable 2.5ELd6/rd damage.

subject to actually hitting, of course, and reflex save failure, and that's where it's lacking. still, tremors blast is barely more at 5'/m and a lot less of a precision instrument.

... also, swarms component makes blasting something totally unrelated kind of viable. possible it should restrict targets to being hit once, instead of just creatures, since otherwise you can have exponential-scaling damage against objects you really don't like by hitting it repeatedly with a swarms blast. (level 20 demolitions swarms 5 vs. object: 2*20d4 + 2*2*18d4 + 4*2*16d4 + 8*2*14d4 + 16*2*12d4 + 32*2*10d4 = 2*744d4 ignores hardness :DDD ... the exponential doesn't really get to do its thing well until level 8 anyway, though, and by then it's probably fine if you can destroy the scenery anyway though.)



>((( no swim speeds!

... possibly there could be secondary components to add additional supplementary speeds?



nothing corresponding for smaller than medium? hm.

(also am mildly disappointed no stacking means I wouldn't be able to have a colossal+ flying whale, even with champion capstone ...)



say, uh, interaction with primal costume element? (it says blast, specifically.) and companion damage is damaged caused by an illumination for purposes of firekeeper/frostfell maven, yes?

Harrying [Champion, Empath, Stargazer]
[Mote Cost: 4m]
Your companion is an expert at team fighting, working seamlessly to drive foes into the traps and snares laid by your allies. Whenever the companion deals damage with an attack on its turn, it may expend its companion focus as a free action in order to render a single damaged target flat-footed against the next attack to target it from any source. If no attack targets the harried creature, it ceases to become flat-footed at the end of its next turn.

... iaijutsu focus, anyone? rather, everyone?[/SPOILER][/QUOTE]

Companions are still not quite creatures, but they now have most of the elements of being a creature, so strange interactions should be reduced significantly. Their offensive power has also been nerfed significantly with the loss of the ability to turn Focus into yet more damage.

Companion damage -is- caused by an illumination for the purpose of elemental classes and such, but not keying off of Primal is deliberate. Primal is a blasting component, and access to it is one of the things a companion evoker sacrifices. Companion components are still really bare bones at the moment - a size reduced, alternate movement modes, etc are definitely in the works once I can hammer them out.


Hello! I'm the friend C'nor was talking about. :smallsmile:

And yes, our aim was to have a dark counterpart to the light. I haven't played Dark Souls though, so I can't comment on that. xD

As for mechanics, my first thought was to use a sort of invocation system, but with some customization built-in. Since darkness is ever-present, at-will abilities fit it very well. :smallbiggrin:

If I might make a recommendation, have you looked at 4E's Psionic system? I believe that there are some solid ideas there you could draw on. In essence, a psionic character has a pool of at-will abilities, and per-encounter resource that can be expended augmenting the invocations in different ways. It would be rather interesting I think to have a few core, very basic powers on a character, with a focus on shaping those into more specific and potent abilities via flexible augmentation. It also stands as a rather interesting mechanical mirror to Illuminations, which are all pretty and pre-built and internal - shadow powers would be unformed and undefined, shaped from the darkness all around.

That's just brainstorming though - it's you're project, and you might have something even better already in mind!


If you multiclass different evoker classes, can you take blasts with one and companions with the other?

Also Champion is missing its HD right now.

...also also Mira has dibs on Empath iconic. I'll try and get to that soon. :smalltongue:

Multiclassing would allow for companions and blasts both, yes. I'm not terribly concerned - multiclassing different evoker classes is still generally a terrible idea, and both Blasts and Companions really do need your motes and standard actions to be fully effective.

Champion HD fixed.


I feel like if we start building Iconics for every single class here it should have most of the discussion in another thread and then have the statblocks posted here and linked or something, instead of derailing this thread into that.

It wouldn't likely be used explusively for this, but I am strongly considering putting up a #TomeOfRadiance IRC channel. We all seem to tend to be online at the same time, and it allows for much more fluid communication. Heck, I've been ninja'd a couple times already writing these replies.


All sounds good. There's some things I missed the first time, though; What action is it to dismiss a summoned Companion, and how does a Companion obtain a Companion Focus? I assume the former is a free action or an at-will thing?


Added in a line mentioning that Companions can be dismissed as a swift action. Dissipating them actually takes a bit of effort - and can't be done off-turn to yank them out of harm's way. Companion focus is granted when you give a direct command to a companion, as mentioned already.


Evoking a Companion illumination for an already active companion instead allows it to immediately use its Greater attack as a free action, and grants it Companion Focus, which may be expended to fuel various abilities.

What this essentially boils down to is that if you aren't paying attention to your companion, not only is it not going to be able to use its strongest attacks, it won't have access to a lot of special abilities either. Evokers aren't wizards - their bond with their pet is very tight, and they really do need to work together.

Yarghenforgen
2014-04-03, 11:29 PM
Sup. Lurk this thread often, might've even posted in it once or twice. Just stating that inspiration struck me, so I'm putting together a possible Fashionista iconic.

Looking to be level 11, Champion 6/Fashionista 5, and will use Companions. Tenative name is Janna the Dollmaker

Warforged is fine for a race, right? Because unarmored warforged fits the bill nicely for my idea.


Edit: Sorry, I guess this sounds a little forward. First I suppose I should ask to make sure that nobody else was already planning on making the fashionista iconic. :smallredface:

Merellis
2014-04-03, 11:37 PM
It wouldn't likely be used explusively for this, but I am strongly considering putting up a #TomeOfRadiance IRC channel. We all seem to tend to be online at the same time, and it allows for much more fluid communication. Heck, I've been ninja'd a couple times already writing these replies.

Ooooh, I like that idea. :smallsmile:

NineThePuma
2014-04-03, 11:38 PM
I feel like my Dark Stargazer doesn't fit, but maybe as a Keeper of Nine iconic?

UserShadow7989
2014-04-04, 12:06 AM
Ah, missed that bit with the Companion Focus in the text, sorry. I really do like how the mechanic is handed, as well as other touches to the Companions that streamlines the turn of the evoker, rather than causing it to bloat from multiple sets of actions (something that's easy for a minion-mancer to cause unintentionally, like the Pathfinder Summoner class).

I have to agree with the idea of an Irc channel, what with how active the thread is. It'd be a big help in communicating/responding to everything quicker.

Selinia
2014-04-04, 01:02 AM
The server Gryphon.MagicStar.net is now hosting [ #TomeOfRadiance ]! I'm not actually available in there right at this moment, since I'm going to bed now and I have stuff in the morning, but the room is up if anyone else feels like popping in. I tend to be on in the evenings most consistently, but I'll always try to have at least a dummy in the channel so I can read anything that gets said when I get back.


Sup. Lurk this thread often, might've even posted in it once or twice. Just stating that inspiration struck me, so I'm putting together a possible Fashionista iconic.

Looking to be level 11, Champion 6/Fashionista 5, and will use Companions. Tenative name is Janna the Dollmaker

Warforged is fine for a race, right? Because unarmored warforged fits the bill nicely for my idea.


Edit: Sorry, I guess this sounds a little forward. First I suppose I should ask to make sure that nobody else was already planning on making the fashionista iconic. :smallredface:

Warforged is perfectly fine as a race! They're definitely not your traditional evokers with their stat array, but there is a lot of flavor potential there, and their toughness has the potential to be a real boon for the combat-focused fashionista.

And I wouldn't worry overmuch about accidentally duplicating efforts. If you have an idea, go for it and just announce that you're doing so. If I somehow wind up with multiple submissions for the same class, I'll try and pick out the best one as the 'official face' - but there's room for more as sample builds.

jamieth
2014-04-04, 07:18 AM
Quick update: the Wiki now includes all the material up to and including page 11.

(Avatar of Light wasn't missed, by the way, it's just that I'm currently limiting Wiki to 3.5, which doesn't have Mythic rules)

Here's the list of issues I found while translating all these PrCs to wiki:

1. Radiant Armourer (Page 9)
1.1 Enchanced Arnoury progresses Enchanced Armament, a feature that no longer exists.
1.2 Reforged Radiance references Enchanced Armaments.
1.3 Forum table requires updating

2. Immortal (Page 11)
2.1 Never Falter lacks a designation. (Ex?)

3. Valkyrie (Page 11)
3.1 Enchanced Armaments no longer exist
3.2 Extra Imbuement coming online on 5th level is missing from the table

4. Redeemer of Nine (Page 11)
4.1 Extra Imbuement coming online on 5th level is missing from the table

Snowfire
2014-04-04, 07:29 AM
Avatar of Light wasn't missed, by the way, it's just that I'm currently limiting Wiki to 3.5, which doesn't have Mythic rules.

No worries, makes sense really :smallsmile:


2. Immortal (Page 11)
2.1 Never Falter lacks a designation. (Ex?)

Ex, yes. Thanks for catching that.

NineThePuma
2014-04-04, 09:44 AM
1. Radiant Armourer (Page 9)
1.1 Enchanced Arnoury progresses Enchanced Armament, a feature that no longer exists.
1.2 Reforged Radiance references Enchanced Armaments.
1.3 Forum table requires updating

The original author is currently AWOL, if his other homebrews are any indication.

I've been considering doing an update of it myself to fit the current incarnation, but a lot of the classes power comes from having billions of enhanced armaments, imo, and I'm not sure how to buff it; my thought process was that the class got 'free' motes invested into any costume effects it had but I worried about the power implications and didn't want to step on any toes by updating a homebrew that wasn't mine.

Selinia
2014-04-04, 11:25 AM
A quick note to anyone working on an Iconic - just to clarify, adding on the following conditions:


Wealth by Level is standard for whatever level the character is at
Hit points are averaged, not rolled
Please avoid any Flaws or Traits



Quick update: the Wiki now includes all the material up to and including page 11.

(Avatar of Light wasn't missed, by the way, it's just that I'm currently limiting Wiki to 3.5, which doesn't have Mythic rules)

Here's the list of issues I found while translating all these PrCs to wiki:

1. Radiant Armourer (Page 9)
1.1 Enchanced Arnoury progresses Enchanced Armament, a feature that no longer exists.
1.2 Reforged Radiance references Enchanced Armaments.
1.3 Forum table requires updating

2. Immortal (Page 11)
2.1 Never Falter lacks a designation. (Ex?)

3. Valkyrie (Page 11)
3.1 Enchanced Armaments no longer exist
3.2 Extra Imbuement coming online on 5th level is missing from the table

4. Redeemer of Nine (Page 11)
4.1 Extra Imbuement coming online on 5th level is missing from the table

Valkyria and Redeemer are fixed.

NineThePuma
2014-04-04, 11:57 AM
Can I offer the suggestion that instead of Armament Effects, we use the term also seen in that section, Imbuements? It's unique, describes what the effect -is- (you imbue the device with motes), and what not.

Also, I totally was half way through updating this when I realized that Armament Effects were Imbuements and not part of the Enhanced Armament class feature.



Repost with a fixed table of the version of the Radiant Armorer seen here (http://www.giantitp.com/forums/showsinglepost.php?p=16139071&postcount=760).


Radiant Armourer

I can't summon any more swords... Time to use magic to invoke an arrow now!
- Chloe von Einzbern, a Radiant Armourer

All evokers learn to summon a costume and device. Few however decide to refine the art of of creating weapons and armour from the light. Those that do are Radiant Armourers. Some focus on equipping their allies, while other focus on using their vast arsenal themselves. Either way, they make a number of weapons.

Requirements
To become a Radiant Armourer, you must fulfil the following criteria:
Feats: Radiant Arsenal, Twinned Device
Skills: Craft (Armorsmithing) 8 Ranks, Craft (Weaponsmithing) 8 Ranks

Class Skill List: Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge [All skills, taken separately] (Int), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magical Device (Cha)
Skill Points at Each Additional Level: 4 + Int modifier.

No changes needed here.

Radiant Armourer
Hit Dice: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialAEL†AEP‡Illuminations


1st
+0
+2
+0
+2Radiance Wrought Arsenal, Standard Issue, Imbuements
+0
+1


2nd
+1
+3
+0
+3Radiant Arsenal, Cartridges +1
+1
+1
+1 level of existing class


3rd
+2
+3
+1
+3Reforged Radiance
+1
+1
+1 level of existing class


4th
+3
+4
+1
+4Radiant Arsenal, Blast Forged Device
+1
+2
+1 level of existing class


5th
+3
+4
+1
+4Cartridges +2, Reflected Radiance
+2
+2


6th
+4
+5
+2
+5Radiant Arsenal
+2
+2
+1 level of existing class


7th
+5
+5
+2
+5Allied Assault
+2
+3
+1 level of existing class


8th
+6
+6
+2
+6Radiant Arsenal
+2
+3
+1 level of existing class


9th
+6
+6
+3
+6Cartridges +3
+3
+3

10th
+7
+7
+3
+7Radiant Arsenal, Effective Arsenal, Mass Assault
+3
+4
+1 level of existing class

† IL = Imbuement Limit
‡ IP = Imbuement Pool

The BAB, saves, HD, etc. worked before. No need to change them now. Minor changes to the table to account for differing abilities, as well as new columns for the addition of the armament effect pool as well as the change in how armament effect limits progresses.

Weapon and Armor Proficiency: A Radiant Armourer gains no additional weapon or armour proficiencies.

The dropping of class requirements for device and costume archetypes makes the weapon and armour proficiency changes no longer necessary.

Illuminations: A Radiant Armourer loses little of her power as an evoker, but she does lose some, focusing on the creation of Radiant Armaments has downsides. At each indicated level, a Radiant Armourer gains an increase in evoker level, illuminations known, illuminations readied, innate illuminations, and personas known as if they had gained a level in an illumination-using class to which they belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one illumination-using class before becoming a Radiant Armourer, she must decide to which class to add each level for the aforementioned purposes.

A minor change to wording to make it match with the most recent official PRC.

Radiance Wrought Arsenal (Ex): A Radiant Armourer is known for the armaments she can create. These armaments are drawn from her radiance wrought arsenal, hereafter referred to simply as her arsenal. The arsenal of the Radiant Armourer consists of all devices, costumes, and radiant shields she may create, from those granted by classes to those granted by the radiant arsenal and blazing aegis feats. All of these are referred to as her armaments, and the sum of all the above is the total number of armaments the Radiant Armourer possesses. When summoning her device or costume, either normally or with the twinned device feat, she may select any of her armaments of the appropriate type. While she only has so many distinct armaments, the radiant armourer may summon as many copies of a single armament as she desires, provided she has enough motes to do so.

Unlike other evokers, the Radiant Armourer is also more adept at making use of the twinned device feat. Rather than being limited to making additional copies of devices, she may make additional copies of any armament she may produce, however costumes and shields made this way not held or worn grant her no benefit. If she has the blazing aegis feat, the Radiant Armourer may select shields in place of choosing a device or costume archetype when gaining the radiant arsenal feat.

Lastly, for every level in Radiant Armourer, she is treated as having two motes invested in twinned device. These motes do not count toward the normal limit of how many motes may be invested at any given time.

Major rewording here to hopefully increase clarity as well as allow easier wording of later abilities. So far as what it does, it isn't much different.

Standard Issue (Ex): Unlike other magical girls who primarily use their armaments themselves, the Radiant Armourer has learned to make her armaments more intuitive to use with only a few basic tips. By spending 15 minutes training an individual, the Radiant Armourer may teach them to treat her devices as common weapons (Stance, Implement, and Marksman are treated as Simple, while all others are treated as Martial). Similarly, costumes may be treated as Light, Medium, Heavy, or no armour by one so trained (for light, medium, heavy, and aura costumes respectively). Shields in turn may be treated as any type of shield for proficiencies and abilities, though the type must be set for that given armament.
When the Radiant Armourer summons her device, she may also summon devices into the hands of allies within 30 feet, while when she summons her costume, she may summon costumes onto allies within 30 feet. In either case she must have invested the needed number of motes into twinned device to make the desired number of armaments. If the Blazing Aegis feat is possessed she may also provide shields much like devices. These shields gain the full shield bonus from any motes invested in the feat, but do not grant it to adjacent allies when used by others.
While in the hands of others, the devices are still at the Radiant Armourer's command. If she so chooses, she may apply her merciful feature to any attacks made by devices she created as a free action, causing the subsequent damage to be non-lethal.

Unfortunately, armaments used by others are not as effective as those used by the Radiant Armourer herself. As such they may only have a single Imbuement at any time, even if the Radiant Armourer herself could have more (see below for more details). Further they may not have motes invested in their costume effects.

Mostly this was just some wording edits as well as adjusting some things to take into account the new archetypes.

Imbuements: A Radiant Armourer is more skilled than most evokers at applying Imbuements. At second level and every fourth level thereafter (2, 5, 9) she may apply an additional Imbuement to her armaments. Further, unlike other evokers, she has a pool of Imbuements to draw on for all her armaments. At first level and every third level thereafter (1, 4, 7, 10) she gains one more Imbuement in her pool than her maximum amount of Imbuements able to be applied to armaments. How this works, is that when selecting Imbuements as normal for an evoker, she instead selects a distribution of effects split between each of the three types of armaments (costumes, devices, and shields). She then selects what Imbuements are in her pool, making sure that there are at least as many in each category as the number of effects applied to armaments in that category (note that shields may have both costume and device effects applied to them). For each of her armaments, she may then assign it any combination of Imbuements of the appropriate type, so long as the total number does not exceed the amount of effects allotted number of effects for that armament category. If this number is greater than two, when summoning the armament she chooses which effect will be the primary one. It is the primary effect that individuals other than the radiant armourer herself gain when using the armament. Note that multiple copies of a given armament need not have the same primary effect.

If the Radiant Armourer would always have a given Imbuement applied due to a feature from another class, it is always applied to devices, costumes, or shields she makes as appropriate. If it would always be treated as having motes invested in it, it is treated as having half that many motes invested in it when used by others. These motes do not count toward any normal limits on motes imbued in devices used by others for Radiant Armourer abilities.

Right, this is essentially a new ability replacing Enhanced Armoury, Enhanced Weaving, and most of Arsenal Effects due to the changes. armaments. Wording seems a bit clunky, but I think overall it is simpler than how it used to be dealing with Enhanced Armoury.

Radiant Arsenal: At every even level, the Radiant Armourer gains Radiant Arsenal as a bonus feat.

There was no need to change this.

Cartridges (Su): At second level the Radiant Armourer gains the ability to make a cartridge for use with her devices. This acts as the champion ability of the same name and stacks with it.

Additionally, the Radiant Armourer may as a swift action load cartridges into devices and costumes she made that are being used by allies, if adjacent to them. The cartridges may be used by the one wielding the device or wearing the costume as a free action on their turn.

The Radiant Armourer gains an additional cartridge at levels 5 and 9.

Also no need to change this.

Reforged Radiance (Su): Unlike other magical girls, a Radiant Armourer has learned to rework her Armaments. Starting at third level, she may spend one hour to reforge a single armament. In this process she may change the archetype and/or the type of the armament so long as she retains at least one costume and one device in her arsenal. If she has the blazing aegis feat she mush also have at least one shield among the armaments in her arsenal. She may use this process to make shields among her armaments count as different types of shields (bucklers, light shields, heavy shields, or tower shields), and with or without shield spikes if applicable for that type of shield. This does not change the AC bonus granted by the shield.

Additionally, she may forge the armament in such a way that it may be imbued with motes even if she is not wielding it herself. An armament forged this way may be prepared such that it can hold a number of motes equal to half the Radiant Armourer's evoker level. As with most evokers, these motes may be applied toward enhancing the effects of Imbuements the armament possesses. If this is done, the Radiant Armourer must determine how many of the chosen type of motes can be invested in each effect applied to the armament. She may also use this process to change Imbuements applied to the given armament so long as she is selecting other Imbuements in her Imbument pool. If she later replaces an Imbuement in her pool with another, she may automatically reassign the preparation to be imbued with motes to the new effect for the device. If the device would not gain the replacing effect, she must reforge it to allow motes to be allocated to another effect.

More than just allowing motes to improve Imbuements though, the Radiant Armourer can forge armaments such that the imbued motes enhance it in other ways. She forge it such that up to half her class level motes may be applied toward granting the armament an enhancement bonus or one or more enchantments of lesser or equal value to the enhancement bonus she could grant (as well as an enhancement bonus for the remainder if she so chooses). If she chooses an enchantment, at least as many motes as that enchantment equates to in an enhancement bonus must be imbued in this effect for it to have any affect.

In the case of shields, in addition to the above options, the Radiant Armourer may prepare it to allow 2 motes to be imbued in a shield armament used by others. If this is done, the shield will grant those adjacent to the user the shield bonus it provides much like if the Radiant Armourer had imbued motes into the blazing aegis feat and was using the shield herself.

The Radiant Armourer can imbue or stop imbuing motes in armaments she creates but does not wielded in the same action she would imbue motes in to the armaments she is using herself. Additionally, if the one using the armament is capable of producing motes, she is capable of imbuing her own motes in these armaments up to the noted limit.

Fairly big change here. The loss of armament enhancements made this ability far less useful in the original version. It has been changed to allow armaments to change types and archetypes, while also allowing mote imbuing for others and enchanting. Not entirely happy with wording on this one as I feel it got kinda sloppy and confusing partway through. Suggestion to fix that are welcome.

Blast Forged Device (Su): Radiant Armourers are more focused on crafting radiant armaments than other magical girls. Even the power of illuminations may be put toward this task. Starting at 4th level, a Radiant Armourer gains access to a unique Blast illumination secondary component.

Device [Radiant Armourer]
[Mote Cost: 3m/rank]
Where most blasts consist of raw power, Radiant Armourers have taken to including devices in them. For each rank in this component, select one device you may summon. When this blast is used, add the damage and effects of that device to the damage and effects of the blast (Note it does not get Strength to damage, it does however gain the benefits of mote imbued in it if any would be). You may select the same device multiple times. If an attack roll is made, the devices in the blast may get critical hits. Roll once to confirm all criticals. Only the damage of devices that succeeded on the critical is increased, and only effects of criticals innate to the devices occur (such as those from enchantments but not those from feats). If the Radiant Armourer has the blazing aegis feat she may also choose shields for this ability, in which case it is treated as being used for a shield bash attack.

Not much change here. Only really made note of imbued motes and that shields may be used in place of devices for shield bashes.

Reflected Radiance (Su): Starting at fifth level, the Radiant Armourer becomes more in tune with her armaments even when not using them. When she imbues motes into an armament she is using all other armaments she creates of the same type (both through twinned device and the device blast augmentation) are treated as having half as many motes imbued in them, if they able to through the reforged radiance ability.She may still choose to individually imbue motes in armaments she is not using herself, though they are not counted for this effect and would be in addition to any mote from this effect. She must choose what these motes would be applied to for the armaments upon imbuing the armaments she herself is using.

This would replace the part of Arsenal Effects from the original Radiant Armourer not already covered in Imbuementss above, though with some minor changes. Might need slightly better wording.

Allied Assault (Su): Starting at 7th level, the Radiant Armourer becomes able to imbue her allies' attacks with power akin to illuminations. As a standard action, the Radiant Armourer may expend up to evoker level in motes. Each ally who is wielding one of her devices may choose to apply the effects of a Blast/Assault illumination the Radiant Armourer has prepared costing 1/2 of the motes spent this way (round down) to one attack made before the beginning of the Radiant Armourer's next turn. Using this effect must be declared before the attack is rolled.

The Radiant Armourer also gains one extra prepared illumination. It may cost up to half her evoker level motes rounded down and must be a Blast illumination with the assault shape, even if she would normally not be able to make use of the assault shape when prepare illuminations. She may change this illumination as she can others when she gains an evoker level so long as it still meets the above requirements. While the allied assault ability my use this illumination, it may also use any other appropriate illuminations the Radiant Armourer has prepared.

So, this was almost completely changed to the suggestion by kestrel404. Differences though are the illumination having to be one the Radiant Armourer has prepared, and also giving her one extra illumination that always fits the requirements. I considered making the extra illumination only usable via this ability, but figured it wasn't that big a deal if she could use it herself.

Effective Arsenal (Su): Upon reaching tenth level, the Radiant Armourer becomes even more skilled at applying Imbuements. Armaments not used by the Radiant Armourer herself may benefit from two Imbuements instead of just one. This secondary Imbuement is chosen in the same way as the primary Imbuement.

Right, this was changed to just allow two effects for armaments used by others. Hopefully it is clear enough in its meaning.

Mass Assault (Su): A Radiant Armourer at tenth level is a master of imbuing her devices with her power such that even those not wielded by anyone may be imbued. When using making a full attack and having her floating devices aid her as per the twinned device feat, she may apply an assault blast to the attack of the floating weapons. This blast only effects creatures that fail the reflex save for half damage, and is only applied a single time, rather than for each weapon taking part. The mote cost of assault blasts used this way may not exceed half the Radiant Armourer's evoker level.

This ability didn't seem to need any change. It also is able to benefit from the illumination granted by the allied assault ability.

jamieth
2014-04-04, 12:38 PM
Oops, my bad - it turns out Owrtho had already posted a fixed version of the Radiant Armourer on page 26, and that is the version linked to from the foirst page

Morcleon
2014-04-04, 03:37 PM
If I might make a recommendation, have you looked at 4E's Psionic system? I believe that there are some solid ideas there you could draw on. In essence, a psionic character has a pool of at-will abilities, and per-encounter resource that can be expended augmenting the invocations in different ways. It would be rather interesting I think to have a few core, very basic powers on a character, with a focus on shaping those into more specific and potent abilities via flexible augmentation. It also stands as a rather interesting mechanical mirror to Illuminations, which are all pretty and pre-built and internal - shadow powers would be unformed and undefined, shaped from the darkness all around.

That's just brainstorming though - it's you're project, and you might have something even better already in mind!

Mm... that's a good idea. I hadn't heard of that system before, so I'll go check it out. ^_^

Selinia
2014-04-04, 07:32 PM
Changelog! First batch of expansions onto our newest illumination type, opening up some new critter options.


Gluttonous companion foundation component added!
Serene companion foundation component added!
Frightful companion secondary component added!
Miniature companion secondary component added!
Amphibious companion secondary component added!

Adam1949
2014-04-04, 07:38 PM
Has it ever been considered to turn the Tome of Radiance into a PDF format? I think it would be really helpful and nice if that were a possibility in the future!

Selinia
2014-04-04, 07:53 PM
It actually has been - it was, at one point, converted just so. That is primarily Jamie's project, though I think he is focused on the wiki at the moment. The tricky thing of course is dealing with the updates for the ToR. A PDF is always going to be behind the thread in terms of errata and content.

Adam1949
2014-04-04, 08:58 PM
Ah, I see. I was just wondering because I kind of want to run a "Tome of <BLANK>" game using the Tomes of Battle, Magic, Radiance, and Spellshaping (AKA Magical ToB) to make a Tier-3 fun-a-palooza, but my potential players want it in an easy-to-read and bookmark format. I don't know how to make PDFs, so alas I'm stuck at an impasse. :smallannoyed:

Regalus
2014-04-04, 09:10 PM
Oh making a PDF is easy. Just copy-paste it all to a Word Document, or similar application, format it as needed/to taste and then when you go to save it; rather than picking the default file format select PDF.

If your program doesn't have the option for it, look up Foxit Reader (http://www.foxitsoftware.com/downloads/). It has an in built PDF creator function which allows you to convert Notepad, Word documents, and other such files into PDFs or make on from scratch; which is pretty much summed up as copy-paste, format as needed/to taste, and save. Congratulations you now have your very own PDF!

THen just manually bookmark the thing as you see fit. Once your done share with your friends.

Selinia
2014-04-04, 09:20 PM
Changelog!


Buffed Blazing Aegis to allow summoning of tower and heavy shields as well as the buckler-esque construct it once generated. Spending a feat ought to get someone above a mediocre shield, and this does a lot to make shielded evokers (previously a rather neglected archetype) more viable.
Added the Shining Mysticism feat! MAD is lousy, and this lets a multiclass evoker survey a much broader sweep of multiclass options.
Added the Eager Companions feat! While many will no doubt prefer to pass on the feat expenditure, the action economy here is invaluable for anyone running a large stable of companions with the intent of combat-swapping frequently.



Ah, I see. I was just wondering because I kind of want to run a "Tome of <BLANK>" game using the Tomes of Battle, Magic, Radiance, and Spellshaping (AKA Magical ToB) to make a Tier-3 fun-a-palooza, but my potential players want it in an easy-to-read and bookmark format. I don't know how to make PDFs, so alas I'm stuck at an impasse. :smallannoyed:

Hmmmmm... it is honestly not my area of expertise either. Hence Jamieth taking the role of scribe for project. If the thread format doesn't do it for them, perhaps pasting it into a word document will? It won't be terribly pretty (particularly the tables, but the text should be fine), but word docs are easy to work with.

Edit: Ninja'd - that works well too.

Adam1949
2014-04-04, 09:27 PM
All really good advice guys, thank you! I'll see if that works, although they're the kind of people that like PDFs to look 'fancy'... annoys me to no end :smallfurious:

Selinia
2014-04-04, 09:39 PM
The current 'Fancy' looking PDF can be found here (http://www.mediafire.com/download/5eraarwokdyppze/Tome+of+Radiance.pdf), but it is exceedingly out of date - only six PrCs present out of the 19 we're currently graced with, and a ton of other missing stuff besides. Its an odd prerequisite, but it may be better than nothing at all if it is all your group will take.

Qwertystop
2014-04-04, 09:48 PM
Table touch-up advice:

class: head alt1 alt2 outer_border

NineThePuma
2014-04-05, 12:08 AM
Ah, I see. I was just wondering because I kind of want to run a "Tome of <BLANK>" game using the Tomes of Battle, Magic, Radiance, and Spellshaping (AKA Magical ToB) to make a Tier-3 fun-a-palooza, but my potential players want it in an easy-to-read and bookmark format. I don't know how to make PDFs, so alas I'm stuck at an impasse. :smallannoyed:

Spellshaping is not a Tome. It's a codex.

Adam1949
2014-04-05, 01:44 AM
Spellshaping is not a Tome. It's a codex.

It's close enough in inspiration to count as a Tome, in my books.

jamieth
2014-04-05, 02:08 AM
I'll definitely get back to PDF as soon as the wiki is more or less finished.

Update: and with that, I declare the wiki up to date; switching into upkeep mode.

Update 2: since it appears I lost all the PDF source material, and since I wanted to try the 2013 Office anyway...

https://www.mediafire.com/#pu1qb72xxav78

Any glaring omissions before I start adding stuff?

Yarghenforgen
2014-04-05, 09:17 AM
I'll definitely get back to PDF as soon as the wiki is more or less finished.

Update: and with that, I declare the wiki up to date; switching into upkeep mode.

Update 2: since it appears I lost all the PDF source material, and since I wanted to try the 2013 Office anyway...

https://www.mediafire.com/#pu1qb72xxav78

Any glaring omissions before I start adding stuff?


I can't seem to access the file. Seems like mediafire did some kind of weird website update. Could you host it on another site?

jamieth
2014-04-05, 09:45 AM
Would Google Drive work?

3.5 version (https://drive.google.com/file/d/0B7PLLmFLwSSzdWtyYTVkTnQ0QTA/edit?usp=sharing)

PF version (https://drive.google.com/file/d/0B7PLLmFLwSSzaEEwRjNJZHVaSkU/edit?usp=sharing)

Yarghenforgen
2014-04-05, 09:51 AM
Would Google Drive work?

3.5 version (https://drive.google.com/file/d/0B7PLLmFLwSSzdWtyYTVkTnQ0QTA/edit?usp=sharing)

PF version (https://drive.google.com/file/d/0B7PLLmFLwSSzaEEwRjNJZHVaSkU/edit?usp=sharing)

Yes, most excellent. Format looks fine to me. Nice and clean.

Adam1949
2014-04-05, 10:23 AM
Yes, the Google Drive version looks wonderful and amazing, thank you!

Selinia
2014-04-05, 01:20 PM
Changelog!


Added the Cuddly companion secondary component. Never enough hugs!
Added the Fluid companion shape component. Live out your dream of subduing foes from atop a throne of glowing bees!
Tweaked the Stargazer - Complex Formula companions now only last for two rounds (the one in which they are summoned, and the next). Previously, Complex formulas inadvertently allowed for persistent companions of disproportionate power.



I'll definitely get back to PDF as soon as the wiki is more or less finished.

Update: and with that, I declare the wiki up to date; switching into upkeep mode.

Update 2: since it appears I lost all the PDF source material, and since I wanted to try the 2013 Office anyway...

https://www.mediafire.com/#pu1qb72xxav78

Any glaring omissions before I start adding stuff?

Worth mentioning, I'm also having difficulty accessing this. Mediafire just takes me to my 'My Files' page when I try to access it. I am admittedly not well versed in how that site works, but I can't find any way to actually download the file, or even just view it.


Would Google Drive work?

3.5 version (https://drive.google.com/file/d/0B7PLLmFLwSSzdWtyYTVkTnQ0QTA/edit?usp=sharing)

PF version (https://drive.google.com/file/d/0B7PLLmFLwSSzaEEwRjNJZHVaSkU/edit?usp=sharing)

This works though. I'm only seeing the Champion, but I'm guessing that is the only one you've uploaded>?

jamieth
2014-04-05, 02:04 PM
It seems I screwed something with Mediafire myself; use the GD for now.
And, yes, I only made the Cbhampion for now - as I said, wanted to gather some opinions on formatting / design before putting in a lot of work into it...

Adam1949
2014-04-05, 02:22 PM
And, yes, I only made the Cbhampion for now - as I said, wanted to gather some opinions on formatting / design before putting in a lot of work into it...

Personally, I think the 'iconic' picture (Sayaka) is a bit too big for the first page, but then again I could be completely blind and not know what I'm talking about :smallwink:

jamieth
2014-04-05, 02:41 PM
Personally, I think the 'iconic' picture (Sayaka) is a bit too big for the first page, but then again I could be completely blind and not know what I'm talking about :smallwink:

I'd say it probably IS too wide... The thing is, the picture is completely square. If I make it a bit smaller, to fit normal height for "iconic" pictures in real DND books, it leaves just a tiny space on the side for text, and it looks ugly; and if I fit to usual width, it becomes really small. The best option might be to crop a bit of her cape on the right side, perhaps?

Selinia
2014-04-05, 04:00 PM
Changelog!


Posted a link to the wiki at the top of the front page, as well as our IRC channel and server!
Everybody give a hand to the Tome of Radiance's first official Iconic - Yarghenforgen's Janna the Dollmaker, for Fashionista!


As for the PDF so far, the way most of the published books seem to get around it is by molding the text around the edge of the picture, but I honestly have no idea if that is plausible or if it would be entirely too much work to be worth it. Barring that, a bit of downscaling or cropping might be best. Alternately, perhaps move the picture and table onto the same page and not worry about fitting other stuff onto it? That is something that I feel would work better in a two-page spread where you could still have text opposite it, but it might work. Just ideas. There's also a missing capitalization on the first word after 'Roles'.

Qwertystop
2014-04-05, 04:10 PM
Might want to just say Fluid Companions have the Swarm subtype instead of individually listing everything the Swarm subtype does.

Lix Lorn
2014-04-05, 08:10 PM
How does Luminous Tinker function now there are four basic types? presumably it's the three you can use, but that probably needs specifying.

Lix Lorn
2014-04-06, 04:09 PM
Also, a few more ideas/questions I came up with building Mira...

The Swarms component loses damage. As written, this wouldn't effect a Tremors blast. I'd suggest replacing 'Against each set of targets after the first, the luminous swarm suffers a cumulative -2d6 to damage as its energy is dispersed over an increasingly large area.' with 'Against each set of targets after the first, the luminous swarm calculates its Foundation component as if it has two motes less, as its energy is dispersed over an increasingly large area.' Has the same effect on power blasts, is slightly less painful on the others, and functions against Tremors.

Ideas:
There's no way to boost mobility with surges. Neither teleporting nor even a movespeed boost. You can do an amusing chain-teleport thing using Returning barriers, but it's a lot of effort for a simple effect.
You can't create a solid/spiked/fiery wall. Something that it'd hurt people to be thrown into. Considering how much I like Tremors, this feels like a shame. :smallwink:
You can create a burst at range with blasts, but can't do so with surges. Presumably this is to stop you throwing a debuff onto a bunch of enemies at once. Which makes sense, as that's exactly what I wanted it for.
Back on mobility, it'd be cool to be able to use something (Like... Tremors! :P ) to propel yourself into the air. Maybe a secondary component at 1m/rank or so that makes you move 5ft/rank directly away from who/whatever you target, and negates falling damage. You could target the ground and fly. It'd be awesome. (Maybe a flat cost, but reduce the distance the target is propelled? 3m, target and you each move 5ft/2m?)

Anyhoo that's all I can recall. Mira is nearing completion. I'm probably going to make her at 17th level as well, for the fun of it.
(Sorry for double post, but there's a lot of stuff here and I want to make it visible)

Edit: Wait, there was one. Would it be possible for one of an Empath's Personae to use Companions if the other use Blasts? Biggest problem I can see with this is that they'd still have any Innate blasts.
Edit: oooh. Maybe a Surge shape component for touch range?

Edit: If an illumination carries both Denunciations and another effect that requires a save - such as Burdens - do they suffer the penalty against that save?

sreservoir
2014-04-06, 05:01 PM
Ideas:
There's no way to boost mobility with surges. Neither teleporting nor even a movespeed boost. You can do an amusing chain-teleport thing using Returning barriers, but it's a lot of effort for a simple effect.

conceptually I'd think mobility enhancement would fit better with barrier for the sake of symmetry ...

returning barrier teleporting isn't actually that complicated, though; you set up the barrier, then use a move action to move through it.


Likely a move-boosting Barrier, at the very least. Rainbow Road is in my list of 'things to re-enable when I figure out a good way how and have time to write it down'.

speaking of which.

offhand maybe a secondary component which allows a barrier's effects to be selectively-effective and a maybe a secondary component which increases movement speed either through or along the edge of a barrier, probably better through the interior, and then barricades ramparts would do it?

of what currently exists, the best I'm coming up with in terms of increasing movement is dominions barrier with returning, tacking on ranks of pilgrimage as necessary.

at high levels you can impose objective directional gravity and fall your way to where you want, I guess ...


You can't create a solid/spiked/fiery wall. Something that it'd hurt people to be thrown into. Considering how much I like Tremors, this feels like a shame. :smallwink:

bombs does that. of course, you can't throw someone into one on the same turn due to action economy.

... I note that each bomb doesn't explicitly stop existing after the first explosion. they probably should.


Back on mobility, it'd be cool to be able to use something (Like... Tremors! :P ) to propel yourself into the air. Maybe a secondary component at 1m/rank or so that makes you move 5ft/rank directly away from who/whatever you target, and negates falling damage. You could target the ground and fly. It'd be awesome. (Maybe a flat cost, but reduce the distance the target is propelled? 3m, target and you each move 5ft/2m?)

things that would be cool: a blast which entirely foregoes dealing damage and just forces movements :&&

I note that tremors would blast away a tarrasque, but not a small figurine ...


Edit: Wait, there was one. Would it be possible for one of an Empath's Personae to use Companions if the other use Blasts? Biggest problem I can see with this is that they'd still have any Innate blasts.

that would make the restriction pointless ...

Lix Lorn
2014-04-06, 05:09 PM
conceptually I'd think mobility enhancement would fit better with barrier for the sake of symmetry ...

returning barrier teleporting isn't actually that complicated, though; you set up the barrier, then use a move action to move through it.
Complicated is the wrong word. It just doesn't seem to be the purpose of the component, judging by the fluff and name.


of what currently exists, the best I'm coming up with in terms of increasing movement is dominions barrier with returning, tacking on ranks of pilgrimage as necessary.

at high levels you can impose objective directional gravity and fall your way to where you want, I guess ...
The former is what I have. And I noticed the latter as funny. xD


that would make the restriction pointless ...
A little bit, yeah. You'd still not be able to use both at once.
Dunno. Was just a thought.

caledscratcher
2014-04-06, 07:23 PM
I've had a thought at the back of my mind for a while that's been bugging me quite a bit. Like something very obvious was missing from this beautifully radiant tome. And then it hit me: races.

Thus, I present four new races for ToR: the Dawn Elf, the Constellation-Touched, the Crater Dwarf, and the Mascot.

Dawn Elves:
Elves that saw the truthful way of the sun's valor, they burned away their long lifespan to gain an innate connection to the sun's glory.

+2 CHA, -2 WIS. Dawn Elves are intrinsically passionate, which causes them to be a bit worse at noticing social cues.
30 foot move speed.
Medium Humanoid (Elf, Radiant).
Low-light Vision.
Innate Motes: Dawn elves innately have two motes, so a class-based mote pool has a maximum limit of two greater than normal.
Radiant Sight: Dawn elves can imbue their eyes with a powerful glimmer. For every 1m invested in this racial trait, the Dawn Elf gains a +1 radiant bonus to Spot and Search checks.
Weapon Proficiency: Proficient with longswords, rapiers, and shortbows.
Favored Class: Champion.
LA +0.


Constellation-Touched:
Humans who have had the stars smile down upon them, the constellation-touched are powerfully adaptable.

-2 CON.
30 foot land speed.
Medium Humanoid (Human, Radiant).
Innate Motes: Constellation-touched innately have two motes, so a class-based mote pool has a maximum limit of two greater than normal.
Radiant Adaptability: Each morning, the constellation-touched gains a bonus feat for which she meets the prerequisites, which lasts for that day.
Constellation-touched suffer a -1 luck penalty to AC, as the stars believe that their adaptability comes at a cost.
Favored Class: Stargazer.
LA +0.


Crater Dwarves:
Dwarves who believe that the craters of the moon simply make its radiance mightier within their hearts, the crater dwarves are hardly lacking in prowess.

+2 WIS, -2 CHA.
20 foot land speed.
Medium Humanoid (Dwarf, Radiant).
Darkvision.
Innate Motes: Crater dwarves innately have two motes, so a class-based mote pool has a maximum limit of two greater than normal.
Glimmering Rock: Crater dwarves can imbue their senses with radiant power. For every 1m invested in this racial trait, the crater dwarf gains a +1 radiant bonus to Appraise and Craft checks relating to stone and metal, and a +1 bonus to resist being tripped or bull-rushed while on the ground. If a crater dwarf has at least 4m invested in this racial trait, they gain a +2 bonus on attack rolls against goblinoids and orcs and a +2 bonus on saving throws against spells and spell-like abilities.
Favored Class: Empath.
LA +0.


Mascot:
Animals who were blessed with radiant sapience, the Mascots are charismatic and helpful when dealing with Evokers of any sort.

+2 CHA, +2 INT, -2 CON, -2 STR. Mascots know and understand the light's ways, but their slight frames makes them regrettably frail.
20 foot base land speed.
Small humanoid (Mascot, Radiant).
Low-Light Vision.
Innate Motes: Mascots have an innate mote pool of four motes. This causes class-based mote pools to have a maximum limit of four greater.
Knowledge of Light: Mascots can imbue their minds with glistening knowledge. For every 1m invested in this racial trait, the mascot gains a +1 radiant bonus to all Knowledge checks to do with evokers and evoking. For every 3m invested in this racial trait, the mascot gains a +1 radiant bonus to Knowledge checks in general.
Helping Hand: Mascots can assist their allies with the power of light. For every 2m invested in this racial trait, when the mascot uses the aid another action, they provide an additional +1 bonus.
Favored Class: Any.
LA: +0.

sreservoir
2014-04-06, 07:36 PM
Constellation-Touched:
Humans who have had the stars smile down upon them, the constellation-touched are powerfully adaptable.

No ability score modifiers.
30 foot land speed.
Medium Humanoid (Human, Radiant).
Innate Motes: Constellation-touched innately have two motes, so a class-based mote pool has a maximum limit of two greater than normal.
Radiant Adaptability: Each morning, the constellation-touched can give up a number of motes equal to half her Evoker level (minimum 1) to gain a bonus feat for which she meets the prerequisites for that day.
Favored Class: Stargazer.
LA +0.



is basically strictly better than human at everything other than making a contract and becoming a magical girl ...

(there aren't that many cases where an extra skill or the ability dip exactly one class to a lower level than your highest-level class outweigh pick a feat in the morning. losing half your motes, though, is kind of a drawback)

caledscratcher
2014-04-06, 07:50 PM
Alright, I've changed radiant adaptability to be a bit better. If there are other problems (I was a bit confused), please let me know. I'm a lot more used to Pathfinder brewing than 3.5e, regrettably. EDIt: Alright, nerfed them a bit more. Hopefully this works.

Lix Lorn
2014-04-06, 08:27 PM
I like the races! Think the Constellation-Touched got over-nerfed. -1 AC or -2 con would either be good, both is overkill.

Anyway... I have my iconic Empath. :)
Presenting Mira of many faces, at levels
One (http://www.myth-weavers.com/sheetview.php?sheetid=850984)
Seven (http://www.myth-weavers.com/sheetview.php?sheetid=851048)
Twelve (http://www.myth-weavers.com/sheetview.php?sheetid=851079)
And just to finish her story, Seventeen. (http://www.myth-weavers.com/sheetview.php?sheetid=851922)

(Level seventeen she has become scary. A decent part of the scary comes from the Might Surge, which gives +12 Dex constantly as long as she can spare a swift action every six actions.)

Ilorin Lorati
2014-04-07, 01:48 AM
I'm not so sure I like mascot as a legitimate race as it tacitly cuts out a pretty hefty chunk of animals from being mascots. Obviously for the sake of a player who wanted to play a mascot it'd be necessary, but wouldn't most of the time the mascot be a DM tool?

jamieth
2014-04-07, 08:07 AM
I started uploading the iconics to the wiki; so far done with Janna and two lesser forms of Mira. And trust me, the evokers have one heck of a statblock - empaths doubly so :-)

PDF progress might be slow for a while, unfortunately...

Lix Lorn
2014-04-08, 10:56 PM
So... I rewrote the Dark Magical Girl from the original class to fit with the new rules. A few things changed, but largely it's just copy paste, and so mostly Sel's work.


Fallen Star


"You say you know no sadness? How can you look at me like that and still say that?"
-Fate, a dark magical girl

The wielders of light are defined by innocence. Their eyes view the world with joy and wonder, seeing every pain and sorrow as something to ease, every evil as a foe to fight. The are the purest crusaders of goodness and light in the world, and for most, that worldview is unshakable. But on those rare and terrible occasions in which that innocence is lost, they fall hard. For most, realizations of the hardships of the world are a fact of life - for the champions of light, each one is another pebble in an avalanche that slowly buries their entire worldview.

Some of these fallen heroes wield a power all their own - the power of their hurt and loss, and their anger at the treason of the world. Lost and uprooted, they are warriors whose reason to fight has been stripped away. Seldom is their new one half so wholesome.

Requirements
To become a Fallen Star, you must fulfill all the following criteria.
Base Attack Bonus: +4
Evoker Level: At least three.
Special: Must have the Power of Friendship class feature.
Special: When confronted by the 'true' nature of reality, and unable to find a way to keep going, you broke down.

Class Skill List:Balance (Dex), Bluff (Cha), Concentration (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Heal (Wis), Jump (Str), Perform (Cha), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Tumble (Dex), Use Magic Device (Cha)
Skill Points at Each Level: 4 + Int modifier.

Fallen Star
Hit Dice: d8

LevelBase Attack BonusFort SaveRef SaveWill Save
Special
1st
+1
+0
+2
+2Memories of Light, Rage of Tears, Shining Fragments, Suppress Emotions
2nd
+2
+0
+3
+3Bleak Revelation: Denial
3rd
+3
+1
+3
+3Numbed Body
4th
+4
+1
+4
+4Bleak Revelation: Anger
5th
+5
+1
+4
+4Ravaged Mind
6th
+6
+2
+5
+5Bleak Revelation: Bargaining[
7th
+7
+2
+5
+5Deadened Heart
8th
+8
+2
+6
+6Bleak Revelation: Denial
9th
+9
+3
+6
+6Lost Spirit
10th
+10
+3
+7
+7Bleak Revelation: Acceptance

Weapon and Armor Proficiency: A Fallen Star gains no proficiency with any weapon or armor.

Memories of Light: The radiance of the light does not forsake its champions, even when they have forgotten all they used to know of hope and innocence. It does not, however, grow more potent.
A Fallen Star retains access to their radiant armaments and to their illuminations, and they continue to enhance in power as she grows. They add their levels in Fallen Star to their evoker level, and to any one of their existing evoking classes to determine their Imbuements. They do not gain additional Illuminations known or readied, personae, or other class-dependent benefits.

Rage of Tears: For a Fallen Star, fury and sadness are one and the same. She put her whole being into protecting the world, into fighting for goodness and light – and the world paid her back with the cruel joke of the impossibility of their task. So she does the only thing she can: lash out, with all her pain and hurt.

As a free action that can only be taken during her turn, a Fallen Star can fly into a rage of tears. While in this state, the corrupted radiance of her anger and pain grants several benefits. Firstly, it provides a +4 bonus to her evoker stat, and a +2 bonus to Strength and to Dexterity. In addition, she may use her evoker stat modifier on attack rolls, instead of Strength or Dexterity, and may add it to her damage rolls. Finally, she may treat her base attack bonus from evoker classes as being equal to her evoker level, including any iterative attacks. However, the depths of negativity that provide the Rage of Tears make it impossible for the Fallen Star to use Illuminations, although they may still make use of an Implement device or a Resplendent Armament Effect.

A Fallen Star’s rage of tears lasts for a number of rounds equal to her (newly improved) evoker stat modifier, although she may end her rage early as a swift action, and her rage automatically ends at the end of an encounter, regardless of how many rounds are remaining, and she may not enter a rage of tears outside of combat.
She may enter her rage only once per encounter, but there is no limit to how many times she can enter it per day. When her rage ends for any reason, there are several effects. Firstly, her mote pool is always returned to its normal maximum size, and it is completely refilled, excepting any currently invested motes. The difference between your mote pool's maximum size and the number of motes it contained before ending your rage is often used to calculate the power of Revelation abilities, which are described in their own section.
Finally, when her fury expends itself, it leaves her a sobbing emotional wreck. For the remainder of the encounter, she takes a -2 penalty to attack rolls, damage rolls, saves, and ability and skill checks.

Shining Fragments: While a Fallen Star may still manipulate the power of the light, it is difficult for them, both magically and emotionally. Whenever they use an illumination, they temporarily lower the maximum size of their mote pool by half the Illumination's cost. Their mote pool returns to normal size at a rate of one mote per minute, or through the motegain given by their Rage of Tears. The reduced size of their motepool does not effect the illuminations they can use, except by whether they can afford them, and it has no effect on invested motes, which continue to function.

As a side benefit, a Fallen Star often finds herself with too few motes to use their Illuminations at full power. They may invoke Illuminations with a higher mote cost than their current supply, but must remove components to lower its mote cost to a level they can afford. Their foundation component is also lowered to match the new cost. They may not add new or different ranks.

Suppress Emotions (Ex): Many Fallen Stars learn to cope with their emotions by suppressing them. While this does temporarily alleviate the pain, it does nothing to help their mental stability and comes with consequences of its own. As a swift action, while in rage of tears, the Fallen Star may choose to suppress her emotions. While doing so she gains none of the normal benefits from being in her rage of tears, instead taking a -2 penalty to their evoker stat and gaining a +1 bonus to will saves.

Each turn she begins while suppressing her emotions increases the number of remaining rounds in her rage of tears by 1, rather than reducing it. While suppressing her emotions, a Fallen Star's motes bleed away - and the seething, bottled feelings amplify the inevitable eruption. If she begins her turn with her emotions suppressed, a Fallen Star loses motes equal to a quarter her evoker level. She may not channel any of her bleak revelations while suppressing her emotions, although she can use her illuminations. Ceasing to suppress her emotions is a swift action.

Bleak Revelation (Ex): A Fallen Star’s heart is a raw and battered thing – once broken, it now wallows in a torrent of awful realizations. At each even-numbered level, she gains further insight into the depravities of the world she once thought pure. When she enters her Rage of Tears, the Fallen Star can choose to channel any of the revelations she has learned as a part of that rage, though only one revelation may be channeled at a time. Switching to channel a different revelation is a swift action.


Denial

At second level, the Fallen Star learns of the deceit and willful blindness of a world that sees her pain and does nothing to ease it. When channeling the revelation of denial, the Fallen Star may take a 5-foot-step as an immediate action when an enemy she threatens takes a 5-foot-step, so long as the movement would allow her to threaten the target again. Additionally, her melee attacks may ignore an amount of DR up to her evoker stat modifier. Ending her rage of tears while channeling the revelation of denial allows a Fallen Star to pound her broken spirit into the ground itself; a number of spaces within 40 feet up to twice her (raging) evoker stat modifier become difficult terrain until the end of the encounter, and enemies that move through such spaces take damage equal to the number of motes the Fallen Star regained when she ended her rage. She and her allies may move through these spaces as if they were normal terrain.

Anger

At fourth level, the Fallen Star learns that love is fragile, but hate has power all its own – if the world has no justice, she will make her own bloody vengeance. When channeling the revelation of anger, any enemy that damages the Fallen Star in melee takes damage equal to her evoker stat modifier. Ending her rage of tears while channeling anger allows the Fallen Star to make a single melee attack at her highest bonus; if the attack is successful, it is automatically a critical hit, and the critical multiplier increases by one for every ten motes the Fallen Star regained when she ended her rage. If the attack misses, it deals damage as if it had been a normal hit.

Bargaining

At sixth level, the Fallen Star comes to realize that for all the talk of nobility and sacrifice on the wind, the world is driven by fear – people will pay any price, and worship any heroic dupe, for just a little more life. While channeling the revelation of bargaining, any creature hit by one of the Fallen Star’s attacks takes a -2 penalty to attack rolls and AC for one full round. This penalty is cumulative if she makes multiple attacks against the same target. Ending her rage of tears while channeling bargaining forces all enemies within 30 feet to make fortitude save with a DC of [10 + the Fallen Star’s class level + her (improved) evoker stat modifier]; creatures that fail the save are treated as shaken until the end of the encounter, but the penalties inflicted by that condition are increased by one for every eight motes the Fallen Star regained when she ended her rage.

Despair

At eighth level, a Fallen Star finally succumbs to the terrible truth that everything she went through was ultimately pointless – she could have fought on to her very last breath for the light, and it wouldn’t have mattered one bit in the end. While channeling the revelation of despair, the Fallen Star gains a bonus to attack and damage rolls whenever she is not a full health. This bonus is initially +1, and increases by an additional +1 for every ten points by which her current health is lower than her maximum health. Ending her rage of tears while channeling despair deals damage equal to [the Fallen Star’s maximum hit points - her current hit points + twice the number of motes she regained when she ended her rage] to each enemy within 30 feet, allowing a fortitude save with a DC of [10 + the Fallen Star’s class level + her (improved) evoker stat modifier] for half damage.

Acceptance

At tenth level, a Fallen Star takes the final and most difficult step in her journey: learning to accept what she has learned, and to find her place in a world much darker than she had ever imagined. She has tempered her sorrow to a peerless edge, and can wield it as deftly as any master with their weapon. One per encounter, as a standard action, the Fallen Star can generate an effect as if she had ended her rage of tears without actually doing so.

Numbed Body (Ex): At third level, a Fallen Star has learned to block out physical pain as so much noise. All the cuts and bruises in the world can’t compare to the pain she feels inside. Once per encounter she may gain DR/- equal to her evoker stat modifier for one round, which stacks with any other DR she may possess. She gains an additional use of this ability per encounter at fifth level, and every odd-numbered level thereafter. Expending a use of Numbed Body (on this or any other ability) is an immediate action.

Ravaged Mind (Ex): At fifth level, the Fallen Star’s mind has become a broken thing, but the lessons etched into it are not soon forgotten. By expending a use of Numbed Body, she may treat a single attack roll, saving throw, or skill check she has just made as if the result had been a 10.

Deadened Heart (Ex): At seventh level, the Fallen Star feels almost nothing past the pall of her sadness – worldly afflictions mean little to her. By expending a use of Numbed Body, she may purge a single poison or disease (even a magical one) from her system, completely removing its effects. Alternately, she may remove any one of the following conditions if they are afflicting her: Blinded, Dazed, Deafened, Exhausted, Fatigued, Nauseated, or Sickened.

Lost Spirit (Ex): At ninth level, a Fallen Star’s grief has etched itself so strongly into her that it seems capable at times of overwriting death itself. When the Fallen Star would be slain by a death effect, she may expend two uses of her Numbed Body to instead be reduced to -9 hit points and instantly stabilized.

Sample Fallen Star
Reina (http://www.myth-weavers.com/sheetview.php?sheetid=856263)

Selinia
2014-04-10, 02:27 AM
Changelog!


Mira of Many Faces is our new Iconic Empath! Say hi! Several times, if need be.
Swarms blast shape component fixed.
Luminous Tinker feat fixed
The Fallen Star PrC, drawing on its heritage as the classic Dark Magical Girl, has been added to the front page!


Working on more stuff, particularly some of the lovely suggestions submitted. I actually have several new illumination components written up, but I'm running smack into that nasty character limit on the Illuminations post. As such, I've got no choice but to migrate the other Illumination types to their own posts, like the Companions type has experienced. I'm just a bit too tired to manage that right this moment.



Edit: Wait, there was one. Would it be possible for one of an Empath's Personae to use Companions if the other use Blasts? Biggest problem I can see with this is that they'd still have any Innate blasts.

Edit: If an illumination carries both Denunciations and another effect that requires a save - such as Burdens - do they suffer the penalty against that save?

The Companion/Blast decision is made you you gain your first evoker level - as different personas aren't differing classes, this unfortunately will not work.

The components would resolve simultaneously, not in sequence, so the penalty from Denunciations would not apply.


I've had a thought at the back of my mind for a while that's been bugging me quite a bit. Like something very obvious was missing from this beautifully radiant tome. And then it hit me: races.

Thus, I present four new races for ToR: the Dawn Elf, the Constellation-Touched, the Crater Dwarf, and the Mascot.

Dawn Elves:
Elves that saw the truthful way of the sun's valor, they burned away their long lifespan to gain an innate connection to the sun's glory.

+2 CHA, -2 WIS. Dawn Elves are intrinsically passionate, which causes them to be a bit worse at noticing social cues.
30 foot move speed.
Medium Humanoid (Elf, Radiant).
Low-light Vision.
Innate Motes: Dawn elves innately have two motes, so a class-based mote pool has a maximum limit of two greater than normal.
Radiant Sight: Dawn elves can imbue their eyes with a powerful glimmer. For every 1m invested in this racial trait, the Dawn Elf gains a +1 radiant bonus to Spot and Search checks.
Weapon Proficiency: Proficient with longswords, rapiers, and shortbows.
Favored Class: Champion.
LA +0.


Constellation-Touched:
Humans who have had the stars smile down upon them, the constellation-touched are powerfully adaptable.

-2 CON.
30 foot land speed.
Medium Humanoid (Human, Radiant).
Innate Motes: Constellation-touched innately have two motes, so a class-based mote pool has a maximum limit of two greater than normal.
Radiant Adaptability: Each morning, the constellation-touched gains a bonus feat for which she meets the prerequisites, which lasts for that day.
Constellation-touched suffer a -1 luck penalty to AC, as the stars believe that their adaptability comes at a cost.
Favored Class: Stargazer.
LA +0.


Crater Dwarves:
Dwarves who believe that the craters of the moon simply make its radiance mightier within their hearts, the crater dwarves are hardly lacking in prowess.

+2 WIS, -2 CHA.
20 foot land speed.
Medium Humanoid (Dwarf, Radiant).
Darkvision.
Innate Motes: Crater dwarves innately have two motes, so a class-based mote pool has a maximum limit of two greater than normal.
Glimmering Rock: Crater dwarves can imbue their senses with radiant power. For every 1m invested in this racial trait, the crater dwarf gains a +1 radiant bonus to Appraise and Craft checks relating to stone and metal, and a +1 bonus to resist being tripped or bull-rushed while on the ground. If a crater dwarf has at least 4m invested in this racial trait, they gain a +2 bonus on attack rolls against goblinoids and orcs and a +2 bonus on saving throws against spells and spell-like abilities.
Favored Class: Empath.
LA +0.


Mascot:
Animals who were blessed with radiant sapience, the Mascots are charismatic and helpful when dealing with Evokers of any sort.

+2 CHA, +2 INT, -2 CON, -2 STR. Mascots know and understand the light's ways, but their slight frames makes them regrettably frail.
20 foot base land speed.
Small humanoid (Mascot, Radiant).
Low-Light Vision.
Innate Motes: Mascots have an innate mote pool of four motes. This causes class-based mote pools to have a maximum limit of four greater.
Knowledge of Light: Mascots can imbue their minds with glistening knowledge. For every 1m invested in this racial trait, the mascot gains a +1 radiant bonus to all Knowledge checks to do with evokers and evoking. For every 3m invested in this racial trait, the mascot gains a +1 radiant bonus to Knowledge checks in general.
Helping Hand: Mascots can assist their allies with the power of light. For every 2m invested in this racial trait, when the mascot uses the aid another action, they provide an additional +1 bonus.
Favored Class: Any.
LA: +0.


I do plan on the inclusion of ToR races at some point, but in all honesty I would prefer to take some time on these and make them more than just sparkly versions of PHB races. With the exception of the constellation-touched, who are quite likely broken, there doesn't seem to be anything really mechanically wrong with these races, but... this is something that I'd like to see worked out fully, not just as a couple statblocks.


I like the races! Think the Constellation-Touched got over-nerfed. -1 AC or -2 con would either be good, both is overkill.

Anyway... I have my iconic Empath. :)
Presenting Mira of many faces, at levels
One (http://www.myth-weavers.com/sheetview.php?sheetid=850984)
Seven (http://www.myth-weavers.com/sheetview.php?sheetid=851048)
Twelve (http://www.myth-weavers.com/sheetview.php?sheetid=851079)
And just to finish her story, Seventeen. (http://www.myth-weavers.com/sheetview.php?sheetid=851922)

(Level seventeen she has become scary. A decent part of the scary comes from the Might Surge, which gives +12 Dex constantly as long as she can spare a swift action every six actions.)

You've heard all I have to say about this in the IRC already, but I'll say it again here - lovely work! With a fun build, a backstory to tie heavily into the class's fluff, and adventure hooks and character arc to make her an adaptable and interesting NPC, Mira sets the gold standard for the base class iconics to follow her.

Selinia
2014-04-10, 10:26 AM
Blast Components

Foundation Components:
Clinging [Stargazer]
While most blasts are near-instantaneous effects, some skillful evokers are capable of enticing them to linger on. This weakens the initial burst of power... but continues to eat away at the blast's target to devastating effect. A blast with this foundation deals 1d4 damage for each mote of the illumination's cost. Further, when you successfully deal damage to a target with an illumination possessing this component, they must make a fortitude save. If they succeed, this component has no further effect. If they fail, they take damage equal to half the original damage dealt by the blast at the beginning of each of their turns for a number of rounds equal to one third the illumination's mote cost.

Demolitions [Champion, Empath, Stargazer]
Much of the time, a magical girl must hold back. Show restraint. As fun as it may be to unleash a furious cascade of destructive potential, it is generally deemed morally unsound to reduce random bystanders to smears of assorted vital fluid on the ground. The demolitions component, however, optimizes a blast for peerless devastation. While it is less than ideal for dealing with animate foes, the heavy-handed destructive force is capable of obliterating even the most resilient obstacles. A blast with this foundation deals 1d4 damage for each mote of the illumination's cost, and ignores any hardness its targets may possess. Additionally, the blast deals double damage against objects. For every 4m in the illumination's final cost, the damage multiplier against objects increases by one.

Flare [Empath, Stargazer]
There is a limit to the radiant power a mortal body can hold. Evokers are capable of regulating their personal flow of luminescence almost instinctively, but other creatures are far less fortunate. A blast with this foundation rolls damage as usual, dealing 1d8 damage for each mote of the illumination's cost. However, targets do not take this damage immediately. Instead, the blast lies dormant within them, discharging as soon as the target takes damage from another source. If the target does not take any damage within a number of minutes equal to the number of motes in this illumination's final cost, the latent energy dissipates harmlessly. Latent damage from multiple applications of Flare blasts by a single evoker stack, and are discharged as a single unit. Flare blasts from different evokers stack, but are tallied separately. Any damage dealt with the same action as the blast, such as the weapon damage of an Assault illumination, does not trigger this effect. If the latent damage on a target is about to discharge, the evoker may choose to prevent the discharge of her own Flare blasts as an immediate action.

Lures [Champion, Empath, Stargazer]
Snaring their foes with powerful blowback or chains of radiant power, evokers have little tolerance for those clumsy or foolish enough to attempt to flee their justice. A creature or unattended object struck by a blast augmented with this effect (or who fails their reflex save for half damage in the case of area of effect blasts) is dragged in a straight line towards the blast’s origin point a distance of 5 feet for each mote of the illumination's cost. At the end of this movement, the target is rendered prone, and takes 1d6 points of damage for each 10 feet of distance traveled. If the target's motion is stopped before completion by anything other than reaching the blast's point of origin (such as by a wall), they take an additional 1d6 points of damage for every 5 feet they would have traveled beyond their stopping point.

Power [Champion, Empath, Stargazer]
Blasts are, at their heart, nothing more than untamed surges of energy, amplified to incredible levels. While it is possible to refine this further, most magical girls simply do not bother - what such an rough-hewn blast might lack in finesse, it makes up for in raw power. A blast with this foundation deals 1d6 damage for each mote of the illumination's cost.

Tremors [Champion, Empath, Stargazer]
Imbuing their blast with pure kinetic force, a magical girl can use this illumination to literally blow her enemies away. A creature or unattended object struck by a blast augmented with this effect (or who fails their reflex save for half damage in the case of area of effect blasts) is knocked away from the blast’s origin point a distance of 5 feet for each mote of the illumination's cost. You may choose the trajectory of the target's forced movement, but it must be in a straight line away from the origin point. At the end of this movement, the target is rendered prone, and takes 1d6 points of damage for each 10 feet of distance traveled. If the target's motion is stopped before completion (such as by a wall), they take an additional 1d6 points of damage for every 5 feet they would have traveled beyond their stopping point.

Shape Components:

Cascade [Champion, Empath, Stargazer]
[Mote Cost: 0m + 3m/rank beyond the first]
A single blast of power is the calling card of many magical girls. Brutal, overpowering... and incredibly inelegant. For situations calling for a measured hand and precise aim, it is common for magical girls to configure a barrage of lesser blasts, annihilating enemy forces with the precision of a laser blade. The illumination targets up to one creature per rank in the Cascade component within a 60' base range with a ranged touch attack. The evoker makes only a single attack roll, comparing it to the touch AC of each of her targets.

Assault [Champion, Empath]
[Mote Cost: 1m]
Among more martially inclined magical girls, a direct assault is often a far more intuitive strategy than fiddling about with channeling illuminations independently. Born of this mentality, the Assault component allows a blast to be delivered in the form of an attack (not a touch attack) with your device, delivering the effects of a blast along with those of an ordinary attack on a successful hit. Although an assault blast is normally a standard action, it may be also used in place of a single attack in a full attack routine, or in place of the attack made at the end of a charge.

Imbue [Champion, Empath]
[Mote Cost: 1m]
When a warrior of the light wishes to exercise a measure of finesse beyond that of a simple, brute-force assault, it is not uncommon for her to by stymied by the volatile nature of her own power. Designed as a means to work around this instability, the Imbue component infuses an evoker's weapon with radiant energy, ready to be discharged at a moment's notice. A blast with this component is activated as a swift action, rather than a standard action, empowering any single weapon she is currently wielding. The next time the magical girl makes a successful attack with that weapon, the target of her attack suffers the effects of the imbued blast along with those of the attack itself. If it is not discharged, the imbuement fades at the beginning of the evoker's next turn.

Beam [Champion, Empath, Stargazer]
[Mote Cost: 1m + 2m/rank beyond the first]
On occasion, one comes across a situation that would be best resolved by an enormous laser of radiant destruction. For some magical girls, this occasion is 'always', and the beam component is the tool with which they carry out their tasks. The illumination becomes a line with a length of 15’ for every rank of this component applied to the blast. Targets within the area of effect can attempt a Reflex save for half damage. For every four ranks of this component, the evoker may increase the width of their line attack by 5'. The width of a beam illumination is chosen upon its crafting.

Challenge [Champion, Empath]
[Mote Cost: 1m + 2m/rank beyond the first]
Cowards falter when faced with the splendor of the light - the art of the challenge was perfected by a former knight who seethed at the thought of foes besmirching her honor with their wanton refusal to do battle on even terms. A blast with the Challenge component targets one creature per rank within a base range of 40'. The targeted creatures experience no immediate effects, but are immediately placed under the effect of the evoker's challenge until the end of the evoker's next turn. For every rank in this component beyond the first, the challenge lasts an additional round. Should a creature under the evoker's challenge willingly deal damage to or force a saving throw by any creature other than the evoker herself, she may smite the offending creature as a free action. This smite deals the full effect of the blast, and strikes unerringly regardless of distance or obstacles between the evoker and the target. Once a smite has been discharged upon a creature in this manner, that creature ceases to be affected by the evoker's challenge. An individual creature may be afflicted with multiple challenges at once, but the evoker may only make one retributive smite against any single triggering action. If you are rendered unconscious by any means, any challenges you have issues immediately end, regardless of remaining duration.

Eruption [Champion, Empath, Stargazer]
[Mote Cost: 1m/rank]
Calling upon the maelstrom of radiant energy in a magical girl’s soul, this component converts a blast into a raw, unbridled eruption of power. The illumination gains a blast radius of 5’ per rank of this component, centered on you. You may include yourself as a target of the eruption or be shielded from it, chosen whenever the illumination is evoked. The illumination no longer can be used at range, no longer requires an attack roll, and allows its targets the opportunity to make a Reflex save. On a successful save, the blast deals half damage.

Embraces [Champion, Empath]
[Mote Cost: 1m]
Sometimes, aiming is hard, and worrying about fiddly stabby things or sparkly lasers is just way too much trouble to be worth it. For the targeting-impaired or just plain reckless, however, there is always a more direct approach. The illumination targets a single creature you are currently grappling. No attack roll is required, and no saving throw is offered against the effects of this blast.

Explosion [Empath, Stargazer]
[Mote Cost: 1m + 2m/rank beyond the first]
Following the ancient wisdom that a sufficiently large blast radius can solve any problem, the explosion component converts a blast from a single-target attack into a radial burst. The illumination may be targeted anywhere within a base range of 60', and possesses a blast radius of 5’ for each rank of this component Targets within the area of effect can attempt a Reflex save for half damage.

Storms [Empath, Stargazer]
[Mote Cost: 1m + 2m/rank beyond the first]
By carefully shaping a burst of radiant energy, an evoker can carpet entire swathes of terrain with a furious storm of power. The illumination becomes a cone with a length of 10’ for every rank of this component. Targets within the area of effect can attempt a Reflex save for half damage.

Bombs [Stargazer]
[Mote Cost: 2m/rank]
Radiant power is inherently unstable - it can be channeled, refined, and redirected, but its eventual eruption is all but inevitable. The illumination no longer requires an attack roll, instead allowing the magical girl to scatter a number of energy bundles equal to [2 * ranks] anywhere within a base range of 20'. Energy bundles may only be placed in unoccupied squares, and no more than one bundle may be placed in any given square. Whenever a creature enters an energy bundle's square, that bundle detonates with a blast radius of 5'. Targets within the area of effect can attempt a reflex save for half damage. At the beginning of the evoker's next turn, all remaining energy bundles detonate. Creatures or objects caught in multiple simultaneous detonations only make a single saving throw, and only take the illumination's damage once, but the reflex save DC increases by +2 for every overlapping explosion beyond the first.

Swarms [Empath, Stargazer]
[Mote Cost: 4m/rank]
It is a relative rarity for a magical girl to face a lone foe. All too often, she is outnumbered many times over, beset by foes on all sides. Designed to allow an evoker to wield her blast as a warrior wields their weapon, the Swarms component gives her a measure of control over her blast after it is fired, allowing the evoker to guide it through the ranks of her enemies like a vengeful tempest. The evoker makes a ranged touch attack against a single target within a base range of 30'. Upon a successful hit, the blast may immediately jump to two additional targets within a range equal to half the base range of the blast, making an attack roll against each in a manner identical to the first. The illumination is capable of splitting in this manner once for each rank of this component that has been purchased. Against each set of targets after the first, the luminous swarm suffers a cumulative -2m to its effective mote cost for the purposes of determining the effects of its foundation component, as its energy is dispersed over an increasingly large area. Any given creature may only be affected by a single swarms illumination once.


Secondary Components:

Buffered [Champion, Empath, Stargazer]
[Mote Cost: 3m]
Sometimes, evokers can let their enthusiasm outrun their common sense, somehow winding up in the path of their own attacks. It's a bit embarrassing, but when that happens, it's better to have prepared for the eventuality with a few simple safeguards. You cannot take damage from one of your own illuminations augmented with the buffered component. Any other effects of the blast still apply.

Charge [Champion, Empath, Stargazer]
[Mote Cost: 0m]
By taking time to stabilize her radiant power to its fullest extent, an evoker can amplify her blasts to the point where evading them is nigh on impossible... assuming the targets don't leave the line of fire before they even go off. You target this illumination normally, but it does not have any immediate effect other than filling the target area with some tell-tale sign of the incoming attack. At the beginning of your next turn, resolve the blast against the target area, but creatures caught in it may not make any save to reduce its effects. This component may only be applied to blasts with a shape that provides an area of effect.

Delayed [Empath, Stargazer]
[Mote Cost: 3m/rank]
In the quest for ever larger explosions, a clever (and possibly somewhat mad) stargazer once devised a method by which to store radiant energy in her targets until such time that it reached a dangerous critical mass. When you damage a creature with a blast modified by this component, you may choose to delay that damage by a number of rounds up to the number of ranks in this component. Any effects other than immediate damage occur normally, and are not delayed. If applied to a blast that offers a saving throw for half damage, any creature which succeeded on the initial saving throw must make a fortitude save against the same DC whenever they begin a turn under the effects of a delayed blast. If any of these fortitude saves are failed, the damage dealt by the blast is restored to its full amount when it is finally triggered.

Dust [Champion, Empath, Stargazer]
[Mote Cost: 3m]
Death is messy business - but it doesn't have to be. Any object or creature killed or destroyed by a blast with this component is disintegrated utterly, removing any and all physical trace of their existence. When obliterating a creature with this effect, their equipment is unharmed, if perhaps a little unnaturally clean.

Forged[Champion, Empath, Stargazer]
[Mote Cost: 1m/rank]
Drawing upon a long tradition of martial evokers, this component allows a blast to deal the sort of physical damage to which many warriors are accustomed. Upon readying this illumination, you may select a physical damage type (Slashing, Bludgeoning, or Piercing). The damage dealt by the blast becomes physical damage of that type, rather than untyped damage. Each rank of this component allows you to select an additional physical damage type type to apply to the blast. When damaging an enemy with damage resistance, immunity, the ability to heal from damage taken, or similar damage reducing abilities that would apply to one or more component damage types, only the least effective such ability applies against the amalgam damage, or none if none of them would apply to one or more of the component damage types. All other effects apply as though the amalgam damage was the most damaging of its component damage types with respect to that ability.

Horizon [Champion, Empath, Stargazer]
[Mote Cost: 1m/rank]
Boosting the cohesion and longevity of a blast, this component allows the range of an illumination to be dramatically increased. For each rank of the Horizon component applied to an illumination, its range is increased by an amount equal to its base range. This does not affect the radius, length, or other measurements of any potential Shape effects, and does not benefit illuminations whose Shape does not specify a base range.

Prism [Champion, Empath, Stargazer]
[Mote Cost: 2m/rank]
Refracting the polychromatic purity of light into its manifold components, the Prism component converts a blast into one of the more common forms of energy. Upon readying this illumination, you may select an energy type (Acid, Cold, Electricity, Fire, or Sonic). The damage dealt by the blast becomes energy damage of that type, rather than untyped damage. Each rank of this component allows you to select an additional energy type to apply to the blast. When damaging an enemy with energy resistance, immunity, the ability to heal from damage taken, or similar damage reducing abilities that would apply to one or more component damage types, only the least effective such ability applies against the amalgam damage, or none if none of them would apply to one or more of the component damage types. All other effects apply as though the amalgam damage was the most damaging of its component damage types with respect to that ability.

Sharpshooting [Empath, Stargazer]
[Mote Cost: 2m]
Using pre-designed targeting aids and automatic aim compensation, an illumination with this component allows you to target your foes with all the accuracy and precision of a master marksman. When attacking with a blast augmented with the Sharpshooting effect, you may treat your BAB as equal to your HD for the purpose of determining your attack bonus. You do not gain the benefits of an improved BAB for any other purpose.

Dissonance [Champion, Empath, Stargazer]
[Mote Cost: 3m]
Born of the unsettling discoveries of magical girls who have strayed far from the path of the righteous, the Dissonance component converts the radiance of a blast into a sickly cacophony that rends the very life-force of its targets. Damage dealt by blast augmented with this effect is considered negative energy damage in addition to any other damage types it may possess, healing undead and otherwise acting as any other negative energy effect.

Vile [Champion, Empath, Stargazer]
[Mote Cost: 5m]
Not all light is clean - the fires of Hell and the Abyss bear their own sickly radiance, and less scrupulous evokers can tap into that light to bright forth blasts of a terrible potency. Damage dealt by blast augmented with this effect is considered to be both evil-aligned and vile damage in addition to any other damage types it may possess - such damage may not be healed by natural or magical means except while within the area of a Consecrate or Hallow effect. Vile damage is detailed more fully in the Book of Vile Darkness. Non-evil evokers may make use of this component, but such a horrendous tool must be used with great care if they wish to carry on long with their alignment intact.

Sundering [Champion, Empath, Stargazer]
[Mote Cost: 3m/rank]
No shield is perfect - the strongest armor has chinks, and the hide of even the mightiest dragon has loose scales a hawk-eyed attacker might exploit. Most warriors know their weaknesses, and work to guard them and disguise them from their foes - but like so many deceptions, these tactics are burned away in the face of the light, leaving weakness blazing from within and exposed to all. For each rank of this component, the target of the blast suffers a -1 penalty to their AC. This penalty lasts one round.

Tactics [Empath, Stargazer]
[Mote Cost: 6m]
Most commonly applied to blasts with wide areas of effect, this component grants far more precise control over the targeting of an illumination. When you evoke an illumination with the Tactics component, you may choose to omit any number of targets from its effects.

Volatility [Stargazer]
[Mote Cost: 7m/rank]
Life is a powerful force, and as it fades or dims it is possible to use such vital energy to fuel a potent chain reaction of luminous effects. When an enemy is killed or knocked unconscious by a blast with the Volatility component, you may immediately re-evoke that blast at no mote cost, using the fallen target as the origin point for this secondary blast. When a blast is re-evoked in this manner, it loses one rank of this component, but is otherwise identical. Volatility may only be triggered by the initial damage of a blast - secondary damage, such as that from the Clinging component, will not activate this effect.

Selinia
2014-04-10, 10:29 AM
Barrier Components

Foundation Components:

Barricades [Champion, Empath, Stargazer]
A powerful tool in the hands of those that know how to use it, the component of Barricades allows a tactician to partition a battlefield as she pleases – or a warrior to prevent the escape of her prey. So long as the barrier's mote cost is at least 1m, the edge of the barrier is a quasi-solid object capable of blocking movement. Moving through this edge costs 10 feet of movement, though this cost can be ignored with a successful strength check against a DC equal to the save DC of the evoker's illuminations. Alternately, a creature may force their way through the barrier regardless of speed or strength with a full-round action. If a creatures does not wish to pass through the barrier, they may interact with it as they would any solid surface, including climbing or standing on top of it. For every 3m of this barrier's cost, movement through the edge of the barrier costs an additional 5 feet and the DC to force through it increases by +2. If the barrier costs at least 12m, it is impassable without use of a strength check or a full-round action. Despite its seeming solidity, a barrier with this component does not affect targeting or line of effect in any way.

Carnage [Champion, Empath, Stargazer]
There is something invigorating about combat - the hammering of hearts, the pumping of blood, the glorious fountains of crimson that fly with every blow. Whenever a creature other than the evoker takes damage while standing within the interior of the barrier, the evoker regains 1 hit point for every 6 points of damage dealt by the triggering attack. For every 4m of this illumination's cost, the ratio of triggering damage to healing improves – 4m raising the ration to to 1:5, 8m to 1:4, 12m to 1:3, 16m to 1:2, and 20m to 1:1.

Journeys [Champion, Empath, Stargazer]
This distance between here and there is never so great for a traveler with an eager heart and an eye on tomorrow. It costs you and your allies only half a square of movement to enter a square on the interior of the barrier. If the barrier costs at least 5m, allies within the barrier may stand upon the air itself, moving vertically freely as a path is constructed to match their movements. If the barrier costs at least 10m, exiting a square on the interior of the barrier does not provoke attacks of opportunity for you and your allies. If the barrier costs at least 15m, it only costs you and your allies a quarter of a square of movement to enter a square on the interior of the barrier.

Shadows [Empath, Stargazer]
By bending and distorting light, this component allows a magical girl to hide areas or individuals from view. At the evoker’s discretion, this can manifest as either a dome of darkness or as a completely empty space. This decision is purely cosmetic - the barrier itself can be seen either way, whether as a sphere of darkness or a rippling distortion in the air. So long as the barrier's mote cost is at least 1m, the edge of the barrier grants a limited form of concealment. This functions identically to normal concealment, but inflicts a 10% miss chance, rather than 20%. If the barrier's cost is at least 4m, the miss chance increases to 20%. At 8m, the miss chance increases to 30%. If the barrier costs at least 12m, it instead grants a limited form of total concealment. This functions identically to normal total concealment, but inflicts a 40% miss chance, rather than 50%. If the barrier costs at least 16m, the miss chance increases to 50%.

Shelter [Champion, Empath, Stargazer]
A barrier is normally a relatively diffuse effect, spreading protective magic thin over an area. However, by augmenting an illumination with the component of Shelter, the radiant energy condenses to the point where even the most potent attacks will be stopped short at the sparkling threshold. So long as the barrier's mote cost is at least 1m, the edge of the barrier grants a limited form of cover. This functions identically to normal cover, but gives only +2 to AC, and a +1 bonus to reflex saves against attacks that burst from the other side of the barrier's edge. Every 2m of this barrier's cost increases the AC bonus by +1, and every 4m of cost increases the bonus to reflex saves by +1. If the barrier costs at least 12m, the edge of the barrier instead grants total cover. Despite its seeming solidity, a barrier with this component does not hinder movement in any way. It is possible for melee attacks to strike through the barrier, even if it grants total cover, but targets still receive the benefits of cover.

Tempests [Empath, Stargazer]
Not all great barriers in the world are forged of brick and mortar. A mighty storm of ice and snow can bar passage for thousands, and no sane sailor would cast off when the seas are roused. Crafting her power in emulation of such might wardens, a magical girl can engulf a battlefield in a tempest of her own devising. So long as the barrier's mote cost is at least 1m, the interior of the barrier experiences torrential precipitation that inflicts a -4 penalty on Spot and Search checks to find anything contained within. Traditionally, this takes the form of snowflakes, and act as such - but almost any replacement is theoretically possible. If the barrier costs at least 5m, heaps and drifts of material begin to pile up, and the movement cost to enter any space contained within the barrier doubles. If the barrier costs at least 10m, any creature within the barrier must make a reflex save whenever they move more than half their speed to avoid falling prone in the final square of their movement. If the barrier costs at least 15m, movement costs within the barrier are quadrupled, rather than doubled.

Zone [Champion, Empath, Stargazer]
Sometimes, the more potent effects of a barriers only get in the way of its true purpose. This foundation component has no effect of its own, allowing the barrier to rely entirely on secondary components for its functionality.

Shape Components:
Strongholds [Champion, Empath, Stargazer]
[Mote Cost: 1m + 2m/rank beyond the first]
Even in the most hostile of lands, beset by foes on all sides, a magical girl is not without sanctuary. The center of the barrier may be placed anywhere within a 20' base range, and possess a radius of 5 feet for every rank of this component.

Borders [Champion, Empath, Stargazer]
[Mote Cost: 1m + 2m/rank beyond the first]
Sometimes it is not enough to protect a single individual. At times, a line in the sand must be drawn. The barrier is a 10’ high wall with one inch of thickness and a length of 15’ for each rank of this component applied. All components of the barrier must fall within a 20' base range, but its length can be shaped in any manner the evoker deems fit - it can be turned horizontally to form an impromptu floor or ceiling, or stacked atop other wall segments to create a border with more than 10' of height. This wall possess all the traits that would be applied to the edge of a barrier, but does not possess any actual interior.

Dominions [Champion, Empath, Stargazer]
[Mote Cost: 1m/rank]
At times, the land itself can be counted among an evoker's fiercest allies. Where realms and fortresses fail her, a magical girl can awaken the field of battle itself to serve in her defense. The evoker designates a number of squares within a 50' base range equal to [3 * ranks in this component]. Each of these squares is affected as if it were on the interior of the barrier. A barrier with this shape has no actual edges, and effects that would apply to the edge of a barrier do not impact the illumination's functionality.

Ramparts [Champion, Empath, Stargazer]
[Mote Cost: 4m/rank]
With friends at her back, her armaments at her side, and the will to stand against all aggressors, a magical girl can forge a rampart of radiant power that knows no equal in the artifice of mortals. The barrier is a 10’ high wall with one inch of thickness and a length of 10’ for each rank of this component applied. All components of the barrier must fall within a 20' base range, but its length can be shaped in any manner the evoker deems fit - it can be turned horizontally to form an impromptu floor or ceiling, or stacked atop other wall segments to create a border with more than 10' of height. Additionally, one side of the barrier radiates effects identical to those that would be found on the interior of a barrier. These effects extent 5' beyond the wall for each rank of this component.

Secondary Components:

Pilgrimage [Champion, Empath, Stargazer]
[Mote Cost: 1m/rank]
Boosting the cohesion and longevity of a barrier, this component allows the range of an illumination to be dramatically increased. For each rank of the Pilgrimage component applied to an illumination, its range is increased by an amount equal to its base range. This does not affect the radius, length, or other measurements of any potential Shape effects, and does not benefit illuminations whose Shape does not specify a base range.

Radiance [Champion, Empath, Stargazer]
[Mote Cost: 1m/rank]
Where evokers walk, light follows. One of the simplest of all components, the power of radiance allows an evoker to bring light into the dark places of the world. The interior of her barrier becomes brightly lit, and sheds bright light 10' beyond its borders, and shadowy illumination for twice that distance. For each rank of this component beyond the first, the radius of bright light (and consequently, shadowy illumination) doubles. Multiple doublings stack as usual - for example, a barrier with three ranks of this component sheds bright light in a radius of 30', and shadowy illumination for 30' beyond that. This effect counters or dispels any darkness spell with a spell level equal to or less than half the number of ranks in this component.

Returning[Empath, Stargazer]
[Mote Cost: 2m/rank]
There is power in the place one calls home. While the children of light often do battle far from their native lands, they may use this component to tap into the same eternal ties that bind them to their distant homes. Once placed, any ally within 15' of the barrier may, as a move action, call upon this effect to teleport to any unoccupied space contained within the barrier. Each rank beyond the first increases the maximum distance over which an ally can be recalled by 15'. A barrier augmented with this effect may not be placed on a targeted creature - it must be placed on a location.

Ancients [Champion, Empath, Stargazer]
[Mote Cost: 3m/rank]
Channeling the timeless endurance of light, the component of Ancients grants barriers added longevity, allowing a tactically-minded evoker to shape the battlefield over the course of several rounds. The barrier lasts an additional round for each rank of this component.

Breath [Champion, Empath, Stargazer]
[Mote Cost: 3m/rank]
Breath is life, and there is no breath greater than the winds that sweep the world. With an illumination wielding this component, a magical girl can rouse the winds to her her command, conducting them as a maestro might lead a symphony. The interior of the barrier is subjected to Moderate Wind (http://www.d20srd.org/srd/weather.htm#winds), blowing in a direction of the evoker's choosing. For each rank of this component beyond the first, the severity of the wind force increases by one step.

Alignment [Empath, Stargazer]
[Mote Cost: 5m]
The ideals of a magical girl are unyielding, and this strength of character can be extended to the illuminations she manifests. The edge of the barrier functions as the border of a Magic Circle against one alignment chosen when the illumination is crafted. Like its spell-fueled cousin, the circle may be focused inwards or outwards, but the short lifespan of illuminations renders it of dubious use as a long-term prison.

Anchors [Stargazer]
[Mote Cost: 5m/rank]
The grip of earth and stone might seem implacable to most. But magical girls know full well that the edicts of gravity are in truth mere suggestions. Some take this beyond simple flight, coaxing leniency from entire swathes of terrain - such practices are difficult to master, but the potency of such effects cannot be denied. The interior of the barrier experiences a shift in gravity - upon evoking the illumination, the magical girl may choose to impose Light Gravity or Heavy Gravity. If at least two ranks of this component have been applied to the barrier, the magical girl may may also choose to impose No Gravity. If at least three ranks have been applied, she may choose to impose Objective Directional Gravity in a direction of her choice.

Visions [Stargazer]
[Mote Cost: 5m]
A great tool of tricksters and masters of misdirection, the component of Visions fills a barrier with false phantasms summoned by the magical girl. The interior of the barrier contains a vivid illusion, identical to that created by the spell Major Image. Viewers are permitted a Will saving throw to disbelieve the effect upon viewing it.

Silence [Stargazer]
[Mote Cost: 10m]
In light, there is harmony. In light, there is stillness. In light, there is serenity. Calling upon the great constants of the world, this component quells the riotous tumult of mortals and enforces a state of mystical serenity. The interior of the barrier experiences the effects of an Antimagic Field (http://www.d20srd.org/srd/spells/antimagicField.htm).

Selinia
2014-04-10, 10:34 AM
Surge Components

Foundation Components:

Battles [Champion, Empath, Stargazer]
Awed bystanders have whispered often of the alacrity of the most powerful magical girls. They move not with the precise form and motion of a master swordsman, but with a blinding swiftness born of passion and the very light they wield. If this illumination costs at least 7m, when the recipient of the surge makes a full attack or a charge attack, she may make an additional attack at her highest base attack bonus. For every additional 7m of cost, the illumination grants its target an additional attack at her highest base attack bonus. These extra attacks do not stack with those granted by Haste or similar effects.

Consumption [Stargazer]
To an evoker, light is life, and wonder, and beauty untold. But such radiance can be an awful thing to those who have not been touched by its power - a ghastly-bright inner fire that consumes their very souls. The target of the surge must make a Fortitude save or contract a supernatural illness known as Radiant Wasting, the result of a shard of tainted light embedded deep in their essence. This functions just as any other supernatural disease, with a save DC equal to the evoker's illumination save DC, an incubation period of one day, and no infection vector beyond use of this surge. Radiant Wasting deals 1d4 damage to one ability score, chosen by the evoker when she crafts an illumination with this component. For every 4m of this illumination's cost, she may select an additional ability score to deal 1d4 damage to, or increase the damage to an already selected ability by +2. Radiant Wasting may be cured like any other disease, but effects that emulate diseases (such as the spell Contagion) are unable to mimic it: Radiant Wasting's symptoms are too volatile, and too closely tied to individual evokers, to be reproduced with any sort of coherency. An individual who contracts Radiant Wasting from a surge with this component retains their affliction even after the surge's duration would otherwise end.

Courage[Champion, Empath, Stargazer]
The few against the many. The small against the great and terrible. The weak against the strong. Such are the battles faced by en evoker, and if she is to weather them she and her allies must stand fast with the courage to withstand any storm. For every 2m in the illumination's final cost, its target receives a +1 radiant bonus to AC, to a minimum bonus of +1.

Denunciations [Empath, Stargazer]
To be a magical girl is to be the very embodiment of mercy and forgiveness. It is rare for such beings to express true hatred... but simple anger is a different story entirely. The cosmos shudder at the righteous fury of an evoker, and the targets of their wrath feel fate itself conspiring against them. For every 4m of this illumination's cost, targets of the effect suffer a -1 penalty to all saving throws, to a minimum penalty of -1.

Diamonds [Champion, Empath, Stargazer]
Not easily is the light snuffed out, and a magical girl wields power to grant herself and her allies the strength of the candle that remains lit even in the fiercest of storms. The recipient of this surge gains DR 1/- for its duration. For each 2m of this illumination's cost, the DR granted by this component increases by 1.

Isolation [Empath, Stargazer]
There is power in a glorious alignment of comrades-at-arms. A whole that is often greater than the sum of its components parts. With the application of ruthless logic, then, the obvious way to strike at such a force is to shatter the very ties that lend it its power, leaving each to be ground into a lonely pile of dust. The target of this surge must make a will saving throw or be afflicted with a dire curse of isolation. The afflicted creature gains a Spell Resistance and Power Resistance of 15 + [the final mote cost of this illumination]. This resistance is controlled by the evoker - she may choose freely whether to allow any given effect to pass through or whether to force it to roll spell or power resistance as usual. Additionally, for every 3m of this illumination's cost, the evoker may suppress a single ongoing magical effect currently affecting her target, chosen at random. The evoker may deliberately exclude any effects from this random selection, so long as she is aware of its presence on her target.

Justice [Empath, Stargazer]
The world is an unfair place, but where walk the wielders of light, justice follows close behind. Those marked by this surge receive a brand of either Innocence or Prosecution, chosen when the illumination is crafted. Whenever a target with a brand of Innocence is dealt damage, their attacker suffers 1 point of retributive damage for every 6 points of damage dealt. Whenever a target with a brand of Prosecution deals damage, they suffer retributive damage equal to 1 point for every 6 points of damage dealt. The application of either form of brand can be resisted with a successful will saving throw. For every 4m of this illumination's cost, the ratio of provoking damage to retributive damage improves – 4m raising the ration to to 1:5, 8m to 1:4, 12m to 1:3, 16m to 1:2, and 20m to 1:1.

Might [Champion, Empath, Stargazer]
The ideal warrior has no weakness, but even the most rigorous training will leave sometimes leave one cursing that their skills are hindered by their own feeble body. Unsurprisingly, given how young many evokers are when they first begin to wield their power, one of the most common surge components is one to reinforce and fortify natural potential. The recipient of the surge receives a +2 Enhancement bonus to an ability score chosen when the illumination is crafted. For every 3m of the illumination's cost, the evoker may add a +2 Enhancement bonus to another ability score. The same ability score can be chosen for the boost imparted by an additional rank multiple times, and the effects of each rank stack. For example, a 3m Might Surge could grant +2 Str/+2 Con, or +4 Str.

Mockery [Champion, Empath, Stargazer]
Laughter is death to fear. The most dreadful of villains can often be reduced to a spluttering buffoon with a few well-placed jibes, and devious plots are merely foolish when theatrics are countered by satire. When no targets for jest readily present themselves, the component of Mockery can induce the sort of catastrophic pratfall that might bring shame to even the most egotistical foe. For every 1m of the illumination's cost, its target suffers a -1 penalty to their next attack roll or skill check. This effect can be negated by a successful Will saving throw. When the target misses an attack, the effect of this component immediately ends. Other effects of the illumination persist for the usual duration.

Protection [Champion, Empath, Stargazer]
When a friend is hurt, an evoker may draw upon her power to heal them. But for those evokers who understand the art of protection, their friends need not be hurt to begin with. For every 1m of this illumination's cost, targets of the surge gain 4 temporary hit points. These temporary hit points last for the duration of the illumination.

Resolve [Champion, Empath, Stargazer]
When her allies are worn and battered by the trials they face, a magical girl may lend her radiance to bring new vigor to weary flesh and bone. For every 1m of this illumination's cost, targets of the surge are cured of 1d6 points of damage. After receiving healing from an illumination with the Resolve component, the target cannot benefit from the effects of this component for one minute. Targets under this restriction still receive the benefit of any other effects of an illumination, and benefit from other sources of healing normally.

Sanctity[Empath, Stargazer]
There are many strange and wicked things in the world, and at times it seems that each offers more gruesome torments than the last. Against such manifold terrors, an evoker must at times shield herself and her allies against attacks bearing all manner of unwholesome effects. For every 3m of this illumination's cost, targets of the effect gain a +1 bonus to all saving throws.


Shape Components:
Awakening [Champion, Empath, Stargazer]
[Mote Cost: 0m]
There is power buried deep within every evoker to rival the mightiest of heroes. To call upon that wellspring, even unknowingly, is to tap a near-limitless source of potential, and even the mightiest of surges can seem effortless when turned inward. The surge targets the evoker.

Smiting [Champion, Empath]
[Mote Cost: 1m]
Traditionally, crafting a surge is an act of finesse and meticulous control, gathering radiant power in precise ratios to eventually unleash in a cascade of power. Still, some evokers prefer to just power up their weapon and hit things. A surge with this component empowers any single weapon she is currently wielding. The next time the magical girl makes a successful attack with that weapon, the target of her attack suffers the effects of the imbued surge along with those of the attack itself. If it is not discharged, the imbuement fades at the beginning of the evoker's next turn.

Bolts [Champion, Empath, Stargazer]
[Mote Cost: 1m + 4m/rank beyond the first]
Arcing power over great distances, the component of Bolts allows an evoker to provide aid to her allies (or woe to her enemies) even from across a battlefield. The surge is a ranged touch attack. Willing targets are hit automatically, but enemies must be struck with a ranged touch attack normally. The effect can target a single creature within a 30' base range. Each rank beyond the first allows the evoker to target an additional creature within range.

Pulses [Champion, Empath, Stargazer]
[Mote Cost: 1m + 3m/rank beyond the first]
While many struggle to channel them into singular applications, some evokers find it easier to simply let their surges of power wash out around them in a great flood. The suge is an aura affecting valid targets within a burst possessing a 5' radius for each rank of this component. Upon crafting the illumination, an evoker may choose if she wants the aura’s effect to target only allies, only enemies, or both.

Secondary Components:

Amplitude [Champion, Empath, Stargazer]
[Mote Cost: 1m/rank]
Boosting the cohesion and longevity of a surge, this component allows the range of an illumination to be dramatically increased. For each rank of the Amplitude component applied to an illumination, its range is increased by an amount equal to its base range. This does not affect the radius, length, or other measurements of any potential Shape effects, and does not benefit illuminations whose Shape does not specify a base range.

Purity [Empath, Stargazer]
[Mote Cost: 2m/rank]
True healing is beyond the powers of light, save in the rarest of circumstances, but the illuminations of a magical girl can nonetheless drive away many ills of the world – even if only for a time. The target of the surge may, for its duration, ignore one of the following effects for each rank of this component; Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Energy Drained, Exhausted, Fascinated, Fatigued, Frightened, Nauseated, Panicked, Paralyzed, Shaken, Sickened, or Turned. Which effects are suppressed must be chosen at illumination creation. Each selection of ‘Energy Drained’ suppresses only one negative level. The evoker must suppress Shaken before she can suppress Frightened, Frightened before Panicked or Cowering, Fatigued before Exhausted, Sickened before Nauseated, and Dazed before Paralyzed. These effects are not removed from their target, nor are they re-applied when this surge fades - this illumination merely suppresses the effects of the conditions affected.

Awe [Empath, Stargazer]
[Mote Cost: 3m]
Throughout history, wielders of the light have held a special place in the hearts of the common people. In modern times, magical girls are revered as heroes and idols, and in ancient ones, it was not uncommon for them to bask in worship as the resplendent goddesses of their people. There is a fundamental awe in beholding the radiance and purity of light, capable of making knees weaken and bend. The target of the illumination must make a will save or fall prone.

Burdens [Empath, Stargazer]
[Mote Cost: 3m]
No heart is entirely free of darkness - nor should it be. The traces of shadow are what allow the mortal races to grasp the light with such fervor. Yet, the radiance of a magical girl can make even the lightest of hearts feel too heavy to bear, and the component of Burdens serves to convert metaphorical chains into literal ones, binding a creature with their own regrets. The target of the illumination must make a reflex save, or be entangled.

Echoes [Champion, Empath, Stargazer]
[Mote Cost: 3m/rank]
A magical girl’s surges of power burn brightly, but their effects fade all too swiftly at times. Though the initial rush of power lasts but a moment, it is possible with practice to maintain the echoes of power long enough to leave a lasting mark on the battlefield. For each rank of this component, the surge’s effects last an additional round.

Oaths [Champion, Empath]
[Mote Cost: 3m/rank]
An evoker standing in defense of her friends will stand unwavering against impossible foes, and will allow nothing to stand between her and those she has sworn to protect. Whenever the target of an illumination with at least one rank in this component takes damage, the evoker may redirect up to 25% of that damage on to herself as a free action, regardless of distance. For every rank of this component beyond the first, the evoker may redirect an additional 25% of an attack's damage onto themselves when using this ability, up to a maximum of 100%.

Mirage [Stargazer]
[Mote Cost: 4m/rank]
Calling upon the capricious nature of relative light and space, the Mirage component is a powerful defensive measure against those unable to pierce its trickery. The recipient of the surge gains a number of illusory duplicates equal to the number of ranks in this component. These duplicates share her space and mimic her actions, functioning identically to those created by the spell Mirror Image.

Emptiness [Empath, Stargazer]
[Mote Cost: 4m/rank]
Better than most, evokers understand that there are few torments more terrible than loneliness and isolation. This isolation is not only a fitting punishment, but also at times a potent tactic in battle, leading to the inception of the rather brutal component of Emptiness. If one rank of the component is applied, the target of the surge must make a will save or be blinded or deafened, chosen when the illumination of crafted. If two ranks of the component are applied, the target suffers both effects on a failed save.

Promises [Champion, Empath, Stargazer]
[Mote Cost: 3m/rank]
A promise instilled by the power of light is not an easy thing to break, and the powers of a magical girl can give even fiends pause to question their attacks. The target of the illumination must make a will save or be rendered unable to attack a single target of the evoker’s choice for each rank in this effect. If the target of the illumination is not aware of any conscious enemies that would be excluded from this protection, this component has no effect on it.

Pursuit [Champion, Empath, Stargazer]
[Mote Cost: 3m/rank]
Once an evoker gets her heart set on something, the combined denizens of the lower planes might be hard pressed to sway her from her goal. The target of the illumination must make a will save (which it may voluntarily fail) or be marked by this ability. As a move action, the evoker may teleport up to her base land speed without provoking attacks of opportunity, so long as this movement ends adjacent to a creature she has marked with a pursuit effect. For each rank of this component beyond the first, the distance the evoker may teleport via this effect increases by her base land speed.

Heartbreak [Empath, Stargazer]
[Mote Cost: 8m]
Among the cruelest and darkest of all illuminations, the component of Heartbreak was born of unspeakable pain and tragedy. Those who wield it knowingly are dangerously close to a long fall into darkness, if indeed they still stand in the light at all. The target of the surge must make a will saving throw or experience a traumatic and ruthlessly focused memory suppression effect, binding all memories of friendship or kindness behind wrought doors of sickly radiance and sending the target into a blind rage of fear and betrayal. The target will spend each turn attacking the nearest creature, and is completely heedless of the difference between friend and foe. If the duration of the illumination is extended, each new round offers the victim of this illumination another opportunity to make a will save and shake off its effects. This is a mind-affecting effect.

Lix Lorn
2014-04-10, 09:56 PM
You've heard all I have to say about this in the IRC already, but I'll say it again here - lovely work! With a fun build, a backstory to tie heavily into the class's fluff, and adventure hooks and character arc to make her an adaptable and interesting NPC, Mira sets the gold standard for the base class iconics to follow her.
:smallredface:
I'd go and hide under my desk, but... well I'm halfway through an iconic fallen star now. >>
I hope I'm not stealing people's thunder. Making magical girls is fun.

Selinia
2014-04-11, 12:57 AM
Changelog! Stuff edition!


Illumination components have all migrated off the front page due to character limit issues.
Added the Lures blast foundation!
Added the Embraces blast shape!
Fixed the Swarms blast shape to no longer allow orbital punts via Tremors!
Added the Buffered blast secondary!
Added the Charge blast secondary!
Added the Delayed blast secondary!
Added the Dust blast secondary!
Added the Journeys barrier foundation!
Buffed the Breath barrier secondary!
Added the Bottomless Reservoir feat!
Added the Burning Spirit feat!
Added the Focused Talent feat!
Added the Effortless Formula feat!
Added the Overlimit feat!
Added the Prism Shift feat!
Added the Time to Shine feat!
Added the Berserking device effect!


...whew! That's all I have to say for the moment!

Qwertystop
2014-04-11, 07:32 AM
Changelog! Stuff edition!


Illumination components have all migrated off the front page due to character limit issues.
Added the Lures blast foundation!
Added the Embraces blast shape!
Fixed the Swarms blast shape to no longer allow orbital punts via Tremors!
Added the Buffered blast secondary!
Added the Charge blast secondary!
Added the Delayed blast secondary!
Added the Dust blast secondary!
Added the Journeys barrier foundation!
Buffed the Breath barrier secondary!
Added the Bottomless Reservoir feat!
Added the Burning Spirit feat!
Added the Focused Talent feat!
Added the Effortless Formula feat!
Added the Overlimit feat!
Added the Prism Shift feat!
Added the Time to Shine feat!
Added the Berserking device effect!


...whew! That's all I have to say for the moment!

And now I want to respec some of Koyya's illuminations.

jamieth
2014-04-11, 07:50 AM
So do I :-) But well, that's what level-up are for :-)

update: it seems all the recent material got to the wiki. Just as a note: Mira's 17th level charsheet - crunch only - takes 6 pages :-)

Lix Lorn
2014-04-11, 11:37 AM
So do I :-) But well, that's what level-up are for :-)

update: it seems all the recent material got to the wiki. Just as a note: Mira's 17th level charsheet - crunch only - takes 6 pages :-)
Ehehe... sorry? ^_^''

Dragonus45
2014-04-11, 12:34 PM
So I just noticed for the call for Iconics, are you still looking or have they filled up?

Lix Lorn
2014-04-11, 01:02 PM
As far as I can tell, the base classes are all spoken for, but the majority of the PrCs still need iconics.

Speaking of...
I did a DMG iconic (http://www.myth-weavers.com/sheetview.php?sheetid=856263). On the offchance that anyone else wants the headache of making one for the Shining Princess, I'll try to resist doing one for that too...

Snowfire
2014-04-11, 01:33 PM
As far as I can tell, the base classes are all spoken for, but the majority of the PrCs still need iconics.

All of my PrCs are currently spoken for. Also, Dragonus, you still in CoE or should I scout for a replacement?

Kymme
2014-04-11, 02:30 PM
Long time lurker on this thread, but I'd like to try and reserve an Iconic. Most likely a Valkyrie, if nobody else has spoken for it.

Dragonus45
2014-04-11, 03:05 PM
All of my PrCs are currently spoken for. Also, Dragonus, you still in CoE or should I scout for a replacement?

I'll PM you about it.

I guess I'll have to try and poke around for a non taken class, would there happen to be a list that I had missed on the wiki maybe.

sreservoir
2014-04-11, 07:45 PM
dominions can target noncontiguous squares, yes? in which case journeys dominions 1 with 14 ranks pilgrimage is a teleport within 819200'? since distance is actually explicitly called out as a real-world value you apply "normal rules of math" to when multiplying:


When applying multipliers to real-world values (such as weight or distance), normal rules of math apply instead.

... eh greater teleport comes online before that, though, so that's probably fine. and you'd need line of effect anyway, right? ... I think I'm just assuming that line of effect is required.

I am appreciating this.

Falcon777
2014-04-11, 07:55 PM
dominions can target noncontiguous squares, yes? in which case journeys dominions 1 with 14 ranks pilgrimage is a teleport within 819200'? since distance is actually explicitly called out as a real-world value you apply "normal rules of math" to when multiplying:



... eh greater teleport comes online before that, though, so that's probably fine. and you'd need line of effect anyway, right? ... I think I'm just assuming that line of effect is required.

I am appreciating this.


Pilgrimage and all other range increasing components only double the base. So a journeys dominions 1 pilgrimage 3 would have a base range of 200, not 400. A journeys dominions 1 pilgrimage 14 would have a range of 700'.

Selinia
2014-04-11, 11:22 PM
Changelog!


Added the Luminous Link soulbond feat chain! Soulbonds aren't exclusive to evokers, but they certainly do tie into the nature of radiant power.
Fixed the range-boosting components of Blasts, Barriers, and Surges.



So I just noticed for the call for Iconics, are you still looking or have they filled up?

I do believe most of them are filled, but if you really think you have an amazing idea for an iconic, you're still free to submit - if I wind up with multiple submissions, I'll just use the one I think fits the class best. Still, its preferable to go for ones people aren't already working on.


As far as I can tell, the base classes are all spoken for, but the majority of the PrCs still need iconics.

Speaking of...
I did a DMG iconic (http://www.myth-weavers.com/sheetview.php?sheetid=856263). On the offchance that anyone else wants the headache of making one for the Shining Princess, I'll try to resist doing one for that too...

Excellent work, as before! We have our Fallen Star iconic - though I can't edit your post, so you'll need to stamp her in there yourself.


dominions can target noncontiguous squares, yes? in which case journeys dominions 1 with 14 ranks pilgrimage is a teleport within 819200'? since distance is actually explicitly called out as a real-world value you apply "normal rules of math" to when multiplying:

... eh greater teleport comes online before that, though, so that's probably fine. and you'd need line of effect anyway, right? ... I think I'm just assuming that line of effect is required.

I am appreciating this.

This is... amusing, but it wasn't intentional, and it has the side effect of allowing you to cause localized snow storms/gravity fluctuations/illusory explosions from miles away. Or from high orbit.

Or from the moon. It's closer than you might think.

jamieth
2014-04-15, 02:48 PM
A quick request: could someone please check these sheets? (I know equipment is lacking, and the Stargazer lacks 2 UNreadied Illuminations; is there anything else?)

Kaara the Champion (http://www.myth-weavers.com/sheetview.php?sheetid=861518)

Laura the Empath (http://www.myth-weavers.com/sheetview.php?sheetid=861480)

Teela the Stargazer (http://www.myth-weavers.com/sheetview.php?sheetid=861432)

Selinia
2014-04-16, 02:43 AM
Changelog!


Student of the Light feat added! For those that can never have too many options in the bank.
Enduring Radiance feat added! A partial remedy for the severe MAD that plagues champions, and a solid boost in toughness that helps set champions apart as premier brawlers.
Boundless Creativity feat added! Add some wizard to your stargazer, why don't you.
Demanding Luminosity feat added! A soldier of the light should not be ignored!
Extra Imbuement feat added! Dead basic, and probably overdue.
Wild Aspect feat added! Isn't it fun waking up with new people in your head?
Promises surge secondary modified! It is now cheaper per rank, no longer Mind Effecting, and contains wording to prevent using it as a way to immunize the entire party from harm.
Oaths surge secondary added! Champions really need more toys in this category, and it is always nice to have tools when attempting to shield one's allies.
Echoes surge secondary modified! Champions may now select this without paying a feat. Luminous Tinker was practically mandatory for any fighter looking to self-buff, which put the already feat-hungry champion in a serious bind.
Challenge blast secondary added! Let your enemies know the face of their true enemy!


Lots of toys for tanks, but I imagine there are plenty of builds starving for one resource or another and willing to pay feats for a bit more freedom.


A quick request: could someone please check these sheets? (I know equipment is lacking, and the Stargazer lacks 2 UNreadied Illuminations; is there anything else?)

Kaara the Champion (http://www.myth-weavers.com/sheetview.php?sheetid=861518)

Laura the Empath (http://www.myth-weavers.com/sheetview.php?sheetid=861480)

Teela the Stargazer (http://www.myth-weavers.com/sheetview.php?sheetid=861432)

These look mechanically sound, if lacking in fluff. It's hard to do much at L1, but they seem to be coming along nicely!

jamieth
2014-04-16, 03:24 AM
Nice! Now, what should the fourth member of that group be... A dedicated blaster, perhaps? Or a rogue wannabe, dual-wielding Tricky's...

Wiki update complete. Never even noticed Champions lacked Echoes before :-)

The wording on Boundless Creativity could be improved, I think - probably explicitely mention "must be a Stargazer" in requirements section? Or, better yet, "must have a Stargazer Illumination list containing at least 10 illuminations"?

And, sure, Kaara would appreciate all the new toys :-)

Lix Lorn
2014-04-16, 06:09 PM
I edited the Shining Princess a bit!
Trying to qualify for that class was mildly hellish. Now, you can qualify with 8/1/1, rather than the painful 4/3/3.

Kymme
2014-04-16, 08:15 PM
Hi everybody! I have returned with an Iconic Valkyrie! Say hello to Olivia the Indomitable (http://www.myth-weavers.com/sheetview.php?sheetid=859519)!

Falcon777
2014-04-16, 11:01 PM
There is something that I'm not sure has been mentioned before that possibly could be greatly expanded upon:
magic items relating to lightwielders.

Selinia
2014-04-18, 11:05 AM
Dawnguard


"I beg your pardon, sir monster, but I'm afraid I'm going to have to stand in your way."
-Estellise il Catrarina, a Dawnguard

For some champions, it is not enough to channel power into their illuminations and to fortify their armaments with light. They feel the power erupting within their own body, empowering them, strengthening them beyond the limits of mere muscle and bone. Most are content to be faster, stronger, tougher than their peers... but not all accept such limits.

Those known as a Dawnguards nurture their inner light, burning with an inner vitality that strikes fear into the heart of their foes. While they may lack some of the skill and refinement of their champion cousins, the inner spark of a dawnguard has been amplified to such an extent that they are nearly impossibly to harm. No longer are they merely a weapon of the light - they have tempered themselves into a living shield to protect all they hold dear.

Requirements
To become a dawnguard, you must fulfill the following criteria.
Skills: Concentration 9 ranks, Climb 5 ranks, Jump 5 ranks, Swim 5 ranks
Feats: Demanding Luminosity
Illuminations: Must know at least one blast illumination with at least one rank in the Challenge component.
Special: Must possess the Force of Personality class feature

Dawnguards pursue a very specific role - they want to absorb as much punishment off their more fragile friends as they possibly can. To that end, champions who've made an effort to do so already should have little difficulty in making the transition, but others may wish to steer clear. Beyond the feats and illumination, a dawnguard requires intense personal fitness and an understanding of one's own body in order to expand her power inwards.


Class Skill List: Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge [Local] (Int), Perform (Cha), Sense Motive (Wis), Swim (Str), Tumble (Dex), Use Magical Device (Cha)
Skill Points at Each Level: 4 + Int modifier.

Aside from champion skills, dawnguards pick up the rarely-seen but much-loved Autohypnosis.

Dawnguard
Hit Dice: d12



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Illuminations


1st
+1
+2
+0
+2
Shining Resilience
---


2nd
+2
+3
+0
+3
Undeniable Demand (-1), Vitality (+2 hp/HD)
+1 level of existing class


3rd
+3
+3
+1
+3
Inexhaustible
+1 level of existing class


4th
+4
+4
+1
+4
Undeniable Demand (-2), Vitality (+4 hp/HD)
+1 level of existing class


5th
+5
+4
+1
+4
Magnificent Challenger,
---



Weapon and Armor Proficiency: A dawnguard is proficient with all simple weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

This is a very, very solid chassis to say the least. For a class about martial durability, solid foundations are to be expected. Those who use Blazing Aegis may appreciate the option of tower shields, as well.

Illuminations: At each indicated level, a dawnguard gains an increase in evoker level, illuminations known, illuminations readied, innate illuminations, and personas known as if they had gained a level in an illumination-using class to which they belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one illumination-using class before becoming a dawnguard, she must decide to which class to add each level for the aforementioned purposes.

On the flip side, 3/5 illuminations and no costume progression does show the price paid for inward-focused power.

Shining Resilience (Su): To be a dawnguard to be light made flesh - a creature of such radiance that even the most grievous injuries are little more than an inconvenience. Whenever the dawnguard receives damage from any source, she may choose to delay up to a maximum of [charisma modifier * class level] points of damage or half the total damage inflicted, whichever is lower. Damage delayed in this fashion is added to a delayed damage pool until the end of the dawnguard's turn, at which point her delayed damage pool empties completely and afflicts her with an amount of nonlethal physical damage equal to the amount emptied from the pool. If the dawnguard is immune to nonlethal damage, this is dealt as lethal damage instead.

Not only does this make it difficult to outright kill a dawnguard, it has the side effect of essentially doubling any healing they receive. A good tank needs to be able to draw attention and then survive it - this is the dawnguard's core mechanic for managing the latter.

Undeniable Demand (Su): The shining splendor of a dawnguard demands the attention of her foes, and woe to those that would foolishly attack her allies. At 2nd level, and again at 4th level, the penalty inflicted by the Demanding Luminosity feat worsens by -1.

No defender is going to complain about being more difficult to ignore. It's a minor effect, but a welcome one.

Vitality (Ex): A dawnguard is made of sterner stuff than her physical body might imply. Beginning at 2nd level, a dawnguard's maximum hit points increase by 2 for every hit die they possess. At 4th level, this bonus increases to 4 hit points per hit dice.

Of all the defenses in the game - miss chance, damage reduction, save boosts, AC - hit points are arguably the weakest. Even so, there is something viscerally enjoyable about having that raw toughness, and it will still serve well against more straightforward enemies.

Inexhaustible (Su): A dawnguard never truly tires - her aches and pains are washed away by the soothing light that flows through her veins. At 3rd level, a dawnguard gains fast healing equal to her charisma modifier. Additionally, so long as she spends at least four hours of a day exposed to natural sunlight, she does not need to sleep in order to stave off fatigue. The dawnguard may still be fatigued or exhausted by other means, and she may still sleep if she so chooses.

Finally toss away those old wands of lesser vigor! A dawnguard is at her best in a gauntlet, facing down one foe after the next and effortlessly recuperating in between. But maybe more importantly, this means that damage to you doesn't sap one drop of party resources, making you an even more ideal target.

Magnificent Challenger (Su): A dawnguard of 5th level is a beacon of power and endurance - a stalwart shield for her allies against all the darkness of the world. She need not announce her demands, for her mere presence fills the wicked with a simmering dread. Once per round, the dawnguard may evoke a blast with the Challenge shape component as a free action.

Champions are starved for swift actions, and those that enjoy challenge or imbue illuminations are doubly plagued. The action economy here allows the dawnguard the precious luxury of managing her costume or cartridges while still maintaining threat across the battlefield.

Selinia
2014-04-18, 11:13 AM
Changelog!


Challenges blast component modified! It's now a Shape, rather than a Secondary, and its new swift-action activation allows maintaining threat without being so hard on the action economy.
Boundless Creativity now has much saner requirements.
Intelligent Device feat added, bringing back a tame version of a classical option for those not eager to make the massive investment of becoming a full-blown Heartwielder.
Dawnguard prestige class added, for those who are truly devoted to protecting their allies with all they have!



Hi everybody! I have returned with an Iconic Valkyrie! Say hello to Olivia the Indomitable (http://www.myth-weavers.com/sheetview.php?sheetid=859519)!

This looks very nice! Fluff, nice abilities in a solid build, and a nice handling of both sides of her power sources. That said, I do spot a few things I'd like to see clean up a bit. One, simple enough, is that purity requires a specific condition to be designated on crafting, not on use. Two, I'd prefer if 'default' mote investments were already tallied into her costume and the like. It can make the sheet confusing to read, and it's easier to add effects than lose them if she's going to see play as an example.


There is something that I'm not sure has been mentioned before that possibly could be greatly expanded upon:
magic items relating to lightwielders.

I've considered this for some time, but I've honestly lacked inspiration to tackle that. Magic items and economics in D&D are dangerous ground, and one I'm wary of treading on without a very solid idea of where I'm going.


Nice! Now, what should the fourth member of that group be... A dedicated blaster, perhaps? Or a rogue wannabe, dual-wielding Tricky's...

Wiki update complete. Never even noticed Champions lacked Echoes before :-)

The wording on Boundless Creativity could be improved, I think - probably explicitely mention "must be a Stargazer" in requirements section? Or, better yet, "must have a Stargazer Illumination list containing at least 10 illuminations"?


Eventually I realized that with Fighter feats, there is actually precedent for feats requiring s specific class level - which left me feeling a bit silly. The wording is much improved now.

Kymme
2014-04-18, 01:53 PM
This looks very nice! Fluff, nice abilities in a solid build, and a nice handling of both sides of her power sources. That said, I do spot a few things I'd like to see clean up a bit. One, simple enough, is that purity requires a specific condition to be designated on crafting, not on use. Two, I'd prefer if 'default' mote investments were already tallied into her costume and the like. It can make the sheet confusing to read, and it's easier to add effects than lose them if she's going to see play as an example.

Glad you like it! :smallredface: I should have read purity a bit more clearly, in any case. I'll have it fixed by tonight. The second part, though, I thought I had fixed. Under her armor I have Defiant written with a 9 in parentheses behind it. Is there a way I can write that more clearly? :smallconfused:

Selinia
2014-04-18, 03:21 PM
Apologies! There was actually a typo - for clarity, what I meant was calculate her sheet with the assumption that she hasn't invested motes in anything, just like how (most) NPC statblocks are written up without applying the effects of spell buffs or martial stances. It makes it clear that those are buffs, rather than a part of the baseline character. Generally speaking, the same goes for power attack - unless there some some special power attack related mechanics in play, most players can extrapolate easily from the default accuracy and damage.

As I said though, these are very minor nitpicks, and I think Olivia is easily solid enough to take her position as Iconic Valkyrie - so excellent work, all around! I'll have her up in time for the next changelog.

Kymme
2014-04-18, 04:01 PM
Apologies! There was actually a typo - for clarity, what I meant was calculate her sheet with the assumption that she hasn't invested motes in anything, just like how (most) NPC statblocks are written up without applying the effects of spell buffs or martial stances. It makes it clear that those are buffs, rather than a part of the baseline character. Generally speaking, the same goes for power attack - unless there some some special power attack related mechanics in play, most players can extrapolate easily from the default accuracy and damage.

As I said though, these are very minor nitpicks, and I think Olivia is easily solid enough to take her position as Iconic Valkyrie - so excellent work, all around! I'll have her up in time for the next changelog.

Oh, it's no problem. :smallbiggrin: I've made the edits to her sheet and Illuminations list. Thank you!

jamieth
2014-04-21, 03:37 AM
A couple notes on Olivia:

1, Bludgeoning weapons can't be made keen, AFAIK.
2, Sick Burns needs rewrite, since Challenges was switched into a shape component
3, What is a halfling radial feat?
4, more of a nitpick, but I remember Selinia asked us to stay as close to Core (+ToR, of course) as possible for iconic builds; now, for Valkirye, Tome of Battle is necessary, of course, but psionic items and magic item compendium? Of course, if Selinia's fine with it, then I don't mind either.

Also, did anyone claim an iconic Dawnguard? If not, I'd try my hand at making one :-)

caledscratcher
2014-04-21, 06:38 AM
Hm... I think I'd like to make a new ToR class. Not a PrC, but a new Base Class. I know it's been said that there's an attempt to stick with the three base classes, but I feel that this concept... can't fully be expressed with a Prestige. It is, in essence, Umika from the Puella Magi Kazumi Magica manga: a sort of radiant buffer/wizard/ranger/defender, who studies her foes (specializing in certain varieties) to provide her allies with bonuses against them, while also making powerful barriers to defend against those she's studied. I expect to flavor it as taking the light of knowledge to assist those who need/wish to learn.

I can't access mibbit on Chrome of my netbook (haven't tried Firefox or my other netbook yet, though), but might this be acceptable?

Kymme
2014-04-21, 08:42 AM
A couple notes on Olivia:

1, Bludgeoning weapons can't be made keen, AFAIK.

You are correct! I've changed it to Dragon-Bane, as it seems thematically appropriate.


2, Sick Burns needs rewrite, since Challenges was switched into a shape component

And a rewrite it has received!


3, What is a halfling radial feat?

Assuming you mean racial; Strongheart halflings swap out their +1 luck bonus to all saves for a bonus feat.


4, more of a nitpick, but I remember Selinia asked us to stay as close to Core (+ToR, of course) as possible for iconic builds; now, for Valkirye, Tome of Battle is necessary, of course, but psionic items and magic item compendium? Of course, if Selinia's fine with it, then I don't mind either.

Well, the third eyes are on the SRD. That's pretty close to core, I guess. As for the other items, I cited which book they were from, but if Selinia wants me to change them, that's alright.

jamieth
2014-04-21, 10:55 AM
You are correct! I've changed it to Dragon-Bane, as it seems thematically appropriate.



And a rewrite it has received!



Assuming you mean racial; Strongheart halflings swap out their +1 luck bonus to all saves for a bonus feat.



Well, the third eyes are on the SRD. That's pretty close to core, I guess. As for the other items, I cited which book they were from, but if Selinia wants me to change them, that's alright.

Oops, my bad - somehow missed her being a Strongheart.

Selinia
2014-04-22, 01:45 AM
Very small changelog, been a busy few days.


The Imposing costume element's mote imbuement is now useful in combat.
Olivia added as the Iconic Valkyrie!


Currently, I am tackling a rather serious issue with the Tome of Radiance - the Champion herself. Despite being possibly the most iconic of the evoker classes, and the up-front 'face' of the Tome, there is frankly very little mechanical incentive to play a Champion. Even in terms of raw combat prowess Empaths are their better, with more feats, more illuminations, and immense utility. Most of their core class features are situational or near-useless. Champions lack a niche where they truly excel, and their most potent abilities clash with what actually want to be doing due to action economy issues. And their evoking is near-crippled at low levels.

Champions are cool. They need some mechanics to meet the standard of their fluff.



Also, did anyone claim an iconic Dawnguard? If not, I'd try my hand at making one :-)

None have laid claim to my knowledge!


Hm... I think I'd like to make a new ToR class. Not a PrC, but a new Base Class. I know it's been said that there's an attempt to stick with the three base classes, but I feel that this concept... can't fully be expressed with a Prestige. It is, in essence, Umika from the Puella Magi Kazumi Magica manga: a sort of radiant buffer/wizard/ranger/defender, who studies her foes (specializing in certain varieties) to provide her allies with bonuses against them, while also making powerful barriers to defend against those she's studied. I expect to flavor it as taking the light of knowledge to assist those who need/wish to learn.

I can't access mibbit on Chrome of my netbook (haven't tried Firefox or my other netbook yet, though), but might this be acceptable?

New base classes are acceptable - look at Kestral's Wild Empath. As long as something is up to quality, it can go up to the front page.



Well, the third eyes are on the SRD. That's pretty close to core, I guess. As for the other items, I cited which book they were from, but if Selinia wants me to change them, that's alright.

Regarding 'core' content, anything on the SRD is perfectly acceptable as far as I'm concerned. Barring things obviously objectionable for other reasons, like Leadership.

jamieth
2014-04-22, 02:00 AM
I've been thinking about the Pathfinder Empaths (yeah, I know, should've focus on 3.5 version for now, but still), and Changing Heart just plain doesn't work in PF, 'cause of all the options, the only one xisting in PF is fighter bonus feats. So, what should we do about it... why, make some other heart fragments, of course! So, I've thought up a couple:

Trickster's heart
Select pathfinder's rogue talents in place of bonus feats. You have to meet all the requirements to select a talent, but may do so by using the stats of the Persone this fragment is assigned to, and treat your Empath level as rogue level for requirements.

Heart of the People
Choose a race other than your own. Your bonus feats must be selected from the feats exclusive to members of this race.

@Champions: They get the best Imbuements, though :-)

Selinia
2014-04-22, 02:25 AM
I've been thinking about the Pathfinder Empaths (yeah, I know, should've focus on 3.5 version for now, but still), and Changing Heart just plain doesn't work in PF, 'cause of all the options, the only one xisting in PF is fighter bonus feats. So, what should we do about it... why, make some other heart fragments, of course! So, I've thought up a couple:

Trickster's heart
Select pathfinder's rogue talents in place of bonus feats. You have to meet all the requirements to select a talent, but may do so by using the stats of the Persone this fragment is assigned to, and treat your Empath level as rogue level for requirements.

Heart of the People
Choose a race other than your own. Your bonus feats must be selected from the feats exclusive to members of this race.

These seem like they could work, in the strange event that you find a pathfinder group that allows homebrew but not actual 3.5 content. I do intend to revisit changing heart soon, and add some more options to it.


@Champions: They get the best Imbuements, though :-)

Problematically, they really don't. At level 20, a champion has two more imbuements than a stargazer. Early in the game, the difference is even more inconsequential. Limit Form bursts too quickly for most of your career, and is difficult to control properly. And you struggle for swift actions to manipulate your costume, since you need to load cartridges and buff yourself. Cartridge effects are cool, but they do not a class in of themselves make.

UserShadow7989
2014-04-22, 03:07 AM
Hm. Regarding the Champion's issue, my suggestion would be to look towards similar 'fuses martial combat with X' classes for ideas. For example, the Duskblade circumvents the issue of action economy by making its attacks double as a delivery method for many of its spells.

In that vein, maybe the Champion's standard and full attacks are linked to some sort of Illumination-based benefit, such as being able to perform one Illumination as a Free Action before or after a Full-Attack, or gaining extra Motes after a successful attack equal to the Champion's Charisma Modifier that last until the end of your (next?) turn or until expended? That might make them overly hyper-aggressive, though. I'm admittedly not too keen on these examples, but it's an idea of how to meld the two aspects, and pairing them with free attacks would compensate for the lackluster Illuminations slightly.

That aside, Cartridges are both unique and flavorful, setting the Champion apart from the other two Evoking classes. Building on them would be a good way to give the Champion something special. Consider giving them new uses like being able to expend a Cartridge for one of the above benefits, an extra attack, or a one-time boost to the number of motes invested in a component of an Illumination (up to Charisma Modifier or some class level-based limit, exceeding the normal motes limitation of an illumination without increasing the cost).

Perhaps Champions have a number of slightly overpowered Illuminations (akin to the current capstone but weaker and scaled to level) that can only be used by expending a Cartridge first? It could even play into the mixing of Illuminations and martial combat by fueling options to improve both. Consider adjusting the strength of the Cartridge-based Costume Effects and means/limits to obtaining Cartridges as necessary to balance. If it's an action economy issue in and of itself, maybe switch it to a once per turn Free Action to load a Cartridge instead of a Swift Action, or allow loading of a Cartridge as part of a different action?

Other than the above spit-balling, Bonus Fighter Feats would help the martial bent, if you feel that portion of the Champion is lacking in that area for your tastes. Martial characters can never turn down a free feat or two, and even just one can sometimes make a big difference in a character's performance at a given stage of the game.

Of course this was all written at 4 AM after a long day, so take any specifics outlined above with a grain of salt.

jamieth
2014-04-22, 08:13 AM
She isn't really finished, but here is Lady Estellise il Catrarina (http://www.myth-weavers.com/sheetview.php?sheetid=868651), a knight of Dawn.

sreservoir
2014-04-22, 08:21 AM
Currently, I am tackling a rather serious issue with the Tome of Radiance - the Champion herself. Despite being possibly the most iconic of the evoker classes, and the up-front 'face' of the Tome, there is frankly very little mechanical incentive to play a Champion. Even in terms of raw combat prowess Empaths are their better, with more feats, more illuminations, and immense utility. Most of their core class features are situational or near-useless. Champions lack a niche where they truly excel, and their most potent abilities clash with what actually want to be doing due to action economy issues. And their evoking is near-crippled at low levels.

well the other problem is that empath fills, like, every niche. the others are comparatively situational in that champion mostly provides, well, situational features, and stargazer's features can be used well if planned for (... and then inexplicably shining schemata is, like, broken in theory, although in practice probably not so much), but empath's features straight-up provide more options than either of the others. like, empath can have the best chassis when it wants; basically has the best mechanic for illuminations: champion's is 3.5+EL/2 known, 1.25+EL/4 readied; stargazer has 5+EL, 3.5+EL/2; empath's known total is a bit short of stargazer's until a fairly high level, but basically has access to all of them at the cost of a swift action for the unreadied one, as opposed to five minutes, only slightly behind stargazers at earlier levels, before catching up and overtaking them really quickly (the progression is quadratic, rather than linear as the other two).

and then there's the fact that what abilities empath does keep synergize better with whatever it cares to prc out into (sure, the abilities won't scale, as much, but enough of them remain useful enough even without that) than the champion (which kind of loses everything from prcing out ...) or stargazer (whose luminous reservoir, no longer scaling, gets to be too small to be all that useful, although complex formula remains). between having all the skills, and the persona abilities, empaths have more general utility?

... I am more or less trying to express that whereas champion gets occasionally useful things, and stargazer gets more or less more of the same, empaths get different things and also the main attractions, which causes them to kind of overshadow the others rather substantially.

Ilorin Lorati
2014-04-22, 01:02 PM
@UserShadow7989

I'm not sure if the Spellstrike/Martial Power/Arcane Channeling is the way to go with that, unless you're prepared to ask Selina to completely take out the Imbue and Assault Blast Shapes that effectively already perform that action, as I feel that leaving them even if just for Empath/Stargazer would still prove to be a little bit damning to Champion.

Personally, I'd be in favor of finding ways to overhaul the Cartridges and Imbuement systems, and maybe add extra Imbuements as a "Special" column class feature (so as to prevent the PrCs that say "take your best imbuement progression" from taking advantage of them). That's the Champion's unique mechanic, and can be pushed more to the forefront.

Lix Lorn
2014-04-23, 10:38 PM
So... please welcome the lightning equivalent of the Firekeeper and the Frostfell Maven. :)


Stormcaller


"There was a time when the sound of thunder made me hide inside too. Now it’s my instrument."
-A Stormcaller, to a scared young evoker

For countless years, mortals have worked under the sway of the weather, hoping that sun, wind, and rain will obey their whims. Even as civilisations rise and fall, people are always subject to the primal forces of nature. They can develop ways to cope with the world around them, but always they seek to rule them.

Now, with magic rampant throughout the world, their wish is achieved. The world dances to their tune. Some call it unnatural. Others do it as if they were born to it, shaping the forces of the wind, rain, and the very storm itself like a maestro shapes a symphony.

Greatest of them are the Stormcallers, confident heroes who shape the weather with their desires. Entire nations will call to them for their skills.

Requirements
To become a Stormcaller, you must fulfill the following criteria.
Skills: Survival 8 ranks
Illuminations: Must know at least one illumination with at least one rank in the Prisms component

Class Skill List: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge [Geography] (Int), Knowledge [Nature] (Int), Knowledge (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magical Device (Cha)
Skill Points at Each Level: 4 + Int modifier.

Stormcaller
Hit Dice: d8



[th]Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Illuminations


1st
+0
+0
+0
+2
Stormcalling
+1 level of existing class


2nd
+1
+0
+0
+3
Eye of the Storm
+1 level of existing class


3rd
+2
+1
+1
+3
Stormcalling
+1 level of existing class


4th
+3
+1
+1
+4
That Which Follows
+1 level of existing class


5th
+3
+1
+1
+4
Stormcalling, Stormborn
---


6th
+4
+2
+2
+5
Lightning Jump
+1 level of existing class


7th
+5
+2
+2
+5
Stormcalling
+1 level of existing class


8th
+6
+2
+2
+6
Static Charge
+1 level of existing class


9th
+6
+3
+3
+6
Stormcalling
+1 level of existing class


10th
+7
+3
+3
+7
Apotheosis of the Storm
---



Weapon and Armor Proficiency: A stormcaller gains no proficiency with any weapons or armor.

Illuminations: At each indicated level, a stormcaller gains an increase in evoker level, illuminations known, illuminations readied, innate illuminations, and personas known as if they had gained a level in an illumination-using class to which they belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one illumination-using class before becoming a stormcaller, she must decide to which class to add each level for the aforementioned purposes.

Stormcalling (Su):: With a highly personalised ritual, generally involving furious movement, the Stormcaller can shape clouds from nowhere. This ritual usually requires five minutes, and creates an area with radius 10ft/Evoker level, centred over any ground location you can see, in which clouds ripe with static electricity obscure the sky and rain patters down, causing a -1 penalty to apply to all spot, listen, and search checks. Being on the other side of these clouds is full cover. This penalty increases by one at each odd Stormcaller level. In addition, the radiant static of the clouds energizes those beneath. Characters engaging in strenuous activity within the area of this effect count the time as half it's actual time for the purposes of fatigue. This downpour, and the clouds that cause it, remain under your control for a number of hours equal to your evoker level, during which you can make it start and stop raining, or control the shape of the clouds (such as to open a gap for a dramatic ray of sunlight). Minor changes are enacted with only a swift action’s concentration, while filling the entire radius with cloud would require a full round action. Making complex shapes with clouds requires the normal craft skills. After this duration, they react as clouds normally would, depending on the conditions, but performing the ritual anew renews the duration.
A Stormcaller can only control a single cloud with this ability at once.

At third level, the Stormcaller can affect a far larger area, and the energizing effect of the cloud is greater. The area's radius increases to 25ft/Evoker level. As well as reducing the effect of strenuous activity, it reduces the strain of everyday life. Under the raincloud, the need for sleep (or similar effects, such as trance), is halved, and gentle activity is considered full bed rest. If the Stormcaller wishes, they may now lower the clouds to the ground, forming a sort of fog, which grants 20% concealment to all within, friend or foe.
Changing clouds on this scale requires two rounds of concentration.

A fifth level Stormcaller creates a raincloud of up to 50ft/evoker level in radius, and retains control for one day per evoker level. The most strenuous of activity under this cloud is considered no more difficult than a gentle stroll. In addition, resting there for five minutes removes the fatigued condition, or downgrades exhaustion to fatigue. The boundless energy within the cloud grants all of the Stormcaller’s allies under it a +10ft bonus to speed, and a +1 dodge bonus to AC and reflex saves. To enact changes in the cloud over this entire area takes five rounds of continuous concentration.

A seventh level Stormcaller's cloud is up to 100ft/evoker level in size, and remains under their control for one week per evoker level. Even strenuous activity under this cloud is considered bedrest. As a move action once per round, the Stormcaller may call down lightning dealing 1d6 per two evoker levels electricity damage from the cloud. Apart from where described here, this functions as if they had cast the Call Lightning spell. Allies of the Stormcaller find the energy of the cloud granting them a +20ft bonus to speed, and a +2 dodge bonus to AC and reflex saves.
At this point, a Stormcaller can do strange things to the clouds they control, making them as tough as stone, with a texture and the properties of anything from their natural state of vapour, through something soft, bouncy and fluffy, to something as tough as stone, despite of its appearance and position high in the air. They can continue to sculpt this cloudstone as they desire, using the same action as sculpting clouds normally. All forms of cloudstone are tied to the conditions in the sky, and revert to fog if lowered to the ground. Like sculpting clouds, using this ability to make complex shapes with cloudstone requires the normal craft checks. Sculpting the entire area of a cloud this size requires one continuous minute of concentration.

A ninth level Stormcaller has absolute control over the weather in their area, and does not have to renew this control. Strenuous activity under their clouds is considered bedrest, and everyone beneath the cloud is considered immune to fatigue, and no longer requires sleep. In addition, allies of the Stormcaller receive benefits equal to that of a haste spell, except that bonus to AC and reflex saves is +3. Allies with less than half the HD of the Stormcaller receive only the numerical bonuses, and not the additional attack. The lightning they summon from this cloud now deals 1d10 damage per two evoker levels, rather than 1d6.
Finally, a Stormcaller who is amongst their clouds extends their radiance throughout them. When they evoke an illumination, or use another class feature from an evoking class, they may measure range from any position in the cloud. This does not enhance their senses - they must still know where their target is. Blast illuminations used in this way may always target the ground directly beneath the cloud, even if the cloud is further than the blast’s normal range away from the ground.

Eye of the Storm (Su): Beginning at 2nd level, a stormcaller learns to harness the overwhelming raw power of the storm. Whenever the stormcaller deals electricity or sonic damage with an illumination or Stormcaller class feature, she may ignore an amount of her target’s electricity resistance, sonic resistance or hardness equal to [class level * 3]. If the target possesses both electricity/sonic resistance and hardness, this value is deducted from each of them separately. Creatures with electricity/sonic immunity are instead treated as having Electricity/Sonic Resist 40, which this ability then reduces as normal. This ability may not reduce a creature’s effective electricity/sonic resistance or hardness below 0.

That Which Follows (Su): While lightning is the most visible danger of the storm, only a fool fights a stormcaller without watching for other dangers. Whenever a stormcaller of 4th level or higher evokes a blast illumination with an electricity-attuned prism component, the storm ripples with power, the potential for a destructive peal of thunder growing. After this effect triggers, any allied effect that deals electricity damage under the Stormcaller’s cloud, including the triggering illumination, is followed by a peal of thunder.
Any foe dealt electricity damage way suffers 1d4 sonic damage per Stormcaller level one round later, unless they move 15ft or further in that time. For all purposes, this damage is treated as being dealt by one of the Stormcaller’s illuminations.
Multiple applications of this ability do not stack, even from multiple Stormcallers. Only the most powerful thunder occurs.

Stormborn (Su): In time, a Stormcaller becomes so attuned to her element that it suffuses her, giving her life and motion. It no longer harms her. Beginning at 5th level, the stormcaller is considered to have the Primal [Electricity Attuned] costume effect active at all times – even when she does not have her costume manifested. This does not count against her normal costume effect limit, and may have motes invested in it as usual. If the stormcaller wishes, she may still manifest the Primal costume effect for other energy types, but she may not use this effect to manifest a second electricity attuned Primal effect.

Lightning Jump (Su): Lightning is always moving, ever changing. More than not striking the same place twice, it never acts the same way. All that can be known is that destruction lies in its path. The same is true of Stormcallers. Whenever a foe strikes a Stormcaller of at least 6th level with a melee attack, the Stormcaller may, immediately after taking the damage, teleport 5ft per two class levels in any direction, measured from the foe’s space. Any creature located in a line between the stormcaller's starting location and her destination takes one electricity damage. If the triggering attack was part of a full attack, the teleportation does not occur until all attacks in the full attack are resolved.

Static Charge (Su): They say lightning never strikes the same place twice. Generally, this is because the place doesn’t exist the second time. Beginning at 8th level, whenever the stormcaller strikes a foe with an attack dealing electricity damage, they are marked with an overabundance of electricity, which discharges when struck. Whenever an ally strikes this foe, they may choose to convert any amount of their damage into electricity damage. This effect lasts for one minute, or until an ally successfully uses it to convert one or more points of damage to electricity damage.

Apotheosis of the Storm (Su): By this point, the difference between the Stormcaller and an elemental of lightning is largely academic. Where others might have been overwhelmed by the power she wields, she has remained sane(ish), and it has changed her. At 10th level, a stormcaller forevermore becomes a Native Outsider with the Air subtype and an Augmented subtype pertaining to her previous type, with all the traits that implies. Unlike most creatures with the Air subtype, the stormcaller does not gain a fly speed. She does however become Immune to electricity. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.

Regalus
2014-04-24, 07:49 AM
I'm a bit confused by the wording for Storm Calling's level 9 progression of their call lightning ability. Does the damage change from dealing 1d6 damage per 2 evoker levels to a flat 5d10, is that 5d10 in reference to something else, or did you mean to say that the damage was changed to d10s rather than d6s?

If it is changed to a flat 5d10 I'm rather curious why you decided to nerf the damage between level 7 when the ability is first gained and level 9.

Lix Lorn
2014-04-24, 11:05 AM
Whoops!
The original version did 3d10, then up to 5d10, as a reference to Call Lightning, Call Lightning Storm. It was buffed to 1d6/2 levels at Selinia's suggestion, but I forgot to take the 5d10 bit out.

jamieth
2014-04-24, 12:35 PM
OK, but what abouul general looks? Are the coloras more or less like you imaginad? I feel Empress should be a bil lighter color, and the main one maybe darker shade of blue? Are the sleeves fine?
And, yes, I know I'm bothering you with these question; sorry, but that is important...

Selinia
2014-04-26, 03:34 AM
Whew! Changelog, and a rather heavy one. Anyone playing a Champion or Empath ought to take notice!


Champion overhauled! Lots of changes here. Limit Form has become Limit Boost, and now scales more reasonably, divorced from the shackles of Cartridge effects. With Limit Boost, champions become the undisputed masters of imbuement boosting. Cartridges, similarly, has been reworked to possess a 'basic' cartridge effect that is always available, as well as to make reloading them less stressful on your swift actions. Force of Personality has been expanded, now including carrying capacity for additional utility, as well as the effects of the feat Enduring Radiance. The champion's higher level class features have been moderately enhanced in value as well. Lastly, and perhaps most significantly, the champion no longer readies illuminations, possessing access to their full compliment at all times in a great boost to versatility.
The Empath has been nerfed. Her persona capacity has dropped one 1, all the way down the list. To compensate somewhat, her Innate Illumination progression now properly begins from level 1, and proceeds at a more normal pace to prevent crippling in the early levels.
The feat Enduring Radiance has been removed for redundancy reasons.
The 'aura' costume archetype has been altered. This costume type would, in the long run, almost invariably outclass all others objectively - its dominance has been nullified with the removal of evoker stat scaling. The archetype now more properly represents a squishy, but mystically powerful evoker, offering the flexibility of bonus motes at the cost of raw AC.
The Storm Bringer PrC has been added! As the third of the elemental siblings, this master of wind and rain is sure to shock the systems of whoever is foolish enough to pit themselves against her light.



@UserShadow7989
Personally, I'd be in favor of finding ways to overhaul the Cartridges and Imbuement systems, and maybe add extra Imbuements as a "Special" column class feature (so as to prevent the PrCs that say "take your best imbuement progression" from taking advantage of them). That's the Champion's unique mechanic, and can be pushed more to the forefront.

Technically, all PrC-based imbuement progression should be done through Extra Imbuement class features (or single option analogs, like the the elemental PrCs). I've mentioned this offhand a couple times before, but I will say it again here - this is the preferred and official method for advancing imbuements. If you have PrCs and you convert them to use this method, your work to straighten out the Tome of Radiance will be much appreciated!


She isn't really finished, but here is Lady Estellise il Catrarina (http://www.myth-weavers.com/sheetview.php?sheetid=868651), a knight of Dawn.

D'aaawww. She's so cute! There's something adorable about Dawnguards and their comically incongruous toughness. The only flaws I see are those caused by the recent Champion carpet-yank, and the fact that her backstory (in 'additional information') seems to be cut short mid-sentence. Tossing in a few plot hooks at the end couldn't hurt either.

jamieth
2014-04-26, 04:25 AM
D'aaawww. She's so cute! There's something adorable about Dawnguards and their comically incongruous toughness. The only flaws I see are those caused by the recent Champion carpet-yank, and the fact that her backstory (in 'additional information') seems to be cut short mid-sentence. Tossing in a few plot hooks at the end couldn't hurt either.

Her backstory is incomplete right now; I was waiting on the Champion overhaul to fix mechanical issues first. Will continue writing her now :-)

Qwertystop
2014-04-26, 09:47 AM
Typo in Limit Boost: "2th"

EDIT: Can the Limit Boost ritual be the same one as the cartridge-and-illuminations one? Asking because the text on making more cartridges explicitly says that cartridges can be made in the same ritual as preparing illuminations, but Limit Boost doesn't.

Lix Lorn
2014-04-26, 02:17 PM
OK, but what abouul general looks? Are the coloras more or less like you imaginad? I feel Empress should be a bil lighter color, and the main one maybe darker shade of blue? Are the sleeves fine?
And, yes, I know I'm bothering you with these question; sorry, but that is important...
uhhh you didn't actually send me anything to see as far as I can tell ._.

jamieth
2014-04-26, 02:22 PM
Oops, don't know how I managed to do that :-) Here:
https://drive.google.com/file/d/0B7PLLmFLwSSzUTVVbFJlYzc1VEk/edit?usp=sharing

Lix Lorn
2014-04-27, 02:36 PM
Oooh I love them!
I always hate complaining when people do art for me, but I'd imagined base-Mira's outfit being kinda like the Emperor one. White, then with sky blue lines at the base and as trim.
Love the designs though! :smallsmile:

jamieth
2014-04-27, 02:59 PM
Oh, I see. I'll send yo the update tomorrow. Are the rest more or less correct?

update: in fact, I would greatly appreciate if yo could sketch her yourself. She is your character, after all :-) Also, Mira's builds need a little update now, with Empath now having less Capacity, but more Innates'

Lix Lorn
2014-04-27, 03:29 PM
Absolutely! Thank you so much :)

Snowfire
2014-04-27, 03:30 PM
So do I now know what two of the Chosen characters look like then?

If so, awesomes!

Magikeeper
2014-04-27, 03:37 PM
Is it intentional that the core class "Apotheosis" abilities do not function in an antimagic field? They currently revert back to their former creature type in such fields since the abilities are (Su).

sreservoir
2014-04-27, 03:54 PM
Is it intentional that the core class "Apotheosis" abilities do not function in an antimagic field? They currently revert back to their former creature type in such fields since the abilities are (Su).

the "forevermore" and "no longer" language suggests that the effect is magical to apply but the creature type and the unaging shouldn't revert in an AMF, in the same vein that effects with instantaneous duration don't revert in an AMF. the additional activated or continuous effects which aren't covered by that language (the champion's "special illumination", the empath's second persona) do stop functioning in an AMF, as they should, because the class features they're keyed off are also (Su).

notably, the stargazer's ability is (Ex), because it needs to be (Ex) to function in an AMF because I mentioned that earlier.

Magikeeper
2014-04-27, 04:29 PM
I noticed that, but 'suggests' and 'is' are two different things. It likely won't matter, since most DMs will likely go along with the intent.

I was going to bring up a different (Su) ability that uses 'no longer', but all examples of such transformations I can find are extraordinary. There are (Su) effects that are permanent, however, and those still fail without magic.

I can find an example of abilities that are not entirely (Su) - some of the epic warlock feats. They specifically note "This is an extraordinary ability" for the parts that are extraordinary. Noting "This transformation is an extraordinary ability." would close any nit-picking of the capstones. I have played under DMs that would nit-pick that capstone. :P

Regalus
2014-04-27, 11:28 PM
Hey there, I've got a question concerning the Oversized Weapon Imbuement and effects such as Enlarge Person which increase the size (and therefore damage) of your weapon. IN such cases do you increase the size of the weapon first and then apply Oversized once more, or do you treat Oversized's modified damage as the weapons base when further increasing the size?

Ex: I have an Oversized Versatile weapon it's damage is normally 2d8 (1d8 base +1d8 from Oversized). If its the former than the weapons damage is increased from 1d8, to 2d6 and then Oversized kicks in to make it 4d6. If its the latter than the weapons damage is 2d8 and then when its size is increased it would become 3d8.

So, which is the proper way to interpret the change to damage when increasing the size of a Oversized weapon?

jamieth
2014-04-28, 01:41 AM
Wiki updated as per the latest changes to Champion, Empath and Aura costumes. Storm Bringer is on to-do list, as well as update to the iconic Dawnguard.

In other news, updated look for unaspected Mira: https://drive.google.com/file/d/0B7PLLmFLwSSzNEctbUtUV3FzbTg/edit?usp=sharing. Looks better, Lix?
(Don't worry about criticizing, by the way - these sketches take three minutes each, tops; it's not like I actually draw them :-)

UserShadow7989
2014-04-28, 02:26 AM
@ Ilorin Lorati: Good point. Going the arcane strike route would've meant taking away from the other two classes more than giving to the Champion, in retrospect.

@ Selinia: Ah, thanks for the clarification. I haven't created a Prestige Class based off of the Tome of Radiance yet (and my one attempt at creating a prestige class of any kind is thankfully long buried under the weight of the homebrew threads), but I'll keep that in mind when I feel I've gotten a handle of the material enough to throw my hat in the ring. I'm loving the new Champion and your approach to improving it. Simple and straightforward, yet a very, very handy tool that I'm sure Champion players will greatly appreciate.


On an unrelated note, I've been tinkering with the idea of giving evoker classes access to a modified familiar, to fill in the 'animal adviser' niche that appears in some magical girl shows, and as an occasional element in some high fantasy (hence why I felt it was a good idea for an option). I've got a rough draft of two feats to that end, neither especially big, but both decent practice and potentially fun:

Luminous Familiar
In your travels, your are aided by a manifestation of your soul and radiance, who attempts to guide you along your path.

Prerequisites: Evoker Level 1st
Benefit: You can gain a familiar (http://www.d20srd.org/srd/classes/sorcererWizard.htm#familiars) as a Sorcerer, though it functions somewhat differently from that of an Arcane caster's. Like with the standard familiar, it advances depending on its master's own advancement, but based off her total Evoker Level rather than class levels.

Note that while the terminology of 'master' is still used below, it's more common for the Luminous Familiar to serve as a mentor or companion than as the lower of a master and servant relationship, and they often enjoy a place as the evoker's friend. There are even some cases where the familiar was the one to introduce the evoker to her powers, becoming their familiar after the fact.

Its progression is as follows:


Master Evoker LevelNatural Armor Adj.IntSpecial
1st-2nd+16Speech, Improved Evasion, Share Surge, Empathic Link
3rd-4th+27Deliver Illuminations
5th-6th+38Telepathic Connection
7th-8th+49Luminous
9th-10th+510
11th-12th+611Spell Resistance
13th-14th+712Through Their Eyes
15th-16th+813
17th-18th+914
19th-20th+1015


Natural Armor Adjustment and Int: As the normal familiar.

Speech (Ex): Unlike a traditional familiar, the Luminous Familiar has no issues with speech, nor are they limited to speaking to their master or other animals. The Luminous Familiar knows any language its master knows. In addition, if its Intelligence modifier would grant it more bonus languages than its master's own Intelligence modifier grants them, it knows those an additional number of languages equal to how many more its Int would grant than its master's. Should the master learn a one of those languages afterwards (other than by increasing their Intelligence Modifier), the familiar gains a new bonus language to replace it.

Improved Evasion (Ex): As the normal familiar.

Share Surge: When the evoker uses a Surge Illumination with the Awakening Shape Component, they can choose to extend the benefit to their Luminous Familiar. The familiar must be within 5 feet at the time of use to receive the benefit, and the benefit (if an ongoing one measured in rounds) ends as soon as the familiar leaves this range.

Empathic Link (Su): As the normal familiar.

Deliver Illuminations: When the familiar's master uses a Surge Illumination with the Smiting Shape Component or a Blast Illumination with the Assault or Imbue Shape Components, they can choose to have their Familiar deliver it with their Natural Weapons instead of their own device or weapons.

Telepathic Connection (Sp): The Luminous Familiar and their master are connected inseparably, their very thoughts able to reach each other from across great distances. They are able to communicate telepathically with each other out to 1 mile, as if under the effects of a permanent Lesser Telepathic Bond (http://www.d20srd.org/srd/psionic/spells/telepathicBondLesser.htm) spell.

Luminous (Ex): Upon their master's Evoker Level becoming 7th or higher, the energy within the familiar begins to spill over, providing bright illumination around themselves. As a Free Action, the familiar may choose to suppress or resume this ability, or change the distance the illumination they provide travels to any multiple of 5 ft. they wish, to a maximum of (5 * the master's Evoker Level) ft. This is treated as a light spell of a level equal to half the master's Evoker Level for the purposes of opposing and penetrating magical darkness.

Spell Resistance (Ex): As the normal familiar.

Through Their Eyes (Su): Once their Evoker Level is 13th or higher, the evoker and their familiar are inextricably linked. As a Free Action, the evoker or the familiar can choose to link their own consciousness to the other's senses. While this is in effect, the user of this ability cannot notice anything around their own bodies or with their own senses, instead using the other's sight and hearing (as well as any special senses such as Low Light Vision or the effects of a Detect Magic spell affecting them).

The evoker makes any skill checks with the familiar's skill modifiers and senses and is only entitled to such checks if their familiar would be so long as this remains in effect, and vice-versa, though both still make their checks independently. Anything concealed from one's position is treated as concealed from the other's when the other is using this effect, but anything not concealed from their position is not concealed to the other when they use the effect. Ending this effect is a Free Action, and can be done even when it's not the evoker's turn. Through Their Eyes can only be used when both the evoker and the familiar are on the same plane.

Special: If the evoker has access to or would later gain access to a more traditional familiar, they can choose to either have both the Luminous Familiar granted by this feat and the normal familiar gained through other means as separate entities with their listed progressions, or have a single familiar that benefits from both progressions. In the case of the latter, overlapping benefits are only applied once, whereas unique benefits (such as Speech and Alertness at first level of the Luminous and normal familiars, respectively) are all gained by the familiar.

Special: If the evoker possesses the Craft Soulbond feat, the Luminous Familiar also receives it as a Bonus Feat. A Luminous Familiar can only craft a Soulbond with its master.


Greater Luminous Familiar
By empowering your familiar with your own inner light, you grant them the ability to defend themselves and others when you cannot.

Prerequisites: Evoker Level 6th, Luminous Familiar
Benefit: An evoker with this feat grants additional benefits to their familiar, as determined by their Evoker Level. To utilize these benefits, the evoker must choose to invest motes into their familiar in the same manner they invest motes into the Armament Effects of their Device and Costume. The evoker cannot invest more than half their Evoker Level in motes into their familiar in this way.

The Greater Luminous Familiar receives the following progression in addition to the one described in the Luminous Familiar feat.


Master Evoker LevelStr/Dex AdjustmentSpecial
6th+0Radiant Shape
7th-8th+1Radiant Strike
9th-10th+1Radiant Link
11th-12th+2Radiant Resilience
13th-14th+2Radiant Grace
15th-16th+3Radiant Soul
17th-18th+3
19th-20th+4


Str/Dex Adjustment: Add the listed bonus to the familiar's Strength and Dexterity scores.

Radiant Shape (Su): The bond of the familiar and the evoker strengthens both, so much so that the former can tap into heretofore unknown potential to aid their master and friend. The familiar gains the Shapechanger subtype. As a Move Action, it can increase its size by up to (Motes invested/2 + 1) steps, to a minimum of 1 step, granting it all the bonuses and penalties associated with such a size increase. This effect cannot increase the familiar's size beyond Colossal. Another Move Action can reduce the familiar to their original size.

Radiant Strike (Su): A master whose Evoker Level is at least 7th grants this ability to his or her familiar. Channeling the light itself, the familiar's natural weapons are always treated as Masterwork, and can be affected by spells or other effects as though manufactured or natural weapons, whichever is more beneficial to them. Further, the familiar's natural weapons gain an enhancement bonus equal to half the invested motes (rounded down). This enhancement bonus may exceed the normal limit.

Radiant Link (Su): Investing motes of light into the familiar becomes as implanting bits of one's own self, strengthening the bond of master and familiar. Once the master's Evoker Level is at least 9th, the familiar can benefit from the Share Surge ability out to (10 + (Invested Motes * 5)) ft. Further, when the familiar uses an Illumination of a type listed under the Share Surge ability (See Radiant Soul), it can extend the effect to its master in the same way, with the same range limitation.

Radiant Resilience (Su): With their Evoker Level at 11th or higher, the master's bond is so strong as to envelop the Luminous Familiar in a protective sheet of light. The familiar receives 3 hit points for each invested mote, their maximum hit points increased equally. When a mote is removed, their current and maximum hit points are reduced by an equal amount. These hit points are not temporary hit points, and thus not 'lost first', functioning similarly to the hit points gained by a raging Barbarian when their Constitution Modifier increases/decreases.

Additionally, the familiar gains Damage Reduction X/-, where 'X' is half the number of invested motes.

Radiant Grace (Su): Beginning at the point the master's Evoker Level is 13, the true nature of the familiar being a servant of the light itself becomes increasingly clear- portions of their body shifting between physical and pure light the more motes are invested into their form. The familiar receives a Radiant Bonus to AC equal to half the invested motes, and a Resistance Bonus to all saves equal to 1/3rd the number of invested motes.

Radiant Soul (Su): The power of a Luminous Familiar peaks once their master's Evoker Level is 15th or higher, they themselves becoming an evoker. The familiar gains a mote pool equal to the number of invested motes, an Evoker Level half that of their master's, and a single Illumination known following the normal rules. The familiar need not prepare this Illumination, essentially having all Illuminations it knows ready at all times.

The familiar gains an additional Illumination upon their master reaching Evoker Level 17, and one more once they obtain Evoker Level 19. Whenever the familiar learns a new Illumination, they can choose to modify or replace any previously learned Illuminations. For the purposes of effects, its natural weapons are treated as its Device and its body itself as its Costume.

jamieth
2014-04-28, 05:49 AM
OK, now the wiki on Empath should be up to the latest version; Time to Shine feat updated as well.

Also, Estellise il Catrarina (http://www.myth-weavers.com/sheetview.php?sheetid=868651) is more or less done.

Lix Lorn
2014-04-28, 01:57 PM
Wiki updated as per the latest changes to Champion, Empath and Aura costumes. Storm Bringer is on to-do list, as well as update to the iconic Dawnguard.

In other news, updated look for unaspected Mira: https://drive.google.com/file/d/0B7PLLmFLwSSzNEctbUtUV3FzbTg/edit?usp=sharing. Looks better, Lix?
(Don't worry about criticizing, by the way - these sketches take three minutes each, tops; it's not like I actually draw them :-)
Eeee I love it. ^^

Owrtho
2014-04-28, 11:20 PM
So, fixed the table for the Radiant Armourer (http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice&p=16139071#post16139071), along with a few typos and immediately noticeable bits to conform with changes (specifically, companions and the shield options for blazing aegis) since I made that fix (as a side note I've left it as Armament Effects for now given that seems to be used more than Imbuements in the post detailing radiant armaments). I'd also point out that the wiki seems to have a typo in the spelling of Radiant Armourer, as well as some strange amalgamation of the two versions. Bah, stupid table changes will suck when I try to update the ozodrin. It's going to be so over max character count unless that got increased in the site revamp...

That said, I noticed a typo in Blazing Aegis (it says heavy in front of light shield), and the bonded companion secondary ability seems to likely mean [evoker level + evoker stat modifier] rather than [evoker level + evoker stat].

Anyway, with the above suggested feats to get familiars, I find myself possessed of the idea for an animal mentor/companion base class. That said, outside a basic idea of granting an ability to imbue others with minor evoker powers (letting them barrow some motes and minor illuminations), I'm not entirely sure how best one could go about the class. Generally, it would seem something along the lines of a secondary form (either as a weaker 'normal' form that they spend most of their time in or as a stronger 'true' form that they could use in combat) and not granting the usual radiant armaments unless they bother to grab a feat for them would seem most in keeping with normal depictions of animal mentors. I'm actually somewhat torn between the idea of making it something like a monster class or leaving it more open and allowing most any race. Hmm, maybe make the normal/true form a toggle between more support focused abilities and or personal combat abilities with the latter possibly having some means of limiting the duration. Also there is the issue that the concept seems somewhat in the realm of a PRC, but conceptually fits more as something from starting levels (though admittedly one could argue that in most stories the mentors would be at least a few levels above the main characters starting out).

owrtho

jamieth
2014-04-29, 12:35 AM
So, fixed the table for the Radiant Armourer (http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice&p=16139071#post16139071), along with a few typos and immediately noticeable bits to conform with changes (specifically, companions and the shield options for blazing aegis) since I made that fix (as a side note I've left it as Armament Effects for now given that seems to be used more than Imbuements in the post detailing radiant armaments). I'd also point out that the wiki seems to have a typo in the spelling of Radiant Armourer, as well as some strange amalgamation of the two versions. Bah, stupid table changes will suck when I try to update the ozodrin. It's going to be so over max character count unless that got increased in the site revamp...

That said, I noticed a typo in Blazing Aegis (it says heavy in front of light shield), and the bonded companion secondary ability seems to likely mean [evoker level + evoker stat modifier] rather than [evoker level + evoker stat].

Anyway, with the above suggested feats to get familiars, I find myself possessed of the idea for an animal mentor/companion base class. That said, outside a basic idea of granting an ability to imbue others with minor evoker powers (letting them barrow some motes and minor illuminations), I'm not entirely sure how best one could go about the class. Generally, it would seem something along the lines of a secondary form (either as a weaker 'normal' form that they spend most of their time in or as a stronger 'true' form that they could use in combat) and not granting the usual radiant armaments unless they bother to grab a feat for them would seem most in keeping with normal depictions of animal mentors. I'm actually somewhat torn between the idea of making it something like a monster class or leaving it more open and allowing most any race. Hmm, maybe make the normal/true form a toggle between more support focused abilities and or personal combat abilities with the latter possibly having some means of limiting the duration. Also there is the issue that the concept seems somewhat in the realm of a PRC, but conceptually fits more as something from starting levels (though admittedly one could argue that in most stories the mentors would be at least a few levels above the main characters starting out).

owrtho

Yep, sorry; Armourer needs to be updated on the wiki... basically, I missed the new version, so the one on the wiki is basically the original one updated by me to conform to the new rules. Other thing to do is to add the stormcaller...

update: Radiant Armourer's wiki entry updated to the latest version; Stormcaller added.
Also, made a small tweaks and updates to my Wind Dancer (http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice&p=15857280#post15857280) - it wasn't really affected by the recent changes, so mostly some fluff added and spelling corrected.

Owrtho
2014-04-30, 03:22 AM
So, something I noticed never seemed to be addressed was how multiclassing impacts Armament Effects/Imbuements. By RAW, if a character has one level in each of the three base classes, she has 3 Imbuements available to her. Given this does not quite seem right, I'd suggest adopting something akin to fractional BAB or saves to deal with this. Unlike normal those however, I'd suggest having it round up to the next whole number (hence why they would start at 1 when level 1) and likely each class would need to have the specific decimal value noted for any given level. Might be worth just making a multiclassing sidebar. As for PRCs, assuming that they go with the suggested specifically stating what levels they grant extra Imbuements, they would not need to be adjusted for this (though I suppose if one really wanted to they could try making it add in the suggested fractional manner).

Anyway, while I'd been checking to see if there had been any changes I missed that explained how multiclassing impacted Imbuements, I noticed that there seems to be a bit of an issue with terminology for them. The most notable issue is that 4 places still refer to them as Costume Elements (Luminous Reservoir, Versatile, Lightforge Feats, and Prestige Classes and Evoker Level). Further however, there is a mix of calling them Imbuements and Armament Effects. The class tables and ability descriptions and aura costume archetype call them Imbuements while everywhere else in the Radiant Armaments post they are called Armament Effects (Other than the previously mentioned spots that still use the defunct term Costume Elements). It would be advisable to select one and use only that. Also while looking I noticed it would likely be worth adding the Enhanced Device Effect to the Costume Effects (except for armour rather than weapons).

All that said, I figured I'd bring up the new table (http://www.giantitp.com/forums/showthread.php?341034-table-s-in-the-Playground-All-you-want-to-know-about-the-table-code) code functions. The plain white tables currently used by most of the classes are a bit unpleasing to look at. I'd suggest at least adding the head and alt1 classes.

owrtho

jamieth
2014-04-30, 03:24 AM
According to Selinia in IRC, Imbuements don't stack. You have the best amount from among your base evoker classes, plus whatever additional Imbuements your PrCs/feats grant you.

Owrtho
2014-04-30, 04:51 AM
According to Selinia in IRC, Imbuements don't stack. You have the best amount from among your base evoker classes, plus whatever additional Imbuements your PrCs/feats grant you.

Well, that is not noted anywhere in the posts detailing the system, and also seems a subpar option as a champion 5/stargazer 8/empath 6 would by those rules only have 2 imbuements while a pure stargazer (the one of the three with the lowest imbuement progression) would by 19 have 3 imbuements (having gained the 3rd at 16), an empath 19 would have 4, and a champion 19 5. If such a ruling were to be used, I'd suggest use the best amount amoung base evoker classes of the level you have, or the worst amount of base evoker classes you have of the level that is the sum of all your base evoker class levels (whichever is higher), thus giving said hypothetical character 3 imbuements rather than 2. Still that seems a poor choice.


ChampionEmpathStargazer

LevelPureFraction
LevelPureFraction
LevelPureFraction

1st10.25
1st10.20
1st10.14

2nd10.50
2nd10.40
2nd10.29

3rd10.75
3rd10.60
3rd10.43

4th11.00
4th10.80
4th10.57

5th21.25
5th11.00
5th10.71

6th21.50
6th21.17
6th10.86

7th21.75
7th21.33
7th11.00

8th22.00
8th21.50
8th21.13

9th32.25
9th21.67
9th21.25

10th32.50
10th21.83
10th21.38

11th32.75
11th22.00
11th21.50

12th33.00
12th32.17
12th21.63

13th43.25
13th32.33
13th21.75

14th43.50
14th32.5
14th21.88

15th43.75
15th32.67
15th22.00

16th44.00
16th32.83
16th32.13

17th54.25
17th33.00
17th32.25

18th54.50
18th43.17
18th32.38

19th54.75
19th43.33
19th32.50

20th55.00
20th43.50
20th32.63

Using the spoiled table, the hypothetical character would have 1.25 from champion, 1.13 from stargazer, and 1.17 from empath for a total of 1.55, which rounds up to 4. This is twice what they would have going by the pure no stacking rule, and 1 more than they would have if you treated all levels as being in their lowest imbuement progression base evoker class (also 1 less than they would have if you counted all of them as being in the highest imbuement progression base evoker class). Mind the table becomes more notably helpful if progressing about even in two evoker classes. A champion 10/ empath 10 would have 5 imbuements, while a champion 10/stargazer 10 would only have 4 as would an empath 10/stargazer 10 (compared to the 3, 3, and 2 they would normally have respectively with the non-stacking).

owrtho

sreservoir
2014-04-30, 09:26 AM
without specifying otherwise, one might expect that the features don't interact with one another and are maintained separately for each class. not seeing a problem with haphazard combinations of classes being suboptimal ...

Ilorin Lorati
2014-04-30, 12:15 PM
I'm not sure it's really possible to get a "clean" imbuement leveling system with the way they're designed, but adding decimals is just really odd. A cleaner solution would be 1 + the sum of all your other Evoker classes, -1 for each class you have, so your 5/8/6 would math out to 1 + 1 (2-1) + 1 (2-1) + 0 (1-1) = 3.

Of course, I think that not everything needs to be optimal in terms of character building, and the 1/2 EL rule gives more to Evokers than most casters get. It's quite likely fine.

Owrtho
2014-04-30, 03:00 PM
without specifying otherwise, one might expect that the features don't interact with one another and are maintained separately for each class. not seeing a problem with haphazard combinations of classes being suboptimal ...

I'd note that the view features do not interact doesn't really solve the problem, and leaves you with mostly the same problem as reading it as strait stacking. Mainly as by RAW each additional base evoker class gives you a new set of Radiant Armaments. If the imbuements are in turn tracked separately, this would just limit which armaments you can put said imbuements on. As the magical girl can mix between them, she can simply relegate one class to only providing imbuements to the device it grants, while having the other provide imbuements to its costume, then just summon thethe device from the former and costume of the latter. While an evoker with three base evoker classes loses out some like this, they still would have access to more than if they just used the device and costume from one class.


I'm not sure it's really possible to get a "clean" imbuement leveling system with the way they're designed, but adding decimals is just really odd. A cleaner solution would be 1 + the sum of all your other Evoker classes, -1 for each class you have, so your 5/8/6 would math out to 1 + 1 (2-1) + 1 (2-1) + 0 (1-1) = 3.

Of course, I think that not everything needs to be optimal in terms of character building, and the 1/2 EL rule gives more to Evokers than most casters get. It's quite likely fine.

Technically, your numbers there is wrong as Champion 5/Stargazer 8/Empath 6 would be the levels each class gets their second imbuement, thus adjusting your final number to 4. While that seems decent in general, the disparity is more noticeable if the levels are adjusted down one in each class, giving them 1 by pure no stacking, 1 by your method, 3 by the method I proposed, and 3 had they gone pure stargazer.

Anyway, on the issue of optimization, while it's true that things don't always need to be optimised, there should be a ruling somewhere in the first few posts as presently it is just grey area open to GM interpretation. In this context I personally see no reason not to provide some degree of optimizing. They still won't be as good as if they went strait in the higher progression evoker class, but they won't have their imbuement count completely crippled due to using more than one evoker class.

owrtho

sreservoir
2014-04-30, 04:30 PM
I'd note that the view features do not interact doesn't really solve the problem, and leaves you with mostly the same problem as reading it as strait stacking. Mainly as by RAW each additional base evoker class gives you a new set of Radiant Armaments. If the imbuements are in turn tracked separately, this would just limit which armaments you can put said imbuements on. As the magical girl can mix between them, she can simply relegate one class to only providing imbuements to the device it grants, while having the other provide imbuements to its costume, then just summon thethe device from the former and costume of the latter. While an evoker with three base evoker classes loses out some like this, they still would have access to more than if they just used the device and costume from one class.

what problem? given that only illuminations have any kind of stacking between classes, if you're willing to drop a level on a costume/device suitable for a 1st level, even with an imbuement (1m investment maximum) ... I'm not seeing why this is a problem. it seems totally reasonable.


Technically, your numbers there is wrong as Champion 5/Stargazer 8/Empath 6 would be the levels each class gets their second imbuement, thus adjusting your final number to 4. While that seems decent in general, the disparity is more noticeable if the levels are adjusted down one in each class, giving them 1 by pure no stacking, 1 by your method, 3 by the method I proposed, and 3 had they gone pure stargazer.

Anyway, on the issue of optimization, while it's true that things don't always need to be optimised, there should be a ruling somewhere in the first few posts as presently it is just grey area open to GM interpretation. In this context I personally see no reason not to provide some degree of optimizing. They still won't be as good as if they went strait in the higher progression evoker class, but they won't have their imbuement count completely crippled due to using more than one evoker class.

owrtho

since there's no specific rule for it, by default you don't get anything special ... ? in the same way that even though the table says nothing about it, there's no grey area as to whether 3rd level fighters have (su) wish at will.

even if there's no reason not to do this, there's also not much in the way of a reason to do that. again, what problem do you feel there is here to be fixed ??

Owrtho
2014-04-30, 05:15 PM
what problem? given that only illuminations have any kind of stacking between classes, if you're willing to drop a level on a costume/device suitable for a 1st level, even with an imbuement (1m investment maximum) ... I'm not seeing why this is a problem. it seems totally reasonable.

Not entirely sure what you mean by costume/device suitable for 1st level. Given that costumes and devices don't actually improve or scale outside of possible imbuement choice and motes invested (note that aura is an exception here, but it scales off evoker level rather than class level, and what it grants is extra motes to invest in imbuements and lightforge feats). I'd also point out you are not correct on the mote investment maximum.



Armament Effects
...
A magical girl may further empower her costume by imbuing her various armament effects with motes. As a swift action, she may allocate motes freely in any number of her armament effects, up to a maximum of [Evoker level] motes in any single effect.


The three evoker classes take radically different approaches to channeling their radiance, but they nonetheless share a common root. An evoker may add a total to her Evoker Level in each illumination-using class equal to one half of her total Evoker Level in all other illumination-using classes, rounded down. She learns and readies her illuminations for each class separately. For any ability other than an illumination that would refer to Evoker Level, use her highest evoker level.

According to these, she would use her highest evoker level (taking into account the addition of half her lesser evoker class levels) to determine how many motes she could invest for any armaments. But as you said the trade seems reasonable. However there is a lack of clarity regarding how it works, that could be easily cleared up in a sidebar or similar.


since there's no specific rule for it, by default you don't get anything special ... ? in the same way that even though the table says nothing about it, there's no grey area as to whether 3rd level fighters have (su) wish at will.

even if there's no reason not to do this, there's also not much in the way of a reason to do that. again, what problem do you feel there is here to be fixed ??

That is a terrible argument. Nothing suggests that fighters would have wish at will, which is different from a lack of clarity regarding how classes with a matching ability interact. If you look at similar situations in other classes it tends to be spelled out (or stack). For instance arcane casting specifically states you advance different casting classes separately so far as spells known/prepared etc. Tome of Battle similarly notes that multiple classes advance separately in parallel, but notes you add half initiator level from the other classes to determine initiator level. Sneak attack in turn does not mention anything to my knowledge but happens to stack (as do numerous other abilities that can be found on different classes). Really come to think of it, any abilities that don't stack explicitly state they do not, while those that do stack may or may not state such, suggesting the default state is stacking.

The problem here is that it is not clear what this does. By raw it's possible that they either stack or that they run in parallel limited to the armaments granted by the class they are for given a lack of any other statements. Personally, I feel that somewhere around the Alternate Class Features post (or possibly the post before or after it) a sidebar detailing all the issues of multiclassing evokers should be made, detailing both the previously covered evoker level as well as how it impacts radiant armaments and imbuements.

Overall, my main point is that a hard ruling should be made and stated in the early posts to avoid confusion.

owrtho

UserShadow7989
2014-05-05, 05:54 PM
I have to agree with Owrtho that clarification is important, which is something I feel applies to all homebrew. Beyond the fact that it's rare for homebrew to be allowed when chunks of official material isn't (barring situations where such material simply isn't available to the group), meaning that being straightforward is important to prevent unintended exploits, room for misinterpretation or general vagueness might cause a group to avoid using a given piece of homebrew.

If you're talking about buffing it for the sake of multiclass evokers (which I'm not sure if its necessary or not), I think the simplest way to handle it is to say something along the lines of 'Evokers can have 1 Armament Effect by default. Reaching certain levels in evoker classes increases this amount by one, as noted in each given class individually' and just note the levels a new Armament Effect is gained. While that does mean someone could get a larger number by entering multiple classes to a certain point, the drawbacks of that type of multiclassing balance it out if not make it unfeasible.

Regardless, a short section that covers all the tidbits about multiclass evokers would be a good idea for the sake of both simplicity and clarity.

Lix Lorn
2014-05-12, 01:04 PM
So I was wondering exactly how much extra damage you get by absolutely focussing illumination power. In case anyone else wondered...
Comparison of Stargazer Complex Formula with Maxed Primal vs Random Evoker Joan off the Street
1: 2d6+2/1d6
2: 3d6+3/2d6
3: 4d6+4/3d6
4: 6d6+6/4d6
5: 7d6+7/5d6
6: 8d6+16/6d6
7: 9d6+18/7d6
8: 11d6+22/8d6
9: 12d6+24/9d6
10: 13d6+26/10d6
11: 14d6+28/11d6
12: 16d6+48/12d6
13: 17d6+51/13d6
14: 18d6+54/14d6
15: 19d6+57/15d6
16: 21d6+63/16d6
17: 22d6+66/17d6
18: 23d6+92/18d6
19: 24d6+96/19d6
20: 26d6+104/20d6

Of course, even at twentieth level, you can only use your formula 6 times an encounter, so it'll only be 20d6+80 most of the time.

Garryl
2014-05-16, 09:26 AM
There's a small typo in the Stargazer table. At level 19, Luminous Reservoir says 24 motes instead of 30 motes.

jamieth
2014-05-17, 01:51 PM
Meanwhile, I have a new preview for the PDF, and it's a small, but a pretty special one :-)

https://drive.google.com/file/d/0B7PLLmFLwSSzaDJsRjRGejZycVE/edit?usp=sharing

By the way, the wording of Moonlight Apotheosis mentions that save bonuses from two Personas don't stack. Well, Personas don't grant save bonuses since, like, 5 undates ago :-)

Lix Lorn
2014-05-17, 03:17 PM
(gaaaasp) <3

jamieth
2014-05-23, 05:37 AM
OK, as some of you might remember, some time ago I decided to run a party of ToR characters through a serie of adventures starting with the Sulless Citadel. Now, I might be slow, but i haven't forgot - though the first episode doesn't really showcase much of the ToR mechanics, it still can be read here:

http://pastebin.com/hRw1Dbnw

Also, Lix, you might expect another surprise soon :-)

update: and here's the surprise I mentioned :-)

https://drive.google.com/file/d/0B7PLLmFLwSSzODRybmY4LTUxRTA/edit?usp=sharing

Lix Lorn
2014-05-23, 02:52 PM
/me squees so high, only animals can hear.

Snowfire
2014-05-23, 03:23 PM
/me squees so high, only animals can hear.

*glares*

Stop it you, that hurts!

Lix Lorn
2014-05-23, 03:31 PM
...
(uses Wild Empathy)

Morcleon
2014-05-23, 03:45 PM
*kinda sorta appears* Ah, I remember this. :3 There have been so many updates... and I still don't know how Empath works. :smalltongue:

Also, when you use an illumination, is it like ToB in that you have to refresh it before you can use it again, or does it stay readied?

Lix Lorn
2014-05-23, 03:56 PM
Fairly sure they stay readied.

Snowfire
2014-05-23, 04:14 PM
...
(uses Wild Empathy)

*bites*


*kinda sorta appears* Ah, I remember this. :3 There have been so many updates... and I still don't know how Empath works. :smalltongue:

Also, when you use an illumination, is it like ToB in that you have to refresh it before you can use it again, or does it stay readied?

There is no refresh mechanic for Illuminations as they are not needed. They're always readied, you just need to have enough motes to evoke them.

Morcleon
2014-05-23, 04:36 PM
Fairly sure they stay readied.


There is no refresh mechanic for Illuminations as they are not needed. They're always readied, you just need to have enough motes to evoke them.

Ah, good. That's what I thought, but I thought it best to make sure. ^.^

Also, hi Snowfire. It's been a while since I've seen you. :3

Snowfire
2014-05-23, 04:55 PM
Ah, good. That's what I thought, but I thought it best to make sure. ^.^

Also, hi Snowfire. It's been a while since I've seen you. :3

That is has been. Sorry about PvN, took 3d6 points of life damage, y'see.

Was fun though!

Morcleon
2014-05-23, 06:22 PM
That is has been. Sorry about PvN, took 3d6 points of life damage, y'see.

Was fun though!

Indeed it was. I believe you used Champion for that game, yes? How well did it scale into epic?

Maybe we could start it up again sometime. :smallbiggrin:

Snowfire
2014-05-23, 07:29 PM
Indeed it was. I believe you used Champion for that game, yes? How well did it scale into epic?

Maybe we could start it up again sometime. :smallbiggrin:

The actual build was Champion/Lord Warden (yes, that one)/Prodigal Explorer with a feat that allowed me to combine Jena's Le Shay weapons with her Armaments and turn them into spellfire weapons. That being the reason that I could actually somewhat inconvenience Akira without having to use anything that was even moderately limited in terms of uses.

As to scaling into Epic...well...monoclass Champion doesn't. Not anywhere close to well at least, primarily because the PrCs for it are just better than taking 20 levels in Champion even now. My last epic level game (ages ago, I'm actually a little bored of them now) involved combining Champion, Heartwielder and Immortal together. I actually managed to scare Kazyan with that one :smallbiggrin:

Any mayhaps, mayhaps. We'll see :smallamused:

Lix Lorn
2014-05-23, 08:13 PM
*bites*
V.V
I was just bein' friendly.

Morcleon
2014-05-23, 08:26 PM
The actual build was Champion/Lord Warden (yes, that one)/Prodigal Explorer with a feat that allowed me to combine Jena's Le Shay weapons with her Armaments and turn them into spellfire weapons. That being the reason that I could actually somewhat inconvenience Akira without having to use anything that was even moderately limited in terms of uses.

As to scaling into Epic...well...monoclass Champion doesn't. Not anywhere close to well at least, primarily because the PrCs for it are just better than taking 20 levels in Champion even now. My last epic level game (ages ago, I'm actually a little bored of them now) involved combining Champion, Heartwarden and Immortal together. I actually managed to scare Kazyan with that one :smallbiggrin:

Any mayhaps, mayhaps. We'll see :smallamused:

I know. >.> *cough*Google*cough*
And Akira wasn't using any limited term use things... actually, I don't even think he had limited use things. :smalltongue:

Ah, okay. That's pretty awesome. If I ever try out an epic evoker, I'll likely go with Stargazer, Aerial Mage, and... something else. :smalltongue: Because Aerial Mage is amazingly good if you take Flyby Attack. ^_^


V.V
I was just bein' friendly.

*pets* We know. :3

Bacchante
2014-06-06, 08:20 AM
I've been making use of this in two games so far. In one that I'm DMing, a rather odd gestalt 3.5 game, a player is a Paladin/Werebear/Champion. Quite fun, really. And in one I'm playing in I've been building a sniper Champion. Haven't made use of Stargazer or Empath just yet, but I'd like to.

Although poking about on the IRC channel mostly ends up with cobwebs. Which is a shame. I'd had some ideas about Radiant Artifacts and was looking to chat about it. Among other things.

jamieth
2014-06-25, 06:32 AM
I know it's not a really relevant post, but I recently found a project on Kickstarter called the RPGBard. It's a web application that turns a user-provided text, art, tables, stat blocks and such into a layed-out PDF ot the RPG book, with templates for 3.5 and PF included. I'll watch it closely, just in case it'll help me create the better Tome of Radiance.

Zale
2014-07-05, 03:35 AM
Hey, as someone who's playing with this class in a gestalt game, let me first say it's been fun just making characters with this.

However, I was wondering what happens when a Device/Costume is destroyed (Sundered, etc). Is it gone for good, or does it merely require another full-round to summon? (Do enchantments remain or what?).

I also thought it strange that illuminations deal untyped damage, and offer options to reduce it to physical damage.

Anyway, awesome work.

AuraTwilight
2014-07-05, 04:54 AM
After playtesting, I will probably be integrating ToR into my Puella Magi class's second revision.

Just a heads up. Will do that when my current campaign finishes, me-thinks. -w-

Ilorin Lorati
2014-07-05, 11:02 AM
This isn't an official thing Zale, but in my game when a costume has been sundered, I went with a 24 hour cooldown before being able to resummon it, and the first resummon had to be as the full action.

And the reason they're "reduced" to physical damage is because of the strategic qualities of specific damage types. Specifically, there are feats and class features that interact with specific types of damage.

Dr_Dinosaur
2014-10-01, 05:16 PM
This looks really cool, and aside form some empath aspects being underwhelming as a primary class feature (looking at you, Strength) balanced as well! I do have one question though.

If one of the Empath's aspects has Heart of Devotion and takes Vow of Poverty for the second feat, how does switching it on and off work with the requirement? Can she drop her non-radiant equipment in a bag of holding somewhere before powering up and take advantage, or has VoP still not found a home outside of Druids?