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Selinia
2012-10-16, 10:35 PM
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Tome of Radiance
The Magical Girl, Reborn

Don’t forget.
Always, somewhere, someone is fighting for you.
As long as you remember her,
you are not alone.

So what's this?

A year ago - to the day, in fact - I posted the Magical Girl Base Class. It was my first bit of homebrew, and I will readily admit, calling it 'poorly planned' would probably be the kindest way to describe the poor thing. Its mechanics were all over the place, it was woefully underdeveloped, riddled with errors and typos and it generally didn't have much going for it other than a groundwork of fluff.

But as it turns out, that fluff was enough to attract the enthusiasm of people much better at this than I am. I've touched up the magical girl, tweaked her, given her makeup and a dress and shoved her out on stage to perform, and she did a pretty good job of it! But no matter how much content I added, and how many contributions were made by wonderful threadgoers, the Magical Girl was ultimately still hampered by the shoddy mechanics that operated at her very core. The patches and touchups hit it well, but the truth is that she was buried underneath an enormous pile of fixes, alternate features, special exceptions and outright contradictory combinations. I'd get headaches trying to figure out how to let this class feature combo with that one, in hopes of getting this or that character design to work.

So I ultimately decided, with a year of homebrewing under my belt (and some people to actually proofread my work), that I'd go back to the very foundation of the class. Drop the quarrelsome archetypes and confusing workarounds, and try a system that would actually pull off what I'd been struggling to allow.

Somewhere along the line, that stopped meaning one class, and started meaning several. So here they are. I don't pretend this is done - there's a lot left to do by any measure, and with such a vast pool of source material, I'm not really sure I could 'finish' this project with all the time in the world.

But incomplete as it is, I hope somebody enjoys this endeavor.

The Wielders of Light

Light is everywhere. It springs from the candle at a child's bedside, warding off the monsters in the dark. It shines from the sun, high in the sky, bringing life and warmth to all the lands of the world. It hangs in the endless void between stars, bearing witness to the awesome splendor of the universe. It lingers in the Astral expanses between worlds. But more than anywhere else - more than in the brightest lamp, or fiercest fire - Light shines in the hearts and souls of mortals.

Not all of them can feel it. Most truly experience the surging of light a handful of times in their life. But for some, the light is a calling. It is a purpose, ingrained into their very nature - to live and breathe as the beacons to hold fast to the light in an often dark and terrible world.

The children of light fight for a bright new day. A morning that shines in innocence, where love and laughter drown out the wicked dark. Their hope burns strong and swift, though older and wiser heads will gently rebuke such fanciful dreams. For even the sternest admonition must falter before wide and innocent eyes.

After all... what wonders might be wrought if they are right?

Selinia
2012-10-16, 10:36 PM
Champion


"Miracles happen! We can make them, with our own hands! Just look at me - what more proof do you need?"
-Sayaka, a Champion

Each individual has things they treasure. People or places or things they wish to protect. For some, the power of light is simply a tool to stand up and fight the battles they had always wished they were strong enough to fight. For others, the realization comes more gradually, a slow revelation of the precious world they have been charged with protecting. Regardless of how or when they understand their role, these are the champions of the light.

Such individuals often do not understand the power their wield. They know that they are stronger, and faster, and that when they call for aid they are answered by a mighty torrent of illumination, but they ultimately do not care. Their power is their own, and how they use it is all that concerns them. They are the guardians of light, its stalwart wardens, and its vanguard against the darkness of the world. With unshakable courage and boundless hope, champions forge a bright new sunrise with every ounce of sweat and tears they have to offer.

Making a Champion:
Abilities: A champion harnesses the power of the light through burning passion and force of personality, and Charisma is arguably their most important ability. It determines the save DCs of her illuminations, as well as the effects of many of her cartridge-based abilities. However, a champion's bond with the light inside her grants her a martial prowess to rival trained warriors - a melee-oriented champion would do well to focus on Strength, while one favored a ranged device will likely find Dexterity more useful.

Role: A champion is, as with all evokers, a flexible and powerful combatant. More so than any of her peers, a champion's radiance imbues her with the strength and will to do battle with blade and bow, but it is ultimately her martial skill and luminous magic working in harmony that give the champion her power. While she will never match more focused classes for raw power, champions know full well that the most fleeting of effects, used well, can shift the tide of battle.

Races: Members of any race can rise to the role of champion, but they most commonly hail from those known for their short lifespans. None can say for certain why - perhaps their brief lives are simply more prone to the wild and passionate flares that give birth to a champion's brand of radiance.

Alignment: Without innocence: without goodness and purity beyond what many would consider possible, the light of a champion cannot be kindled. As such, freshly awakened champions are invariably good, their alignment an intrinsic part of their essence. However, those who devote their lives to fighting darkness, no matter their purity, cannot always resist being touched by it. Fallen champions are thankfully comparatively rare, but they can prove terrifying foes. Love warped to megalomania, and justice to bloodthirst, lose none of their radiant power - and the sweet whispers of a fallen champion can corrupt others with an efficiency devils would envy.

Starting Gold: As bard

Starting Age: Most champions come into their power early, perhaps out of the innocence of childhood. When rolling for age, roll as a Bard - but subtract the total from adult age rather than adding it (to a minimum of half an adult’s age). If rules are in place that would reduce the statistics of child characters, the champion is exempt from them.

Class Skill List: 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 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Champion

Hit Dice: d10



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Illuminations Known
Imbuements


1st
+1
+0
+2
+2
Radiant Armaments, Merciful
4
1


2nd
+2
+0
+3
+3
Limit Boost (3 charges), Power of Friendship
4
1


3rd
+3
+1
+3
+3
Cartridges (1)
5
1


4th
+4
+1
+4
+4
Limit Boost (4 charges)
5
1


5th
+5
+1
+4
+4
Cartridges (2)
6
2


6th
+6/+1
+2
+5
+5
Force of Personality, Limit Boost (5 charges)
6
2


7th
+7/+2
+2
+5
+5

7
2


8th
+8/+3
+2
+6
+6
Limit Boost (6 charges)
7
2


9th
+9/+4
+3
+6
+6

8
3


10th
+10/+5
+3
+7
+7
The Meaning of Courage, Cartridges (3), Limit Boost (7 charges)
8
3


11th
+11/+6/+1
+3
+7
+7

9
3


12th
+12/+7/+2
+4
+8
+8
Limit Boost (8 charges)
9
3


13th
+13/+8/+3
+4
+8
+8

10
4


14th
+14/+9/+4
+4
+9
+9
Limit Boost (9 charges), Mettle
10
4


15th
+15/+10/+5
+5
+9
+9
Cartridges (4)
11
4


16th
+16/+11/+6/+1
+5
+10
+10
Limit Boost (10 charges)
11
4


17th
+17/+12/+7/+2
+5
+10
+10

12
5


18th
+18/+13/+8/+3
+6
+11
+11
Font of Life, Limit Boost (11 charges)
12
5


19th
+19/+14/+9/+4
+6
+11
+11

13
5


20th
+20/+15/+10/+5
+6
+12
+12
Cartridges (5), Limit Boost (12 charges), Sunlight Apotheosis
13
5



Weapon and Armor Proficiency: A champion is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (but not tower shields).

Illuminations (Su): Infused as they are with the power of light, a champion is capable of crafting and calling upon powerful manifestations of radiant energy known as Illuminations. A champion knows a fixed number of illuminations, and may change any number of her known illuminations freely each time she gains a level in this class. A champion's illuminations are a fundamental element of her being, and she may evoke any illumination she knows without need for preparation of any sort. A champion’s Evoker Attribute is Charisma.

Illuminations are explained more completely in their own section.

Radiant Armaments (Su): Upon awakening to the radiance within her soul, a champion establishes a bond with a particular weapon and suit of armor – respectively referred to as her Device and her Costume. How a champion finds the armaments that are hers by right varies widely; she may stumble upon them in a dream, only to awake clutching them in hand, or she might find them in the crater left behind by a falling star, but they always appear within a week of attaining her first level in this class. As she advances in level, the champion may imbue her armaments with an ever greater number of powerful modifications, as indicated above.

Radiant Armaments and Imbuements are described more completely in their own section.

Merciful (Ex): Whenever a champion deals damage with an attack or an Illumination, she may choose to deal non-lethal damage instead with no penalty to attack or damage rolls.

The Power of Friendship (Ex): A champion is capable of swaying the alignment of captured foes, as described in the Power of Friendship section below.

Additionally, a champion may hasten the conversion process through the brutal honesty that lies in the language of battle. A champion may challenge a captive to fair and single combat in place of a session of conversation. This combat may follow any rules the champion dictates, but it must be reasonably fair, and the captive must be fully willing - no benefit is gleaned from simply shoving a helpless captive into an arena and beating her senseless. Should the champion emerge victorious from the duel, she immediately gains 5 successes towards that captive's total, and reduces the DC of all future redemption checks with them by 3. Win or lose, a champion can only duel a given captive once.

Cartridges (Su): While all evokers wield weapons and armor of light, champions possess a bond far stronger than most. Beginning at 3rd level, by storing quantities of condensed power within some physical receptacle, a champion can create a potent trinket known as a Cartridge. Despite the name, these can take any form imaginable, from metal-cased shells to glimmering gemstones to carefully-scribed prayer strips.

A champion may load a cartridge into her device and activate it as a single free action that can only be taken on her turn. A champion can create cartridges with a small, personalized ritual lasting at least five minutes. If she wishes, she may create cartridges in the same ritual in which she readies her illuminations. A champion may initially carry only one cartridge at a time: at fifth level, and every five levels thereafter, she may carry an additional cartridge. There is no limit to the number of cartridges a champion can create in a day, but any cartridge that leaves its creator's possession fades back into nothingness in one round. It is impossible for one champion to use the cartridges of another.

A champion may not expend more than one cartridge in a single turn. When a cartridge is expended, the champion selects one of her active imbuements, with the outcome of the cartridge expenditure varying based on the effect it is being used to fuel. If she wishes, the champion may instead forgo activating any of her cartridge effects to instead cause all her imbuements to yield benefits as if they were charged with the maximum number of motes until the end of her next turn. A more complete explanation of various cartridge effects may be found below, in the section devoted to Radiant Armaments. A champion may prematurely end a cartridge effect as a free action.

Limit Boost (Su): At 2nd level, the champion's growing mastery of her radiant power allows her to more efficiently harness the surging energy that empowers her signature armaments. The champion's armaments gain 3 charges of radiant power, which may be restored with a personalized ritual requiring five minutes of concentration. By expending one of these charges, which requires a free action that may only be taken on the champion's turn, she may empower one of her active imbuements with a surge of pure energy. The associated armament effect is charged with pure radiant energy until the end of the champion's next turn, yielding benefits as if it was charged with a number of motes equal to the champion's class level (unless it is already imbued with a greater number of motes).

At 4th level, and every even-numbered level therafter, the champion's radiant armaments may store an additional charge.

Force of Personality (Su): Beginning at 6th level, a champion’s body is fundamentally fused with radiant energy, blurring the lines between spirit and flesh. The champion may add her Charisma modifier to any of her Strength, Constitution, or Dexterity checks, checks with skills based in Strength, Constitution, or Dexterity, and her effective Strength score for the purpose of determining carrying capacity. Additionally, she may use her Charisma modifier in place of her Constitution modifier to determine her hit points and bonus to fortitude saving throws.

The Meaning of Courage (Ex): Beginning at 10th level, whenever a champion is subject to a fear effect, she draws from her reserves of courage and faces it. A shaken champion negates the penalties and actually gains a +2 bonus on attack rolls, saving throws, skill checks and ability checks against the source of fear; a frightened champion furthermore ignores the compulsion to run away and ignores difficult terrain and other natural impediments when drawing near the enemy; a panicked champion gains a +2 bonus to Armor Class. Penalties to attack rolls, saving throws, skill checks and ability checks still apply on the champion for any creature of object that is not the source of fear. If the champion manages to defeat or destroy the source of fear, she is healed from the condition.

Additionally, if the champion is compelled to make an attack against her allies for any reason, such as the the influence of mind-affecting magic, she may force that attack to automatically miss, regardless of roll. If she is suffering from the effects of a spell or ability which allowed for a save, she may make another saving throw against the original DC of that ability, ending the effect prematurely should her new saving throw succeed. For the purposes of this ability, a champion may recognize her allies regardless of what other effects might be influencing her perception, even up to the total obliteration of her memories.

Mettle (Ex): Beginning at 14th level, if a champion makes a successful Will or Fortitude save that would normally reduce the save’s effect, she suffers no effect from the spell at all. Only those spells with a saving throw entry of “partial” or “half” are affected by this ability, and only for purposes of Will and/or Fortitude saves with these descriptors.

Font of Life (Ex): At 18th level, a champion lives and breathes luminous energy – it floods her veins, and keeps her standing when anyone else would have been felled by their wounds. She is never considered disabled or staggered, even if she has less than 0 hit points or her nonlethal damage exceeds her current hit point total, and gains a bonus equal to her Charisma modifier on saving throws against death effects.

Furthermore, she may continue to fight even if she has less than -10 hit points, but only to an amount of negative hit points equal to 10 plus her character level plus her Charisma score (not her charisma modifier). Instant death effects and attacks that destroy the body still affect the champion if successful. Lastly, should a champion be slain despite all her protections, she may continue to act normally until the end of her next turn. At that point she will perish at last - no amount of healing or curative effects may prevent this.

Sunlight Apotheosis (Su): The barrier between the champion and the radiant power she channels has all but dissolved. She is likely a very different person from the one who first set foot on her long adventure, but her blazing spirit has preserved against all odds in the darkness of the world, beaming forth with a fury that angels and demons might envy. At 20th level, a champion forevermore becomes a Native Outsider with one alignment subtype of her choice, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.

Additionally, the champion may craft a single, special illumination, binding it to the unfathomable wellspring of radiance that she has become. This illumination calculates the effect of its Foundation component as if it possessed a mote cost of [the champion's evoker level * 1.5], rounding down. The champion may evoke this illumination once per encounter, and invariably pays 20m for it, regardless of its actual cost. The champion may alter or replace this illumination whenever she gains a permanent evoker level.

Selinia
2012-10-16, 10:37 PM
Stargazer


"Such beauty and wonder! Truly, I have never seen its like. If we could harness even the tiniest measure of the power in that distant sea of stars, the world would know no reason for darkness."
-Precia, a Stargazer

Mortals have always looked to the stars. They have sung songs in their honor, painted great masterpieces in a vain attempt to capture the beauty of the heavens above. It has been said that even angels, when seeking beauty not to be found in their eternal gardens, have gazed upwards in reverence at the most ancient of lights and whispered their praises. All beings look to the stars... and yet, so very few truly see them.

The light of the stars is faint. It may be drowned by the sun, by the moon - even the torches of mortals can hide them from view. Most who hear their song ignore it, if they notice it at all. But some seek it out. The task of these few is not an easy one - to extract from the vast emptiness the notes of a song older and more complex than any mortal mind could fathom. A song of beauty and ugliness both, and of the battles fought by the purest radiance the cosmos has ever known. Calling upon hidden secrets imparted by the very constellations above, stargazers shine as stars reborn in flesh, and with patience and foresight, they shall chart the path to an era bathed in light.

Making a Stargazer:
Abilities: A stargazer's power is ancient and complex, kindling their inner light through rites engraved in the stars themselves. Thus, a high Intelligence will allow them to most effectively wield the Illuminations that form the bulk of their power. A good Dexterity score will also likely be important to a stargazer hoping to make frequent use of Blasts, and complements the lighter costumes most stargazers favor. As with any class possessed of a low HD, Constitution can prove useful to any stargazer expecting to spend time near the front line of battle.

Role: A stargazer lacks the raw power of a true caster, but she more than makes up for it with her flexibility and versatility. Capable of empowering an ally with one hand even as she blasts a foe into oblivion with the other, a well-prepared stargazer can provide aid in nearly any sort of battle imaginable.

Races: Members of any race can take up the mantle of a stargazer, but they are most common among races and cultures with strong traditions of formal learning. The call of starlight is a faint one, and it is easily missed - those who have heard and ignored it simply because they did not know how to seek it out are without number.

Alignment: Many hear the faint calling of the starlit path, but those that choose to walk it are rarely non-good in alignment. To an evil creature, the light - if they notice its presence at all - is a sickly, wretched noise at best, to be avoided rather than pursued. However, neutral and evil evokers do exist - some such beings have fallen from their once-lofty morals, while others walked a shadowed path from the very beginning, resisting every effort to be drawn into the light they have learned to wield.

Starting Gold: As wizard

Starting Age: Most stargazers come into their power early, perhaps out of the innocence of childhood. When rolling for age, roll as a Bard - but subtract the total from adult age rather than adding it (to a minimum of half an adult’s age). If rules are in place that would reduce the statistics of child characters, the stargazer is exempt from them.

Class Skill List: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge [All skills, taken separately] (Int), Listen (Wis), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha)
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Stargazer

Hit Dice: d6



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Illuminations Known
Illuminations Readied
Imbuements


1st
+0
+0
+0
+2
Radiant Armaments, Merciful, Complex Formula (1, +1)
6
4
1


2nd
+1
+0
+0
+3
Astral Celerity, Power of Friendship
7
4
1


3rd
+1
+1
+1
+3
Luminous Reservoir (6m)
8
5
1


4th
+2
+1
+1
+4
Complex Formula (1, +2)
9
5
1


5th
+2
+1
+1
+4
Luminous Reservoir (9m)
10
6
1


6th
+3
+2
+2
+5
Shining Schemata
11
6
1


7th
+3
+2
+2
+5
Luminous Reservoir (12m)
12
7
1


8th
+4
+2
+2
+6
Complex Formula (2, +3)
13
7
2


9th
+4
+3
+3
+6
Luminous Reservoir (15m)
14
8
2


10th
+5
+3
+3
+7
Sagicity
15
8
2


11th
+5
+3
+3
+7
Luminous Reservoir (18m)
16
9
2


12th
+6/+1
+4
+4
+8
Complex Formula (2, +4)
17
9
2


13th
+6/+1
+4
+4
+8
Luminous Reservoir (21m)
18
10
2


14th
+7/+2
+4
+4
+9
Grace of Aeons
19
10
2


15th
+7/+2
+5
+5
+9
Luminous Reservoir (24m)
20
11
2


16th
+8/+3
+5
+5
+10
Complex Formula (3, +5)
21
11
3


17th
+8/+3
+5
+5
+10
Luminous Reservoir (27m)
22
12
3


18th
+9/+4
+6
+6
+11

23
12
3


19th
+9/+4
+6
+6
+11
Luminous Reservoir (24m)
24
13
3


20th
+10/+5
+6
+6
+12
Complex Formula (3, +6), Starlight Apotheosis
25
13
3



Weapon and Armor Proficiency: Stargazers are proficient with all simple weapons, and with light armor.

Illuminations: Infused as they are with the power of light, a stargazer is capable of crafting and calling upon powerful manifestations of radiant energy known as Illuminations. A stargazer knows a fixed number of illuminations, and may change any number of her known illuminations freely each time she gains a level in this class. To use her known illuminations, a stargazer must first prepare them – preparing illuminations is a simple process requiring five minutes of introspection, weapons drills, or some other mentally relaxing activity. Once her preparation is complete, the stargazer may choose a number of her known illuminations to ready. Readied illuminations remain readied until the stargazer prepares new ones.

Illuminations are explained more completely in their own section.

Radiant Armaments (Su): Upon awakening to the radiance within her soul, a stargazer establishes a bond with a particular weapon and suit of armor. How a stargazer finds the armaments that are hers by right varies widely; she may stumble upon them in a dream, only to awake clutching them in hand, or she might find them in the crater left behind by a falling star, but they always appear within a week of attaining her first level in this class. As she advances in level, the stargazer may imbue her armaments with an ever greater number of powerful modifications, as indicated above.

Radiant Armaments and Imbuements are described more completely in their own section.

Merciful (Ex): Whenever a stargazer deals damage with an attack or an Illumination, she may choose to deal non-lethal damage instead with no penalty to attack or damage rolls.

Complex Formula (Su): A stargazer understands the workings of her power in ways other evokers could only dream of, coaxing their inner light into incredible displays of power. At 1st level, the stargazer may craft a single illumination as a complex formula, independent of her normal illuminations known. When evoking this illumination, the stargazer gains an effective +1 increase to evoker level for all purposes, and the illumination may be crafted using this increased evoker level for the purpose of determining mote limits. Any mote cost above the stargazer’s unmodified evoker level is paid for by this ability – she receives the full effect of the illumination, but will never pay a number of motes greater than her unmodified evoker level. If a complex formula is used to create a Companion illumination, that companion will automatically dismiss itself at the end of the stargazer's next turn. A stargazer may use her complex formula once per encounter. If a stargazer wishes, rather than evoking one of her complex formulas, she may expend one use of her complex formula to evoke any illumination she knows, even if it is not readied.

At 4th level, and every four levels thereafter, the stargazer may use her complex formula an additional time per encounter, and the effective increase to evoker level increases by +1. At 8th level, and again at 16th level, the stargazer may learn an additional complex formula. All of a stargazer's complex formulae are considered readied at all times, and do not count against her normal limit of illuminations known or readied, but the encounter usage limits are shared between all of them. A stargazer may alter or replace any of her known complex formulae freely whenever she gains a permanent evoker level.

Astral Celerity (Su): As she adapts to take in the distant starlight so closely tied to her power, a stargazer’s awareness of minor disturbances in her environment grows to be heightened by this spiritual alertness. At 2nd level and onwards, the stargazer may add her Intelligence modifier as a bonus to initiative checks, up to a maximum bonus of her class level.

The Power of Friendship (Ex): A stargazer is capable of swaying the alignment of captured foes, as described in the Power of Friendship section below.

In addition, a stargazer is remarkably skilled at couching her arguments in rationality and healthy common sense. Appealing to head as much as heart, a stargazer may use her Intelligence score, rather than her Charisma score, when making redemption checks. And while such arguments may at times fall of deaf ears, they do not cease to be true with repetition – a stargazer may ignore any increase in DC that would result from the Jaded penalty.

Luminous Reservoir (Su): Most evokers are limited to shaping the surging light within them as they would untamable river, unable to meaningfully control it beyond the fleeting instant in which it passes through them. stargazers, however, develop the talent of quieting their inner fire, gathering portions of radiant energy for carefully-planned later use. At 3rd level, a stargazer gains a reservoir of bonus motes at the beginning of each encounter. These motes may not be invested in costume elements or feats, and do not refresh with her mote pool, but they otherwise may be spent exactly as normal motes. Whenever a stargazer spends motes, she may choose to draw them from her regular mote pool, her luminous reservoir, or any combination of the two she wishes. At 5th level, and every odd-numbered level thereafter, the number of motes in this reservoir expands by three.

Shining Schemata (Su): At 6th level, a stargazer’s understanding of her radiant power reaches a point where she can use it as fuel for the magic of others. Carefully channeling raw energy into frameworks devised by more traditional academics, a stargazer may use this power to craft magical items, even if she does not know the spells required to make an item (although she must know the appropriate item creation feat). The stargazer can substitute a Use Magic Device check (DC 15 + spell level) in place of a required spell she doesn’t know or can’t cast.

If the check succeeds, the stargazer can create the item as if she had cast the required spell. If it fails, she cannot complete the item. She does not expend the XP or gp costs for making the item; her progress is simply arrested. She cannot retry this Use Magic Device check for that spell until she gains a new level. For the purpose of qualifying for item creation feats, and for all purposes involved in the item creation process, treat the evoker as having a caster level equal to her evoker level.

Additionally, the stargazer may henceforth use either her Intelligence modifier or her Charisma modifier on Use Magic Device checks, and she gains Scribe Scroll as a bonus feat.

Sagacity (Ex): Beginning at 10th level, a stargazer’s graceful intellectualism and breadth of study grants her words a weight that cannot be accounted for with mere force of personality. When attempting to persuade a creature or sway its opinions, the stargazer may use a relevant Knowledge check in place of a Bluff of Diplomacy check. For example, a stargazer masquerading as a priest might use Knowledge (Religion) to fool ‘fellow’ devotees, or dissuade a king from declaring war by calling upon Knowledge (History). Applicability of a knowledge skill for use with this ability is ultimately a matter of DM discretion, but lenience is encouraged.

Grace of Aeons (Su): Radiance is the sword of the stargazer, and it is her shield. Its power infuses her, and the lesser ills of the world find little purchase in her gleaming essence. Beginning at 14th level, a stargazer adds her Intelligence modifier as a bonus to all saving throws.

Starlight Apotheosis (Ex): The barrier between the stargazer and the radiant power she channels has all but dissolved. She is likely a very different person from the one who first set foot on her long adventure, but her blazing spirit has preserved against all odds in the darkness of the world, beaming forth with a fury that angels and demons might envy. At 20th level, a stargazer forevermore becomes a Native Outsider with one alignment subtype of her choice and an Augmented subtype pertaining to her previous type, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.

Additionally, the stargazer’s powers have grown so precise, and so pure, that the cosmos truly cannot differentiate her radiance from its own, and her mastery over the lights around her is without reproach. With naught but the glimmer of a lantern, she can craft lights to rival the stars above. So long as there is a light source within 60’ of the stargazer, her illuminations and any supernatural abilities granted by this class cannot be suppressed by an anti-magic field or similar effect, regardless of its strength or origin.

Selinia
2012-10-16, 10:38 PM
Empath


"I can be anyone...except me."
-Mira, an Empath

Mortals yearn for light - they have huddled around crude fires since the dawn of time. They build lights to the heavens, and chase away darkness with a thousand clever inventions. And yet, if you locked a mortal in the darkest of rooms, stole the sun and stars from the sky, and drowned every candle and torch in liquid night... light would remain.

An empath does not kindle some grand beacon within herself, or shout out for the lights of the world to awaken at her command. An empath simply opens her eyes. She looks within her fellow mortals and sees a sea of embers - a thousand-thousand candles, impossibly faint, which together illuminate the world below with a brilliance no celestial body could hope to match. The light of an empath is the light of mortals: from their victory fires to funeral pyres. From the darkest embers of rage, to the most resplendent beacons of love imaginable. It is the good, the wicked, and every shade between. And like the moon, the empath stands resplendent, blazing with the reflection of every heart and mind to ever grace the earth.

Making an Empath:
Abilities: An empath's incredible versatility makes almost any ability potentially appealing to them, depending on their focus and build. A high Wisdom is utterly vital to any empath, allowing them to integrate and attune themselves as they channel the latent power all around them. Constitution is also possessed of its usual importance, and can help the relatively fragile empath stay alive if she wishes to spend any significant amount of time on the front lines of combat. Intelligence can help an empath make the most of her incredible class skill selection, and Strength or Dexterity should not be ignored for their importance in combat.

Role: An empath possesses almost unparalleled flexibility - she can access a number of potent utility powers outside of combat through her chosen aspects, and is capable of filling almost any role in a pitched battle. She lacks the focus to excel at individual tasks, but her versatility allows her to fill whatever niche is most needed at any given moment.

Races: Members of any race can take up the mantle of an empath - the calling is rare, but may be felt by anyone with the sensitivity and intuition to tap into the great collective unconscious.

Alignment: Unlike most evokers, empaths are not particularly biased towards good. The essence of the mortal world is rarely black and white, and while good-aligned empaths certainly exist, they are no less rare than their less moral counterparts. Despite this, empaths tend to be acutely aware of their alignment, and often (though not always) exemplify many of the defining traits of whichever segment of the alignment wheel they occupy.

Starting Gold: As druid

Starting Age: Most empaths come into their power early, perhaps out of the innocence of childhood. When rolling for age, roll as a Bard - but subtract the total from adult age rather than adding it (to a minimum of half an adult’s age). If rules are in place that would reduce the statistics of child characters, the empath is exempt from them.

Class Skill List: An empath reflects and channels a power formed from the sum total of all mortal experiences, and finds that no that task she sets her mind to will ever feel wholly unfamiliar. An empath may treat any skill as a class skill.
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Empath

Hit Dice: d8



Level
Base Attack Bonus
Poor Saves*
Good Saves*
Special
Persona Capacity
Personas Known
Innate Illuminations
Imbuements


1st
+0
+0
+2
Radiant Armaments, Merciful, Manifest Persona (Least Aspects)
2
2
1
1


2nd
+1
+0
+3
Power of Friendship
2
2
1
1


3rd
+1
+1
+3
Changing Heart (One Feat)
2
2
1
1


4th
+2
+1
+4

2
2
1
1


5th
+2
+1
+4
Manifest Persona (Lesser Aspects)
2
3
2
1


6th
+3
+2
+5

2
3
2
2


7th
+3
+2
+5

2
3
2
2


8th
+4
+2
+6
Changing Heart (Two Feats)
2
3
2
2


9th
+4
+3
+6

2
3
3
2


10th
+5
+3
+7
Manifest Persona (Greater Aspects)
2
4
3
2


11th
+5
+3
+7

3
4
3
2


12th
+6/+1
+4
+8

3
4
3
3


13th
+6/+1
+4
+8
Changing Heart (Three Feats)
3
4
4
3


14th
+7/+2
+4
+9

3
4
4
3


15th
+7/+2
+5
+9
Manifest Persona (Sublime Aspects)
3
5
4
3


16th
+8/+3
+5
+10

3
5
4
3


17th
+8/+3
+5
+10

3
5
5
3


18th
+9/+4
+6
+11
Changing Heart (Four Feats)
3
5
5
4


19th
+9/+4
+6
+11

3
5
5
4


20th
+10/+5
+6
+12
Moonlight Apotheosis
3
6
5
4



*Without a persona manifested, an empath treats her Will, Fortitude, and Reflex saves as Poor Saves. Most aspects allow her to treat one or more saves as Good Saves while manifesting them.

Weapon and Armor Proficiency: Empaths are proficient with all simple weapons, and with light and medium armor.

Illuminations: Infused as they are with the power of light, an empath is capable of crafting and calling upon powerful manifestations of radiant energy known as Illuminations. The illuminations of an empath are intrinsically bound to her personas – each of her personas possesses a fixed illumination capacity. The empath crafts a separate illumination list, with a number of illuminations up to her Persona Capacity, to form the Illuminations Known list for each of her personas. While manifesting a persona, an empath can evoke any illumination known by that persona – she does not require any form of preparation beyond donning the persona itself.

In addition to those illuminations bound to her personas, the empath gains a small number of Innate Illuminations. These illuminations are always considered to be both Known and Readied, regardless of which of her personas an empath is currently manifesting.

Illuminations are explained more completely in their own section.

Radiant Armaments (Su): Upon awakening to the radiance within her soul, an empath establishes a bond with a particular weapon and suit of armor. How an empath finds the armaments that are hers by right varies widely; she may stumble upon them in a dream, only to awake clutching them in hand, or she might find them in the crater left behind by a falling star, but they always appear within a week of attaining her first level in this class. As she advances in level, the empath may imbue her armaments with an ever greater number of powerful modifications, as indicated above.

Radiant Armaments and Imbuements are described more completely in their own section.

Merciful (Ex): Whenever an empath deals damage with an attack or an Illumination, she may choose to deal non-lethal damage instead with no penalty to attack or damage rolls.

Manifest Persona (Su): An empath draws her power from the teeming masses of life – from the sparks of light that reside within the souls of every being, living, dead, or immortal. In the great pool of thought and feeling that makes up the world of men and gods, each empath finds many reflections, each one binding her to another facet of the world. These reflections are an empath’s Personas – the primordial mantles that allow her to unleash the radiance she had gathered in patterns all her own.

An empath may manifest any of her personas (or dismiss her current persona) as a free action that may only be taken on her turn. Manifesting a persona costs a number of motes equal to the empath's evoker level. If she attempts to manifest a persona while manifesting a different one, the original persona is automatically dismissed without requiring any additional action. Shifting personas often has a profound visual effect on an empath’s costume, but this is not always the case, and such alterations are universally cosmetic.

In addition to allowing her to access her Illuminations, an empath’s personas grant her a number of potent abilities, derived from their chosen Aspects. The aspects are potent forces in their own right, each one an infinitely complex face of the great mortal consciousness. When the empath forms a new persona, she chooses its aspect from the following list. Once chosen, a given persona’s aspect can never be changed (though the illuminations allocated to it can be still be changed normally as an empath gains levels).

All aspects, save for one, exert some degree of mental influence over empaths who manifest them. Such influence can be ignored if need be, and never rises to the level of true compulsion, but empaths – particularly powerful ones – often find themselves slipping into the guise of their aspect in times of emotional stress.

The Power of Friendship (Ex): An empath is capable of swaying the alignment of captured foes, as described in the Power of Friendship section below.

In addition, an empath is can open themselves to others in a way that can form bonds as strong and true as those she pushes forward with force of personality. Using a keen ear and open mind, an empath may use her Wisdom score, rather than her Charisma score, when making redemption checks. This particular method of reconciliation allows an empath to develop a powerful sense of her own identity, and redemption checks made against her experience a DC increase as if the empath possessed an alignment subtype.

Changing Heart (Su): Though the aspects she channels can offer an empath a powerful array of abilities, there is ever the danger of losing her sense of self to the great unconscious upon which she draws. Beginning at 3rd level, an empath may reinforce her personas with a mighty fragment of her innermost heart, empowering a single facet of her personality to anchor her identity even against the strongest of tides.

Each of the empath's personas gains access to a single Heart Fragment, chosen from the following list, which imparts upon that persona an appropriate bonus feat. While manifesting a persona, the empath gains the benefits of the feat assigned to it. She does not actually possess the chosen feat, and this effect may not be used to qualify for any prerequisites which might require them, with the sole exception of other Changing Heart feats applied to the same persona. At 8th, 13th, and 18th level, each of an empath's personas gains an additional bonus feat. Once chosen, the Heart Fragment and bonus feats an empath assigns to one of her personas may never be changed.

Heart Fragments
Heart of Brilliance: The empath's bonus feats must be chosen from the list of Exalted Feats. For the purpose of qualifying for these feats, the evoker is treated as if her alignment is Exalted Good (if it is not already). Additionally, alignment-detecting abilities with a caster level less than or equal to the empath's evoker level will always register the empath as Good while she is manifesting a persona to which this heart fragment is assigned. If these feats require a specific code of conduct, the empath loses their benefits only if she breaks that code while manifesting a persona to which this heart fragment is assigned, and regains the benefits of the feat in question after receiving eight hours of restful sleep (or her racial equivilant).

Heart of Darkness: The empath's bonus feats must be chosen from the list of Vile Feats. For the purpose of qualifying for these feats, the evoker is treated as if her alignment is Evil (if it is not already). Additionally, alignment-detecting abilities with a caster level less than or equal to the empath's evoker level will always register the empath as Evil while she is manifesting a persona to which this heart fragment is assigned. If these feats require a specific code of conduct, the empath loses their benefits only if she breaks that code while manifesting a persona to which this heart fragment is assigned, and regains the benefits of the feat in question after receiving eight hours of restful sleep (or her racial equivilant).

Heart of Devotion: The empath's bonus feats must be chosen from the list of Divine Feats. For the purpose of qualifying for these feats, the evoker is treated as if she possessed the Turn Undead and Rebuke Undead class features. Additionally, she may pray as a move action, expending 3m to gain access to a single virtual turn undead attempt that may be be used to fuel any Divine feat granted by this ability. She may possess only one such virtual attempt at any given time, and if it is not expended within one minute, it is lost.

Heart of Incarnum: The empath's bonus feats must be chosen from the list of Incarnum feats. Additionally, she may invest essentia in her feats or soulmelds as part of the same action that she uses to invest motes in her imbuements.

Heart of Fortune: The empath's bonus feats must be chosen from the list of Luck Feats, but she does not gain any daily luck rerolls from these feats. Instead, whenever she would expend a luck reroll through one of the feats granted by this ability, she instead must expend 3m as part of the same action used to trigger the feat.

Heart of Madness: The empath's bonus feats must be chosen from the list of Aberrant bonus feats.

Heart of Radiance: The empath's does not gain any bonus feats from her Changing Heart class feature while occupying this persona. Instead, for every feat she would gain, her persona capacity for this particular persona (but no others) increases by 1.

Heart of War: The empath's bonus feats must be chosen from the list of Fighter Bonus Feats. Feats requiring a minimum BAB as a prerequisite may be qualified for using her effective BAB while manifesting the persona to which she assigns this fragment.

Heart of the Wild: The empath's bonus feats must be chosen from the list of Wild Feats. For the purposes of qualifying for these feats, the empath is treated as if she possessed the Wild Shape class feature. Additionally, she may activate any Wild feat gained through this class feature by investing 3m in that feat as a swift action - she may invest or release motes in this fashion as part of the same action she uses to invest motes in her imbuements.

Moonlight Apotheosis (Su): The barrier between the empath and the radiant power she channels has all but dissolved. Many like her have lost themselves along the path she walks, fading away in the face of something infinitely greater than themselves, but her blazing spirit has preserved against all odds, beaming forth with a fury that angels and demons might envy. At 20th level, an empath forevermore becomes a Native Outsider with one alignment subtype of her choice and an Augmented subtype pertaining to her previous type, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.

Additionally, the empath may open herself to the world in ways her less experienced sisters could scarcely imagine. The empath may partially manifest a second persona without dismissing her original. She does not gain the illumination list of this secondary persona, but she gains the granted abilities of both personas' aspects. Bonuses to saving throws and skills from different personas do not stack, and she uses the better Base Attack Bonus progression of the two.

Sample Empath
Mira of Many Faces: (http://www.myth-weavers.com/sheetview.php?sheetid=850984) Empath 1
Mira of Many Faces: (http://www.myth-weavers.com/sheetview.php?sheetid=851048) Empath 7
Mira of Many Faces: (http://www.myth-weavers.com/sheetview.php?sheetid=851079) Empath 12
Mira of Many Faces: (http://www.myth-weavers.com/sheetview.php?sheetid=851922) Empath 17

Selinia
2012-10-16, 10:39 PM
Empath Aspects

Least Aspects
The Fool
The Fool reflects the innate curiosity and mad wisdom of the adventurous and the bold. The Fool is the first of the aspects, and will likely be the last, when all others have faded. So long as mortals walk the world, they shall invariably feel the urge to stick their noses where they do not belong. Empaths under the influence of the Fool often feel the urge to leave no chest unopened, no door closed, and no corner unmapped. Curiosity burns always in the back of their mind, and confidence fills their hearts.

An empath manifesting a persona with the Fool aspect treats all saves as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, beginning at 3rd level, the empath gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Both bonuses increase by +1 at 6th level, and every three levels thereafter. These bonuses stack with any an empath may possess by virtue of the Trap Sense class feature. Lastly, she gains a bonus to Tumble, Escape Artist, and Open Lock checks equal to her Wisdom modifier.

The Magician
The Magician reflects rationality and creativity, twined into the singular drive that leads mortals to create and advance their lives through knowledge. So long as men and women of the world seek to tame the world through learning, the Magician shall thrive. Ambition and pride run strong in the veins of those wearing this aspect; for they know themselves full well that the key to working miracles lies no further than their own mind. The form such ambitions takes varies, but in any wearer, the aspect tends to focus ones thoughts to a great extent: driving out idle daydreams and forever seeking answers to the problems at hand.

An empath manifesting a persona with the Magician treats Will and Reflex as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, with a full-round action, she may manifest spiritual essence to craft items out of seemingly nothing. To perform such a feat, the empath must make a craft check against the craft DC of the object she wishes to manifest. If she is successful, she immediately crafts the object in question, bypassing normal crafting times and costs. However, items created by this ability are, without exception, extremely short-lived and obviously so. They are translucent and shimmer with slowly fading energy, dissolving completely after a number of hours equal to the empath’s class level. An empath may only create mundane items with this ability (though she can create masterwork items, if she can meet the craft DCs), and may only have a number of objects conjured at any one time up to their wisdom modifier. No individual item crafted by the empath in this fashion may weigh more than [10 * Class Level] lbs, though she may manifest such large objects in pieces and fit them together normally. Lastly, she gains a bonus to Craft checks equal to her Wisdom modifier.

The High Priestess
Any magical girl knows well the call to action, but sometimes a softer touch is needed. The High Priestess is the embodiment of the world’s passivity. It is not weak, but it is tranquil, and will not move save to counter the unrest of others. Empaths manifesting the High Priestess feel themselves borne aloft by a supernal calm. Disorder and chaos can chafe against those manifesting this aspect, and it can be difficult at time for an empath to rouse herself to action under its effects, but the level head of the High Priestess can prove invaluable in situations where an evoker’s hot blood might otherwise get the best of them.

An empath manifesting a persona with the High Priestess aspect treats Will and Reflex as good saves. Additionally, she gains the ability to wield concentrated bursts of luminous energy as a potent form of counterspell. This functions identically to normal counterspelling, save that the empath expends motes, rather than prepared spells, to counter the magic of her enemies. Countering a spell consumes a number of motes equal to [Countered Spell’s Level * 2]. If the empath does not have enough motes, the counterspell fails, but the motes are not consumed. Lastly, she gains a bonus to Balance, Concentration, Sense Motive, and Handle Animal checks equal to her Wisdom modifier.

The Empress
Where there is weakness or sorrow; there are always those willing to lend their aid. The Empress is the spirit of compassion and healing in all beings, reflecting all those who create and cherish life. It is a protective aspect, but not necessarily a passive one – empaths manifesting it can have difficulty not lending their aid to those in obvious suffering, even when seeing the pain of their sworn foes. Some empaths revere the kindness brought forth by the Empress, but others resent it or develop a simmering envy of their own persona’s saintly temperament. The most sensible would warn that however one may view it, the aspect should not become a crutch. Such external empathy, no matter how strong, must not be allowed to replace the feelings in an empath’s own heart.

An empath manifesting a persona with the Empress aspect treats Will and Fortitude as good saves. Additionally, she can close wounds and ease pain with the merest touch. An empath manifesting the Empress can heal a total number of hit points of damage equal to [twice her empath level * her Wisdom bonus]. She may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using this ability is a standard action. The empath may refresh her pool of healing by spending five minutes in peaceful meditation. Lastly, she gains a bonus to Heal, Handle Animal, and Perform checks equal to her Wisdom modifier.

The Emperor
Strength is arguably the oldest of all virtues. Before good or evil, the mighty reigned supreme, and the mortal psyche has never forgotten the days of might-make-right. The Emperor is both the iron fist and the stalwart shield – it is the ancient right of the mighty to stand over the weak, regardless of whether that position is used to protect or oppress. Empaths manifesting the Emperor often find themselves driven to establish their dominance in any situation, and can struggle with accepting any authority but their own. The Emperor is an aspect of intense and forceful action… but its aggression can be an unwanted burden if left to run unchecked when a soft touch would be better suited.

An empath manifesting a persona with the Emperor aspect treats Fortitude as a good save, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Emperor gains an unyielding resistance to the will of others. She gains a bonus to saving throws against mind-affecting abilities equal to 1/2 her class level (to a minimum bonus of +1). This bonus is doubled against fear effects. At 10th level, this ability strengthens to the point where would-be maestros cannot help but cower as their strings are cut: whenever the empath saves successfully against a mind-affecting spell or power, she may turn it against its original wielder as an immediate action. A spell or power reversed in this manner retains all its original parameters - only the target changes. Lastly, the empath gains a bonus to Intimidate, Escape Artist, and Survival checks equal to her Wisdom modifier.

The Hierophant
Loneliness is among the greatest fears of mortality. As death looms eternally, solace is found in becoming a piece of something grander and stronger than any one of its parts. The Hierophant is groupthought and conformity made manifest. It is the guiding hand the shifts willing cogs in a grand machine, and the mouthpiece of mercy that brings faith and hope to the masses. Empaths manifesting the Hierophant can find themselves growing squeamish at the thought of working outside existing systems, and scornful of those who would think themselves loners. Depending on one’s viewpoint, the aspect may be a herald of cooperation… or of manipulation.

An empath manifesting a persona with the Hierophant aspect treats Will as a good save, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Hierophant may drive others into her designs with a few well-spoken words. She may make a Diplomacy check as a standard action without any penalties for rushing, and may attempt to Fascinate a target to whom she has spoken for at least a full minute. Resisting this fascination requires a Will save with a DC of [10 + half to empath’s class level + her wisdom modifier]. At 8th level, the empath may attempt to implant a Suggestion (as the spell) in a the mind of a creature she has fascinated. Resisting this suggestion requires a Will save with a DC of [10 + half to empath’s class level + her wisdom modifier]. If a creature successfully saves against this ability it becomes aware of the attempted mental manipulation, and its fascination is immediately broken. At 16th level, the empath may place a Geas (as the spell Geas/Quest) on a target instead of a Suggestion, using the same save DCs. The empath may only have one creature under such a geas at any one time, and placing a new geas immediately breaks her hold on any previously-affected targets. Lastly, the empath gains a bonus to Diplomacy checks equal to her Wisdom modifier.

Lesser Aspects
The Lovers
Everyone has those things that they cannot live without. People, places, even objects for some. The aspect of the Lovers embody these bonds, drawing strength from the greatest treasures of a mortal heart. Empaths manifesting the Lovers often find their loved and treasured things rising to the forefront of their thoughts. This can bring forth great valor and strength of will in some… but in others, such thoughts pave the road to paranoia and miserliness. One way or another, any empath wielding this aspect must eventually come to terms with their desires.

An empath manifesting a persona with the Lovers aspect treats Will and Reflex as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Lovers may forge a spiritual link with others as a standard action. This effect functions identically to an unaugmented use of the Mindlink power, save that it has a duration of 24 hours/level and functions even across different planes. The empath may have a maximum number of such links active equal to her Wisdom modifier – creating new links beyond this limit automatically breaks one existing link, chosen by the empath. At 10th level, the empath gains the benefit of a constant Status spell targeting any individual with which she has established a link, and may Scry on them (as if casting the spell) by spending five minutes in a meditative trance. At 15th level, the empath’s mindlinks no longer have a limit to their duration – they will last until released by the empath, and will otherwise re-establish themselves automatically in 5 rounds if broken or dispelled. Lastly, the empath gains a bonus to Sense Motive, Appraise, Listen, and Perform checks equal to her Wisdom modifier.

The Chariot
There are corners of the multiverse unseen by any explorer, untouched since the dawn of time. Like the Fool, the Chariot is formed of the spirit of exploration. However, the Chariot concerns itself not with the journey, but with the destination alone. It is the triumph born of conquering a mighty mountain or fearsome foe, and the unparalleled thrill of victory absolute. Empaths manifesting the Chariot are driven to push themselves to their limits and seek out challenges worth of their stature. They chafe at half-finished tasks, and can find themselves struggling to accept defeat or withdrawal in any form.

An empath manifesting a persona with the Chariot aspect treats Fortitude and Reflex as good saves, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Chariot may leap into the fabric of the cosmos itself, hurtling past trivial things in search of her elusive goals. This functions as the spell Dimension Door, with the empath’s effective caster level equaling her class level. Unlike the spell, this effect require one minute of concentration to activate. At 10th level, the empath can replicate the spell Teleport, rather than Dimension Door. Doing so requires ten minutes of concentration, rather than one minute. At 15th level, she can replicate the spell Greater Teleport. Doing so requires one hour of concentration, rather than one minute. Lastly, the empath gains a bonus to Climb, Jump, Search, Survival, and Swim checks equal to her Wisdom modifier.

Strength
Mortals aspire to greatness, almost without exception. Greatness of mind, or spirit, or body – the specifics vary, but all gaze upwards at the heroes who came before and picture themselves upon a similar pedestal. The aspect of Strength is formed of collective vision of such paragons and heroes. It does not act itself, but rather inspires those around it to cast off their weakness and seek out their true potential. Empaths manifesting the aspect of Strength find themselves driven to lead by example, and to help others rise to become the best they can be.

An empath manifesting a persona with the Strength aspect treats Fortitude and Will as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting Strength may exert an aura of quiet power that fortifies the weary bodies of her allies. By spending one minute in meditation, the empath heals one point of ability damage from each of her ability scores. A number of allies up to the empath’s Wisdom modifier may join in this meditation, sharing in its benefits so long as they remain within 30 feet of the empath. At 10th level, this effect may restore ability drain. At 15th level, this ability may restore ability burn, bypassing the normal restriction against restoring ability burn through magical means. Lastly, the empath gains a bonus to Diplomacy, Handle Animal, Heal, and Perform checks equal to her Wisdom modifier.

The Hermit
If one wishes to find true enlightenment, she must first learn to tune out the ramblings of madmen and fools. The Hermit embodies the ivory tower of knowledge and isolation from which the greatest minds of the mortal world do their work. It is the silent stillness of truth, and the lonesome monolith of study. Empaths manifesting the Hermit often experience a sort of crystalline clarity in their thoughts, processing and responding to information at a speed that can leave interactions with others feeling aggravatingly sluggish and dull. Cautionary tales abound of empaths who grew addicted to this sensation, manifesting this aspect without pause until the very thought of speech or interacting is enough to cause bouts of nausea and disgust.

An empath manifesting a persona with the Hermit aspect treats Will as a good save. Additionally, an empath manifesting the Hermit may slip into a hypercognitive trance in which answers to the most difficult question seem to materialize out of thin air. By entering a trance for one minute, the empath may analyze the likely results of a course of action. This effect functions as the spell Augury, save that the empath is aware if the augury fails. The empath may use this ability a number of times each day equal to her class level. At 15th level, this ability gives much more detailed answers – it now yields equivalent results to the spell Divination. Lastly, the empath gains a bonus to Knowledge checks equal to her Wisdom modifier.

The Wheel of Fortune
Some mortals embrace it, while others reject it fiercely, but there is a simple truth to the world that none would deny – luck matters. The Wheel of Fortune is the form giving to the ever-whirling crucible of mortal opinions on the sheer randomness of the universe. It carries every cry of joy at some improbable miracle, and every furious curse at a ruinous roll of the dice. Empaths manifesting the Wheel are prone to violent mood swings, at times shifting between emotional extremes with little warning or moderation.

An empath manifesting a persona with the Wheel of Fortune aspect treats all saves as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, while manifesting the Wheel of Fortune, she gains the ability to throw her fate to the black-and-white caprice of luck. A number of times each day equal to ½ her class level, the empath may replace any single d20 roll she is about to make with a coin toss as a free action. If she is able to correctly call the coin toss, the roll resolves as if she had rolled a natural 20. If she calls the toss incorrectly, the roll resolves as if she had rolled a natural 1. At 15th level, this ability may be used to intercede in any action made by a creature within 30’ – including the actions of enemies. Lastly, the empath gains a bonus to Diplomacy, Handle Animal, Heal, and Perform checks equal to her Wisdom modifier.

Greater Aspects
Justice
Even in situations where the very concept seems absurd, most mortals adhere to some sort of code. Fairness, morality, karma… all such things manifest themselves in Justice. The aspect of Justice embodies the laws that bind mortal races, both written and unwritten. It is the promise upheld, the edict spoken, the trust of one individual for another and the punishment when such trust is violated. Empaths manifesting Justice can have difficulty making light promises, and will often feel compelled to go to great lengths to uphold those she has made in the past.

An empath manifesting a persona with the Justice aspect treats Fortitude and Will as good saves, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, while manifesting Justice, she may brand a creature with a Mark of Justice, which functions as the spell of the same name using her Empath level as her effective caster level for all purposes. The empath may only have up to her Wisdom modifier creatures thus marked at any given time, and may release any of her subjects from their mark at any time as a free action. At 10th level, the empath in instantly alerted whenever one of her Marks of Justice is activated though a violation of its terms, and may innately sense the distance and direction to bearers of activated Marks so long as they are on the same plane. At 15th level, the empath’s Marks of Justice can no longer be removed by any effect other than a Wish, Miracle, or the willing release of the mark by the Empath herself. Lastly, the empath gains a bonus to Sense Motive and Intimidate checks equal to her Wisdom modifier.

The Hanged Man
Wherever there are mortals, there are the weak and the strong. The high, and the low. The pious and the heretic. Those below will always dream of grand reversals of roles, and sometimes even act upon those dreams. The aspect of the Hanged Man is a tumultuous soul, forever in flux. It is the riotous mob, the thief who steals from the rich, and the bullied apprentice burying a dagger in her abusive mentor’s back. Empaths manifesting the Hanged Man often find themselves fighting off an uncharacteristic bitterness – every hardship seems tailored to victimize them personally, and successes of allies cannot help but be tainted with a faint lining of envy.

An empath manifesting a persona with the Hanged Man aspect treats Fortitude and Reflex as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, as a standard action, the empath may induce a calamitous reversal with a single touch. This effect is delivered as a melee touch attack, and an unwilling target may attempt to resist the effect with a Will saving throw with a DC of [10 + half to empath’s class level + her wisdom modifier]. If the target is willing, or fails its saving throw, it immediately exchanges hit point totals with the empath. This exchange can bring neither party above their normal maximum health, and any hit points beyond that limit are lost. Once used, regardless of its success or failure, an empath cannot use this ability again for one minute. Lastly, the empath gains a bonus to Move Silently, Hide, and Slight of Hand checks equal to her Wisdom modifier.

Death
Endings are a two-faced coin – for all that mortals fear the eternal spectre of their demise, their every action brings about other, smaller deaths. The aspect of Death embodies the demise of ideas, of beliefs, of traditions and nations and cultures – and yes, at times, evens the deaths of other mortals. Without death, the world would stagnate and rot from within, but that is little consolation to those who it claims. Empaths manifesting the aspect of Death find the ties of sentimentality loosened. Letting go is less painful, and silver linings present themselves easily. Beings prolonged past their time tend to incite faint feelings of disgust, and the empath may at times feel an urge to let defeated enemies die cleanly, rather than capturing them alive and subjecting them to the messy processes of justice.

An empath manifesting a persona with the Death aspect treats Will as a good save, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, as a standard action, an empath manifesting Death may strike out with a cleansing tide of negative energy, burning pain and impurity from her target’s very soul. This effect is delivered as a melee touch attach, and an unwilling target may attempt to resist the effect with a Will saving throw with a DC of [10 + half to empath’s class level + her wisdom modifier]. If the target is willing, or fails its saving throw, it immediately gains one negative level. Further, it restores two points of damage or drain to each damaged or drained ability score, and heals [5 * target’s HD] hit points to its target. Negative levels inflicted by this ability fade at a rate of one per minute. Lastly, the empath gains a bonus to Heal, Survival, and Disable Device checks equal to her Wisdom modifier.

Temperance
In the land of mortals, none stand alone. For every blade or suit of armor brought to battle, there is a smith. For every artful maneuver, there is a teacher. For every lasting peace, there is a magnanimous victor. Temperance lies not in greatness, but in those that bring greatness to fruition. It lies in the bruises dealt by the wizened master who trains the hero before his quest, and in the words of the sage who offers their advice to the girl who would be queen. Empaths manifesting Temperance are often driven to push others, and themselves, up to any beyond their normal limits. Wasted potential evokes feelings of faint disgust, and honing existing tools always often like a more appealing option than attempting to craft new ones.

An empath manifesting a persona with the Temperance aspect treats Will and Fortitude as good saves. Additionally, with a ritual requiring one minute of meditation between the empath and a single willing target, an empath manifesting Temperance may imbue another being of equal or lesser power with an echo of the greatness that could one day be theirs. The target receives a number of virtual Hit Dice equal to [empath’s class level – target’s HD]. Each virtual HD thus granted increases the benefactor’s maximum HP by [5 + benefactor’s Con modifier], and grants them a +1 bonus to attack rolls, damage rolls, skill and ability checks, saving throws, and effective Hit Dice for the purposes of any spells or abilities that might target them. An empath may have up to [Wisdom modifier] creatures blessed with this ability at any given time, and may revoke her blessing from any one of them as a free action. Otherwise, the blessing possesses an unlimited duration. At 15th level, an empath may also choose to grant her beneficiaries the ability to evoke a single illumination, chosen by the empath from those assigned to any of her personas with the Temperance aspect. The target may evoke this illumination despite lacking a mote pool or evoker level, and the effect manifested is in all aspects identical to an illumination evoked by the empath herself (including save DCs, effective evoker level, and the like). Once used, such a borrowed illumination may not be evoked again for 1d4 rounds. Lastly, the empath gains a bonus to Diplomacy, Search, and Appraise checks equal to her Wisdom modifier.

The Devil
Some mortals are revolutionaries, or leaders. They stand tall, defying fate and convention to change the course of the world itself. However, for most, such aspirations are simply… too much work. The Devil is the ballast of idleness that anchors the mortal races of the world – the font of laziness and apathy that dissuades change and brings one to simply go with the flow of events. Though heroes might scorn the everyman’s simple life, such lack of ambition also lies at the foundation of every endeavor of his more active peers. Empaths manifesting the Devil often feel lethargic, whether physically, mentally, or both. It is tempting to leave even urgent tasks for later, orders seem less worth arguing with, and the status quo gain a certain charming appeal, however flawed it may be.

An empath manifesting a persona with the Devil aspect treats Reflex and Fortitude as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Devil oozes an air of profound normalcy, discouraging suspicion or investigation. Viewers will see the empath as whatever seems least conspicuous to them – a castle guard might note them as an inconspicuous clerk, while a general might view them as just another soldier going about her duties. This deception does not actually alter the empath’s appearance in any way, meaning they may be called out for dressing or acting inappropriately, but they will not be accosted or questioned unless they draw undue attention to themselves. Any creature who interacts directly with the empath may attempt a Will save with a DC of [10 + half to empath’s class level + her wisdom modifier] to shake off the supernatural acceptance. If the empath is doing something blatantly out of place – such as attacking the observer or his allies – this save automatically succeeds. This is a mind-affecting ability. Lastly, the empath gains a bonus to Bluff, Forgery, and Disguise checks equal to her Wisdom modifier.

Sublime Aspects
The Tower
Some would say that mortals define themselves through violence. They would say that beings incapable of grasping eternity are truest to their natures when obliterating the permanence of others. The Tower does not, contrary to what some frightened empaths will warn their younger sisters in the dead of night, embody hatred, or malice, or rage. It embodies violence, pure and untainted by lesser emotions. The urge to shatter, break, and destroy bears a power few others can match. Empaths manifesting the Tower feel the urge to strike first, strike hard, and keep on striking until all before them has been reduced to blood and rubble. It is said to feel far more hostile and invasive than most aspects, and many empaths forswear this aspect for fear of the changes it might evoke in them.

An Empath manifesting a persona with the Tower aspect treats Fortitude as good saves, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Tower continuously exudes an aura with a radius of [5 * empath’s Wis mod] feet. Whenever damage is dealt to the empath, all other creatures within the aura (including the empath herself) take half that amount, rounded down, as retributive damage. Damage that the empath deals herself through this ability is converted into nonlethal damage, unless she is immune to nonlethal damage. Retributive damage inflicted by this aura does not trigger any additional effect. The effect of this aura targets friends and foes without discrimination, and the empath may not exclude a creature the influence of her aura – she may, however, deactivate or reactivate her aura as a swift action. Lastly, the empath gains a bonus to Autohypnosis, Concentration, and Intimidate checks equal to her Wisdom modifier.

The Sun
Rare indeed are great deeds accomplished without hardship or setback – and indeed, were they achieved simply, their greatness would be lessened in the eyes of many. But for all these obstacles, mortals still reach for the heavens with all their might, heedless of that which would hold them back. The Sun is a manifestation of confidence and drive, rational and unwarranted alike. Empaths manifesting the Sun tend to lapse easily into obsession and mania in their pursuit of whatever their goal of the hour may be.

An Empath manifesting a persona with the Sun aspect treats Fortitude and Will as good saves, and she uses the Fighter’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally as a swift action, an empath manifesting the Sun can call forth and release a blazing explosion of light that shatters the bonds on all those around them. This effect grants the benefits of both Freedom of Movement and Mind Blank for one round, and affects all creatures within a radius of [5 * empath’s Wis mod] feet, centered on the empath. This effect targets friends and foes without discrimination. Once used, this ability may not be used again for one minute. Lastly, the empath gains a bonus to Concentration, Sense Motive, and Survival checks equal to her Wisdom modifier.

The Moon
Life is built upon lies. Lies bring mortals pain and comfort alike, and are told for every reason imaginable. Philosophers may seek truth, but for the average mortal, deception is as much a part of existence as eating or breathing – and just as vital. Few are those with the fortitude to face down truth, unmasked and unfiltered, and the silver miasma of half-truths and guises provides welcome shade against the harshness of light. Alone of all Aspects, the Moon inflicts no foreign thoughts or otherworldly compulsions. Empaths, who shroud themselves in the hopes and dreams of others, have always shown a special affinity for the moon – in a grand fit of cosmic irony, they are truest to themselves when dancing in a masquerade of lies.

An Empath manifesting a persona with the Moon aspect treats Reflex and Will as good saves, and she uses the Cleric’s Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Moon continuously exudes an aura with a radius of [5 * empath’s Wis mod] feet. For the purposes of skills, spells, and abilities, all words spoken by individuals within this radius are considered ‘true’ – Sense Motive checks will reveal only honesty, and lie-discerning magic will pass over such utterances without a trace. This does not inflict any form of compulsion upon listeners, nor even compel them to believe in the factual truth of a statement, but they will always view claims by creatures within the aura to be of utmost honesty. Lastly, the empath gains a bonus to Bluff, Perform, Disguise, and Forgery checks equal to her Wisdom modifier.

The Star
In deepest darkness, and blackest night, hope endures. In the fiercest fire, and most ruthless storm, hope endures. By an ancient legend, hope is the cruelest blessing and most wonderful curse the mortals of the world have ever shouldered. This may be so, and without a doubt hope has brought pain to many – but in the caprice of fortune, hope too is what permits such victims to carry on anew. The Star is the distant glimmer of a better tomorrow that all mortals hold dear to their hearts. It is unreachable, unattainable, ethereal, and beautiful beyond words. Empaths manifesting the Star often take on a detached, farsighted demeanor, pondering the future… at times to the determent of their focus in the present.

An Empath manifesting a persona with the Star aspect treats all saves as good saves. Additionally, an empath manifesting the Star continuously exudes an aura with a radius of [5 * empath’s Wis mod] feet. Creatures within this aura may use their own saving throw modifiers or those of the Empath, at their discretion. This effect benefits friends and foes without discrimination, and the empath may not deny a creature the benefit of her aura – she may, however, deactivate or reactivate her aura as a swift action. If the empath is unconscious, her aura is automatically suppressed. Lastly, the empath gains a bonus to Diplomacy, Perform, and Heal checks equal to her Wisdom modifier.

Judgment
Mortals yearn for absolutes. While scholars and sages may delve into the fine gray lines between right and wrong, good and evil, or fact and fabrication, most would rather feed their minds with the succulent dish of certainty. The aspect of Judgment embodies every cry ever voiced for a god, king, or parent – cries to strip away the miasma of doubt and replace it with the comforting pillars of the absolute. Empaths manifesting Judgment often struggle to accept or process any new information that might conflict with their beliefs… though when those beliefs are challenged, they will hold fast to their values with unshakable resolve.

An empath manifesting a persona with the Judgment aspect treats Will as a good save. Additionally, an empath manifesting Judgment may cut through superficial traits to know the truth of a creature’s essence with nothing more than a glance. The empath continuously gains the benefits of the Arcane Sight and See Invisibility spells. The empath’s arcane sight functions as the spell, and additionally allows the empath to discern surface thoughts, alignments, and the presence or absence of duplicitous intent in any creatures the empath observes. However, any creature observing the empath identical benefits, which apply only for the purpose of observing the empath herself. Lastly, she gains a bonus to Appraise, Sense Motive, and Knowledge checks equal to her Wisdom modifier.

Selinia
2012-10-16, 10:40 PM
Illuminations

Illuminations are an evoker’s greatest power – the ability to harness the awesome energies of light and channel them into mystical effects. This power presents itself to each individual differently, and as such, it is impossible to compile a singular list of illuminations. Instead, a magical girl must feel out her own powers as she develops them, crafting a suite of abilities unique to her.

An evoker’s Illuminations are powered by Motes of radiant energy. Such power is almost inexhaustible, but it does have limits. An evoker’s Mote Pool is equal to [Evoker Level * 2]. An evoker’s mote pool refreshes at the beginning of each of her turns, restoring itself to its full value.

When a magical girl learns new illuminations, she does not select them from a list, but rather crafts them from a wide array of components. Each illumination begins as one of three base effects, which an evoker can enhance with a wide array of components. Every component has an associated mote cost, and many allow that mote cost to be raised in exchange for more powerful effects. The final cost of an illumination is equal to the total cost of its base effect added to the cost of its components. A magical girl may not craft any illumination with a cost greater than her evoker level in motes. While certain components suggest particular manifestations, the cosmetic aspects of an illumintion are entirely up to the evoker crafting it - a functionally identical illumination might manifest as a javelin of lightning to one and a flurry of shots from conjured rifles to another.

Whenever an illumination offers a saving throw, unless otherwise noted, the save DC is equal to [10 + half the magical girl’s evoker level + the modifier of her evoker attribute]. The evoker attribute varies between the various styles of magical girl: champions use Charisma, empaths use Wisdom, while stargazers harness their powers with Intelligence. Many components are restricted in what type of evoker may access them, and each individual component lists those classes that it is compatible with. Further, it is impossible to craft or evoke any illumination with a cost of less than 1m. Any illumination with a lower mote cost must select components to raise its cost until it reaches a positive value.

To craft an illumination, one must select a base illumination type (Blast, Barrier, or Surge), a Foundation component to determine the base effect, and must purchase at least one rank in a Shape component to determine the illumination's basic targeting. It is impossible for any illumination to possess more than one Shape or Foundation component. If the evoker wishes, she may then add as many Secondary components as she can budget into her mote limit. Foundation components scale automatically, at varying rates, with the cost of an illumination. All other components increase the illumination's mote cost. If she wishes, an evoker can independently raise an illumination's mote cost without adding any additional components or ranks. Further, it is impossible to craft or evoke any illumination with a cost of less than 1m. Any illumination with a lower mote cost must either select components or manually raise its cost until it reaches a positive value.

Regardless of the number of motes or actions available, an evoker may only use spend a number of motes up to her evoker level on illuminations of a given base type (Blasts, Barriers, and Surges) in a round.

An evoker may alter or replace any of her known, innate, or persona illuminations freely whenever she gains a permanent evoker level. Illuminations are Supernatural effects.


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.


Blasts

The rawest, purest form of radiant power a magical girl can evoke, blasts do precisely what their forthright moniker promises. Blasts pummel, scorch, or otherwise inflict raw damage on an evoker's enemies, scouring them away in a maelstrom of light. 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.

Evoking a Blast illumination is a standard action.

Blast Components (http://www.giantitp.com/forums/showsinglepost.php?p=17282889&postcount=908)

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.

Companion illuminations are crafted differently from illuminations of other types. The Foundation component determines the nature of the summoned companion's basic and greater attacks. The Shape component, rather than determining targeting, determines the general body type of the companion, granting its defenses, size, and default modes of movement. Secondary components grant the companion additional bonuses and abilities.

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 the construct type, HD equal to the summoner's evoker level, and physical ability scores equal to her evoker stat. 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. Despite possessing these scores, companions derive their statistics entirely from their components - they do not possess feats, skills, or other trappings of creature progression.

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. Depending on its components, the companion may possess additional options for actions. Whenever an evoker's companion makes an attack roll, it may benefit from any attack bonus currently benefiting the evoker other than base attack bonus or bonus derived from an ability score, 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.

Evoking a Companion illumination is a standard action. A companion may be dismissed at any time as a swift action.

Companion Components (http://www.giantitp.com/forums/showsinglepost.php?p=17244544&postcount=838)

Barriers

By channeling her powers toward warding and defense rather than obliterating her foes, a magical girl can generate potent constructs known as barriers.

Unless otherwise specified, any effect granted to the edge of a barrier is two-way and indiscriminate, equally affecting those on both sides (including the evoker herself). Barriers have a base duration of one round.

Evoking a Barrier illumination is a move action.

Barrier Components (http://www.giantitp.com/forums/showsinglepost.php?p=17282904&postcount=909)

Surges

The most complex and theoretically esoteric of all illuminations, Surges are the result of pure power channeled through the many facets of the evoker’s own being. Though ultimately as short-lived as all illuminations, surges can impart surprising and potent changes upon enemies and allies for their duration.

Effects delivered through a surge have a base duration of one round.

Evoking a Surge illumination is a swift action.

Surge Components (http://www.giantitp.com/forums/showsinglepost.php?p=17282939&postcount=910)

Selinia
2012-10-16, 10:41 PM
Radiant Armaments

The exotic, highly personalized equipment of a magical girl is in many ways inextricably twined with her own essence. No crude tools, they are physical manifestations of her inner light, with a singularity and truth of purpose few mortal craftsmen could ever hope to match. The armaments of an evoker are, to many, her symbol – her costume an icon by which others can remember her light.

While they may bear superficial resemblance to mortal weapons and armor, the equipment of an evoker maintains a power detached from its oft-whimsical appearance. Upon gaining the Radiant Armaments class feature, the magical girl selects device and costume archetypes that most closely match her attire, using their stats regardless of what her actual outfit consists of. An evoker is always proficient with the weapons and armor that form her costume.

A magical girl may summon her costume as a full-round action, and dismiss it with the same. Summoning or dismissing her device requires a move action. However, if she wishes, an evoker can compress her device into a small, innocuous trinket rather than dismissing it – compressing a device into, or retrieving it from, this storage form is an action equivalent to sheathing or drawing a weapon. It is possible to temporarily rob a magical girl of her device by stealing this trinket, but it will always find its way back to her if she spends 1d4+1 hours looking for it, regardless of the contrived circumstances needed to permit such a recovery.

Radiant Armaments always count as Masterwork, gaining all the benefits of such. Masterwork benefits have been accounted for in the following tables. An evoker’s costume and device may be enchanted normally, but the evoker herself must be present throughout the enchantment process for the effects to take hold. Radiant armaments brought into an antimagic field or similar effect will continue functioning normally, but any Armament Effects applied to them will be suppressed until exiting the field.

Costume Archetypes



Armor
Armor Bonus
Maximum Dex Bonus
Armor Check Penalty
Arcane Spell Failure Chance
Speed (30 ft.)
Speed (20 ft.)
Weight


Light
+4
+7
-1
10%
30 ft.
20 ft.
10 lbs.


Medium
+6
+5
-2
15%
20 ft.
15 ft.
15 lbs.


Heavy
+8
+3
-3
25%
20 ft.
15 ft.
25 lbs.


Aura
+0
---
0
0%
30 ft.
20 ft.
---



Light: A light costume provides great resilience while hindering its wearer little, if at all. The most common form of armor across the different varieties of magical girl, light costumes frequently take the form of gowns, suits, dresses, or other unarmored clothing, revealing its protective prowess only when struck. A light costume counts as a suit of light armor.

Medium: Though such generalist armor is generally eschewed by common adventurers in favor of more extreme equipment, there are many magical girls who find a middle-of-the-road quite approach rewarding to their unique combat style. Like a heavy costume, a medium costume is quite clearly designed for defense, but is significantly less restrictive. A medium costume counts as a suit of medium armor.

Heavy: A heavy costume burdens its wearer, but offers much greater protection. Perhaps as a side effect of its more obvious presence, a heavy costume is far less likely to take a non-militant appearance. Often, it incorporates metal or leather into its design, forming itself as a stylized mimicry of armor in much the same way the a light costume mimics clothing. A heavy costume counts as suit of heavy armor.

Aura: Not all costumes manifest as discrete entities - some magical girls prefer to channel their radiant power directly, calling upon the pure power of her imbuements rather than distancing herself through the medium of some physical item. While an aura does little to protect its wielder directly, it allows her to effortlessly empower her armaments towards their full potential. So long as she is manifesting her aura, the evoker gains a number of motes equal to half her evoker level (minimum 1 mote), which are seperate from her normal mote pool and may not serve any function other than to be invested in imbuements or lightforge feats. While manifested, an aura invariably gives off some sort of tell-tale visual effect, such as patterns of glowing runes, or even transforming the evoker's skin to a shining coat of silver. An evoker manifesting an aura costume does not count as wearing armor, and loses the Armor bonus to AC of any armor she might currently be wearing. Armor bonuses from a non-armor source (such as a spell, or Bracers of Armor) still apply normally, as do any other bonuses to AC.

Device Archetypes



Weapon
Damage (S)
Damage (M)
Critical
Range Increment
Weight
Type


Versatile
1d6
1d8
19-20/x2
---
3 lbs.
Special*


Mighty
1d10
1d12
x3
---
8 lbs.
Special*


Stance
1d4
1d6
x2
---
---
Special*


Implement
1d3
1d4
x2
---
3 lbs.
Special*


Bolt
1d8
1d10
19-20/x2
110 ft.
6 lbs.
Special*


Marksman
1d6
1d8
x3
90 ft.
4 lbs.
Special*


Tricky
1d4
1d6
19-20/x2
10 ft.
1 lb.
Special*


Flexible
1d4
1d6
x2
---
3 lbs.
Special*


Vigilant
1d6
1d8
x2
---
3 lbs.
Special*


Harmonious
1d3
1d4
x2
---
4 lbs.
Special*



*: At the same time she selects her device's archetype, an evoker may select its damage type (Piercing, Slashing, or Bludgeoning).

Versatile: A versatile device may be wielded as a one-handed or two-handed weapon. When an evoker wielding a versatile device readies her costume elements, she may select a single Device Effect to assign to her versatile weapon. She gains the benefit of the chosen Effect. This bonus device effect does not count against the evoker's limit, and she may not invest motes in it, or use its cartridge effect. Most commonly, weapons of the versatile archetype are modeled after swords, axes, or maces, but such unusual choices as a frying pan or still-living ferret are not entirely unheard of, and even the most mundane weapons are usually given a personal flair.

Mighty: A mighty device is wielded as a two-handed weapon. When making a full attack or a charge attack with a mighty device, an evoker may choose to forgo all attacks after the first. If she does so, her attack deals x2 damage, with the multiplier increasing by one for every attack sacrificed in this manner. If making a charge attack, she may not sacrifice additional attacks if she is unable to make more than one attack on a charge. Extra damage from a Blast, Strike maneuver, or similar effect is not multiplied on a hit. Mighty weapons are often exaggerated by their wielders, made to look far heavier and more powerful than they actually are. Upscaled weapons of almost any type may be wielded as a mighty weapon, and some eccentric magical girls go so far as to model their armament after something that, while heavy and large, is not a weapon at all.

Stance: A stance has no physical form, instead infusing the evoker’s body with radiant power when activated, allowing her to fight completely unarmed. While active, a stance grants the magical girl the benefits of the Improved Unarmed Strike feat, and gives her unarmed strike the properties shown on the above table. While using her stance, an evoker’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that the evoker may make unarmed strikes even with her hands full. There is no such thing as an off-hand attack for an evoker with this ability striking unarmed. While active, a stance invariably gives off some tell-tale visual effect – the evoker’s fists may glow brightly, or her body may be covered in luminous tattoos. Activating or deactivating her stance is an action equivalent to drawing or sheathing a weapon. An evoker with a stance active is still unarmed. An evoker with a stance weapon qualifies for feats as if she possessed the Improved Unarmed Strike feat, though she only gains their benefits while her stance is active unless she acquires Improved Unarmed Strike on her own. Lastly, an evoker manifesting a stance device may add her evoker stat modifier to her weapon damage rolls.

Implement: An evoker may only select the Implement device archetype if she is capable of manifesting Blast illuminations. An implement is wielded as a one-handed weapon. While of little is as actual weapons, an implement can serve as an invaluable aid in channeling simple illuminations. Whenever the evoker readies her illuminations, she may assign a single readied illumination to her implement. The chosen illumination must be a standard-action Blast illumination. As a full-round action, the wielder of an implement device may evoke its assigned illumination without expending motes. Implements are not generally intended to see heavy combat, serving purely as a focus for radiant power and little beyond that. As such, they tend to take inoffensive forms such as books, staves, or scepters.

Bolt: A bolt device is a ranged weapon, and requires two hands to fire. Bolt devices reload automatically, provide their own ammunition, and are incompatible with ammunition for other weapons. When attacking a target at great distances, a bolt device suffers only a -1 penalty for each range increment beyond the first. Additionally, an evoker wielding a bolt device may add one half her evoker stat modifier (rounded down) to her weapon damage rolls. Most commonly, these devices take the form of bow, guns, or heavy crossbows, but it is not unheard of for them to be formed in more exotic shapes – such as a pair of gloves that hurl and subsequently regenerate shards of razor-sharp crystal.

Marksman: A marksman device is a ranged weapon, and requires only one hand. Marksman weapons reload automatically, provide their own ammunition, and are incompatible with ammunition for other weapons. When attacking a target within the device's first range increment, the wielder of a marksman device may ignore miss chance due to cover on the first attack against a given target each round. This does not negate any other effect of cover. Marksman weapons most frequently manifest as hand crossbows, pistols, or thrown weapons of some sort, but some evokers manifest them as trinkets that fire bolts of solid force, or other strange compositions.

Tricky: A tricky device is wielded as a light melee weapon, and may be used as a thrown weapon. An evoker attacking with a tricky device may choose to use her Dexterity modifier in place of her Strength when calculating weapon damage. Additionally, after being thrown, a tricky device immediately returns to the evoker's hand, ready to be used again. devices often take the form of lightweight, subtle objects such as needles, fans, daggers, or even a handful of dice.

Flexible: A flexible device is wielded as a light melee weapon, and possesses a reach of 15 feet. Unlike most reach weapons, the wielder of a flexible weapon may attack freely into adjacent spaces, and does not threaten the space into which she could make an attack. Flexible devices generally manifest as ribbons, chains, whips, or streamers of pure energy. While the specifics vary from evoker to evoker, most magical girls wield a flexible device like a living thing, dancing a twisting both in and out of combat, seemingly of its own accord.

Vigilant: A vigilant device may wielded as a one-handed or two-handed weapon. A vigilant device is a reach weapon, but an evoker may shift her stance with a vigilant weapon, allowing her to wield it as a standard melee weapon. Changing between reach and standard stances with a vigilant device is a swift action, or a free action if the evoker is wielding the device two-handed. Evokers often manifest vigilant devices in the guise of polearms, lances, spears, and other weapons with the sort of reach this device archetype provides. Others choose to manifest a smaller weapon, reach becoming apparent as it lashes out with a razor-sharp shockwave of radiant power.

Harmonious: An evoker may only select the Harmonious device archetype if she is capable of manifesting Companion illuminations. A harmonious device is wielded as a one-handed weapon. As a full-round action, the wielder of a harmonious device may command her currently active companion to move as if it had taken a move action to move, then execute its basic attack once. If the evoker somehow has multiple active companions, she may command only one of them in this manner. A harmonious device is generally not intended to see much use as an actual weapon, and most often takes the form of a tool by which an evoker may communicate with her companions. Instruments are by far the most common manifestation of this device archetype, but among crueler evokers whips and other implements of punishment are not unheard of.


Armament Effects

Though all evokers draw upon the same reservoir of basic templates for their radiant armaments, it is rare indeed for any two devices or costumes to be entirely alike. Evokers are capable of infusing their costumes with powerful effects known as Imbuements, or more generally, Armament Effects. Doing so saturates their equipment with radiant powers that take hold when worn. An evoker does not need to 'learn' armament effects - she may access the full list at any time, and may imbue her costume and device with any combination of them with a five-minute ritual, which she may undertake as part of the same ritual she uses to prepare illuminations. An evoker may only infuse her costume with a limited number of embellishments at any given time, as shown on their individual class tables.

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. As a free action, she may remove the motes from any armament effects imbued on her equipment - this may be done on her turn before her motes refresh, if she wishes. Motes invested in such effects are removed from the evoker’s mote pool, and do not return when her pool refreshes. If points are removed from her armament effects, the evoker regenerates them as normal when her mote pool next refreshes.

Device Effects
Enhanced
Indisputably the oldest of all armament effects, this simple infusion was born at the dawn of time itself. It has existed, in countless different forms, from the very first time a mortal opened her heart to the light and let it flow through her to shape the world. As such, there is no easily defined ‘default’ manifestation for this effect. It is unique to each individual evoker, bringing her weapon closer to her personal vision of an ideal tool. Blades sharpen, grips tighten, and balance perfects itself until the weapon feels like nothing so much as a flawless extension of its wielder’s own body.

Effect: The evoker’s weapon gains a +1 enhancement bonus, or increases an existing enhancement bonus by +1. This increase is not subject to the normal limit of a +5 enhancement bonus on a magic weapon.

Essence Boost: For every 3m invested in this costume element, the enhancement bonus increases by +1.

Cartridge Boost: When a cartridge is expended to fuel the effect, the evoker may convert any amount of the enhancement bonus granted by this effect into various weapon enchantments. This does not allow the evoker to convert points of enhancement bonus that do not stem from this effect, and she may not reduce the weapon’s total enhancement bonus below +1 by converting it into enchantments. This effect lasts a number of rounds equal to the champion’s Charisma modifier.

Berserking
For all their imagery as instruments of light and justice, at the end of the day a device's true purpose is no different from any other weapon's - it is a tool of bloodshed, nothing less. Many evokers, particularly those newly come into their power, shy from acknowledging this, but those who realize the truth have long made use of this particularly brutal enhancement. A berserking weapon is often serrated or spined, or inlaid with subtle grooves to channel the blood of those it strikes. When imbued with motes, an evoker might well find it twitching in her grasp, ever eager to bathe in crimson once again.

Effect: Whenever the evoker damages a creature with the device, the target is afflicted with a vulnerability to further radiant assault. This vulnerability causes them to take an additional 3 damage whenever they are damaged by one of the evoker's illuminations. This vulnerability lasts one minute, and stacks up to five times. If multiple stacks are applied at different strengths, the evoker may choose to overwrite weaker stacks with stronger ones when applying them.

Essence Boost: For every 3m invested in this costume element, the vulnerability inflicted by this effect increases by 1 per stack. For every 6m invested in this effect, you may target an additional creature within reach whenever you make a melee attack with your device, or an additional target adjacent to your initial target when making a ranged attack with your device. You may not target the same creature twice with the same attack.

Cartridge Boost: When a cartridge is expended to fuel the effect, the evoker channels a surge of pure, radiant violence to deal damage to any creature currently suffering a vulnerability to illumination. This damage my not be reduced or mitigated in any way, and is equal to [3 * the creature's current vulnerability to the evoker's illuminations].

Oversized
Finesse and cunning have their place, but to some evokers, there is no expression of power truer to their hearts than simply flattening an opponent with sheer brute force. Devices manifesting this effect are, as one might expect, outlandishly large and heavy - the exact aesthetics are quite variable, but oversized devices are nearly always styled to emphasize their raw power. When imbued with motes, the device often manifests additional weighty trappings to aid in battering enemies into submission.

Effect: The evoker’s device deals additional damage with attacks equal to its base weapon damage - thus, a device that normally deals 1d8 damage now deals 2d8 damage. Additionally, the weight of the device increases by x10. The evoker may ignore this increase in weight for the purpose of determining her encumbrance.

Essence Boost: For every 2m invested in this device effect, the evoker gains a +1 bonus on trip and bull rush attempts. If at least 6m are invested in this effect, the evoker may use these maneuvers against opponents of any size, and no longer needs to move with her target when bull rushing if she wishes to push them the full distance. If at least 12m are invested in this effect, the evoker may make a free trip or bull rush attempt against a target whenever she deals at least 20 damage with a single weapon attack. For every size category her target is above medium, the required damage increases by +20.

Cartridge Boost: Whenever the evoker successfully trips an opponent, she may expend a cartridge to temporarily amplify the weight of her device to impossible levels, trapping her opponent beneath its mass. The target is pinned, as if from a grapple. Escaping this pin requires a standard action, and a successful strength or dexterity check, opposed by the evoker's strength check - the evoker receives a +2 bonus on this check. Unlike a normal grapple, the evoker may not use her device for anything else, but is otherwise unrestricted in her actions. If the target escapes, this effect immediately ends - otherwise, it ends after a number of rounds equal to the champion's Charisma modifier.

Protective
The warriors of light rarely are so fortunate as to do battle on even terms – often, a single protector must do battle against a veritable tide of foes, holding back those who would harm her allies. Said to have been first manifested by a brother and sister defending their town against an invading army, this costume element grants an evoker an uncannily acute perception of her surroundings. Most often, this costume element manifests as a series of multifaceted gemstones or polished mirrors, sparkling with inner light as they passively scan the environment for incoming threats. When infused with motes, this glimmer becomes a constant, steady glow, and sleek lines of data-carrying luminous essence crisscross the weapon’s surface.

Effect: The evoker gains a +2 bonus to attack rolls on attacks of opportunity, and the DC for enemies to tumble through spaces she threatens is increased by +3.

Essence Boost: For every 2m invested in this effect, the bonus to attacks of opportunity increases by +1, and the bonus to Tumble DCs increases by +2. If at least 8m are invested in this effect, any enemy who leaves a square she threatens provokes an attack of opportunity from the magical girl, even if they are taking a 5’ step or other form of movement that does not normally provoke attacks of opportunity.

Cartridge Boost: When a cartridge is expended to fuel this effect, enemies who enter spaces she threatens provoke attacks of opportunity from the champion. This effect lasts for a number of rounds equal to the champion’s Charisma modifier.

Temporal
Across countless worlds, light and time are inextricably intertwined. The rise and fall of the sun, moon, and stars mark the passage of the sands in the cosmic hourglass. It should come as no surprise then that to those born of the light have a unique association with time – in times of great need, an evoker manifesting this effect may find themselves granted a reprieve from what most would consider inevitable, turning back their mistakes in search of a perfect moment. This device effect often embeds at least one timepiece on the evoker’s equipment; be it a clock, an hourglass, or even a sundial. When infused with motes, these ornaments spring to life with a whirring of tiny gears and flowing sand, mechanisms ticking along with the march of seconds.

Effect: The evoker may, once per encounter, reroll a single attack roll, damage roll, or opposed skill check. She must accept the result of this new roll, even if it is worse than the original. If she has an evoker level of at least 8, she may use this ability twice per encounter. If she has an evoker level of at least 16, she may use it three times per encounter. If used out of combat, one use of this effect is exhausted until the beginning of the next combat.

Essence Boost: For every 3m invested in this effect when its reroll is expended, the evoker may roll the results an additional time if the initial reroll gives unsatisfactory results. The evoker is not obliged to use all the rerolls available to her, and may accept her roll at any point in the process.

Cartridge Boost: When a cartridge is expended to fuel this effect, the champion gains an additional opportunity to reroll for the present encounter. If this extra reroll is not used within a number of rounds equal to the champion’s Charisma modifier, it is lost.

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.

Resolved
Though her inner radiance gives her many powers, there are some foes that magical girls simply cannot effectively harm. They lack the brute strength to cleave through the steely hides of beasts fortified by artifice or arcana, and many of the fiends that make up some of their most persistent foes enjoy innate protection from the blows of any mortal weapon. Despite the grave disadvantages they face, some particularly bold evokers have nonetheless taken up the challenge of hunting such monsters down, learning to temper their resolve into a weapon that can strike down any foe.

Effect: The attacks of the evoker ignore 3 points of damage resistance or hardness, and she gains a +1 bonus on rolls made to confirm critical hits.

Essence Boost: For every 1m invested in this effect, the evoker's attacks bypass an addition point of DR. For every 2m invested in this effect, she gains an additional +1 on rolls to confirm critical hits. If at least 6m is invested in this effect, any creature dealt damage by the evoker's device loses any fast healing or regeneration it might possess for one round.

Cartridge Boost: When a cartridge is expended to fuel this effect, the champion's attacks leave behind a powerful mystical residue that prevents enemies from simply shrugging of their wounds. Targets dealt damage by the evoker's device become unable to receive supernatural healing until this effect wears off. This effect lasts a number of rounds equal to the champion's Charisma modifier.


Costume Effects

Defiant
Long ago, in a city ruled by force and fear, a single girl rose up to wield the light on behalf of her people. Seeing her standing unafraid before his palace, the ruler of the city was infuriated, ordering his legions of guards to execute the girl where she stood. Yet however many dozens of soldiers charged this lone evoker, none could seem to so much as scratch her armor. Her unwavering defiance drove the common folk to rise up as one, and it was not long until evokers across the land had devised costume elements to mimic that which had wrought such a miracle. A costume manifesting this element grows thick and solid, often forming metal plates to protect vital areas and giving even cloth a stiffness and rigidity capable of repelling blows. When infused with motes, the resilience of her armor permeates the evoker’s own body – faint pulses of light can be seen beneath her skin, and strikes against even exposed flesh rebound as if their target were made of living steel.

Effect: The evoker gains DR 1/Adamantine. Additionally, she gains 25% fortification, giving her a chance to negate any sneak attack or critical hit and force damage to be rolled normally.

Essence Boost: Every 1m invested in this effect increases the granted fortification by 5%. Every 3m invested in this effect increases the granted DR by 2. If at least 12m have been invested in this effect, the damage reduction become DR X/-, and may no longer be overcome with an adamantine weapon.

Cartridge Boost: When a cartridge is expended to fuel this effect, the champion can call upon a mighty surge of bravado and issue a challenge near-impossible to ignore. The evoker designates one target within 60’, which must make a Will saving throw against a DC equal to the save DC of the champion’s Illuminations. Should it succeed, the cartridge is expended, and the effect wasted. Should it fail this saving throw, its mind is overwhelmed by the force of the challenge, and it is considered blinded when attacking any creature other than the champion who triggered this boost. This effect lasts for a number of rounds equal to the champion’s Charisma modifier, or until the champion ends her turn more than 60’ from her target, whichever comes first.

Imposing
Legends have always occupied a special sort space in the minds of mortals - larger than life, and always as strong as they need be. A hero may bear the weight of the world on their shoulders and stand unbowed, or shatter the heaviest of chains with a simple flexing of their muscles. It is difficult to say whether such legends inspired this costume effect or the other way around, but its effects are undeniable.

Effect: The evoker gains a +3 bonus to grapple checks, strength checks, strength-based skill checks, and her effective Strength score for the purpose of determining carrying capacity. Additionally, she may multiply her carrying capacity by 2. Additionally, when you succeed in grappling a creature, you may attempt to hold them at bay using only a single hand. Doing so prevents you from becoming grappled yourself (allowing you to keep your dexterity bonus to AC, continue to threaten an area, and use any remaining limbs freely), but inflicts a -10 penalty on all checks to sustain the grapple.

Essence Boost: For every 2m invested in this effect, the bonus to grapple checks, strength checks, strength-based skill checks, and effective strength for determining carrying capacity increases by +1. For every 4m invested in this effect, the multiplier on carrying capacity increases by 1. If at least 9m are invested in this effect, the evoker gains Powerful Build, functioning identically to the Half-Giant (http://www.d20srd.org/srd/psionic/psionicRaces.htm#halfGiants) trait of the same name.

Cartridge Boost: When a cartridge is expended to fuel this effect, the champion temporarily assumes a herculean stature. This increases her size category by one, and grants her a +2 bonus to strength and a +1 bonus to natural armor (which replace the normal bonuses for changing size). If the evoker wishes, all equipment she is currently wearing or carrying is similarly enlarged. This effect lasts for a number of rounds equal to the champion's Charisma modifier, and does not stack with other temporary effects which increase size, such as Enlarge Person.

Nimble
Light is not simply ‘fast’. It is, by the measurements of most sages, the very benchmark by which all other speed is measured. It travels at rates mortals simply cannot comprehend, traversing the endless expanses of emptiness between sun, moon, stars, and the worlds of mortals far below. This costume effect seeks to tap a tiny portion of that swiftness and freedom, letting its wearer dance across the battlefield like the light she wields. In most cases, this effect modifies a costume to be sleeker and more aerodynamic: excess material is cut away, and that which remains hugs close to its wearer’s body. When infused with motes, this progresses dramatically, and this costume effect has gained a degree of infamy in some circles for the enthusiasm with which some evokers designate portions of their attire as ‘excess’.

Effect: The evoker gains a +5 bonus to Jump, Swim, Climb, Tumble, and Balance checks. Additionally, she does not suffer any reduction to speed from wearing armor or carrying a medium or heavy load. All other penalties of being overburdened still apply, and she is still incapable of carrying more than her maximum load.

Essence Boost: For every 3m invested in this effect, the evoker’s base land speed increases by 10 feet.

Cartridge Boost: When a cartridge is expended to fuel this effect, the champion may teleport a distance up to three times her highest movement speed. She must be able to trace a viable movement path from her initial location to her destination. In this movement, she may pass through enemies, difficult terrain, and any space large enough to squeeze through without hindrance, but cannot penetrate solid matter. This is an instantaneous effect.

Primal
Many evokers feel a strong connection with an aspect of nature, particularly in its purest and most primal forms. Those who take this connection beyond mere idle admiration often manifest this costume element, imbuing themselves with the power of the building blocks of creation itself. These evokers often develop an iconic association with their favored element, inexorably linking themselves to it in the public eye. This element most often manifests by shifting the color scheme and design of the costume to a palette associated with the chosen element. When infused with motes, the costume often begins to manifest direct incarnations of the chosen element – crystalline spikes of ice, a cloak of flame, or a softly dripping sheen of caustic acid.

Effect: Upon manifesting this costume element, the evoker must choose an energy type (Acid, Cold, Electricity, Fire, or Sonic). She gains Resist 5 to that energy type. Additionally, whenever she deals damage of that type using a blast illumination, that illumination deals an additional +1 damage per die.

Essence Boost: For every 2m invested in this effect, the resistance to the chosen energy increases by 5. For every 6m invested in this effect, the boost to illuminations dealing damage of the chosen element increases by +1.

Cartridge Boost: When a cartridge is expended to fuel this effect, elemental essence surges throughout the champion’s body, letting her draw power from the element she exemplifies. For each point of energy damage she resists with this ability, the champion restores 2 HP. This effect lasts for a number of rounds equal to the champion’s Charisma modifier.

Subtle
For all the glory and wonder of the light, sometimes its children must by necessity walk in places without it. Even in the shadows, however, light turns to the aid of a magical girl, bending around her and shielding her from the sight of those from whom she wishes to stay hidden. Though this costume effect is frowned upon by some evokers as duplicitous and underhanded, there are many who favor it - and the chance to avoid violence that it represents. This effect most commonly manifests as a subdued palette of environmental hues, lightweight material extending to cover as much of the evoker's body as possible with the unobtrusive designs. When infused with motes, the patterns of the costume begin to shift and shimmer, actively changing hue to better blend with the environment.

Effect: The evoker gains a +3 bonus to Hide and Move Silently checks.

Essence Boost: For every 3m invested in this effect, the bonus to Hide and Move Silently checks increases by +2. If at least 9m is invested in this effect, the evoker may move up to her normal speed without incurring penalties on hide or move silently checks. If at least 15m have been invested in this effect, she may attempt to hide even while being observed.

Cartridge Boost: When a cartridge is expended to fuel this effect, light itself ignores the champion's presence, passing through her without a trace. She becomes invisible for a number of rounds equal to her Charisma modifier. Attacking does not break the invisibility, but it reduces the remaining duration by one round. Only one round may lost from the duration of this effect each turn, regardless of how many attacks are made.

Warded
Some students of more refined forms of mysticism have an unfortunate tendency to glare down their oft-bespectacled noses at magical girls. Like warlocks, more than a few face prejudice for the fact their their powers are not 'real' magic. Most magical girls laugh off such nonsensical accusations with hardly a thought, but at least one took the time to devise a costume element to show those snooty magi what-for. While modern magical girls may not approve of the sentiment of petty revenge, many still pay thanks for the astoundingly useful effect devised in its pursuit. This costume element most frequently manifests as a display of intricate runic embroidery - often this is meaningless gibberish, but some magical girls make an effort to give their designs some measure of coherence. When infused with motes, these runes gleam brightly with an inner power, and the magical girl can be seen to be surrounded by a nearly invisible crystalline barrier, occasionally glinting with polychromatic light.

Effect: The evoker gains Spell Resistance 10 and Power Resistance 10.

Essence Boost: For every 4m invested in this effect, the SR and PR each increase by 5.

Cartridge Boost: When the evoker's SR or PR successfully blocks a spell or power, she may expend a cartridge as an immediate action to turn it back upon its caster. A spell or power reversed in this manner retains all its original parameters - only the target changes. This cartridge effect can only be triggered in retaliation to effects that target the evoker.

Weightless
None can say for certain where or by whom this costume element was devised. Perhaps it was a cunning soldier, recognizing the advantages that came with a vantage high above the battlefield. Perhaps it was an explorer, wondering what mysteries lay just out of reach for those who walked the earth below. Or perhaps it was simply an idle dreamer, caught up in a whim to fly like the birds and taste the freedom of the skies. Whatever its origin, it has since been applied to every purpose imaginable, as one of the most popular and practical powers any evoker can manifest. The Weightless effect tends to add ribbons, tassels, and long, flowing cuts of cloth to a costume, whirling about with the evoker’s movements. When infused with motes, the entire costume seems to float untouched by gravity, and to billow softly in a wind no others can feel.

Effect: The evoker gains a fly speed equal to her base land speed, with clumsy maneuverability. However, this flight is exceedingly short-lived, and the evoker must end any movement on solid ground or fall immediately.

Essence Boost: For every 2m invested in this effect, the maneuverability of the evoker increases by one step, to a maximum of Perfect. If at least 6m are invested in this effect, the evoker no longer needs to end her turn on solid ground, and may fly and hover freely (even if her maneuverability is not good enough to hover under normal circumstances). If at least 12m have been invested in this effect, the evoker’s flight speed doubles.

Cartridge Boost: When a cartridge is expended to fuel this effect, the champion’s costume is empowered to the point where it can rid her not only of weight, but of mass as well. Until the end of her turn, the champion becomes Incorporeal, gaining all the effects and penalties associated with that subtype. This effect lasts for a number of rounds equal to the champion’s Charisma modifier, but is only active during her own turns.

Wild
Though many modern evokers prefer the comfort of cities and the companionship of their fellow mortals, there was a time in which the wielders of light were friends to all living things upon the world. Animals are simple creatures, and are instinctively drawn to the passion and warmth of an evoker's inner fire. The Wild costume element arose from those who returned this affection, bonding with and learning from the inhabitants of those wild places which yet remain in the world. A costume manifesting this element tends to display prominent animalistic features: rabbit ears, a cat's tail, or even the elaborate tattoos in the pattern of a one beast or another. When infused with motes, these features take on a life of their own - no longer simple props, they often seem to merge with the evoker, becoming flesh-and-blood in their own right.

Effect: The evoker gains a form of Wild Empathy. This functions identically to the Druid ability of the same name, save that the evoker uses [Evoker Level + Evoker Stat] to calculate her Wild Empathy bonus. Additionally, she may make a Wild Empathy check as a standard action, without suffering any penalties for rushing.

Essence Boost: For every 1m invested in this effect the evoker gains a +1 bonus to Handle Animal, Survival, and Ride checks. For every 2m invested in this effect, she gains a +1 bonus to Wild Empathy checks. If at least 4m are invested in this effect, the evoker gains Scent out to a range of 10' - this range increases by 10' for every additional 4m invested in this effect. If at least 8m are invested in this effect, the evoker gains the benefits of the Track feat (if she does not already possess it). If at least 12m are invested in this effect, the evoker is considered to be under the effect of a Speak With Animals spell at all times.

Cartridge Boost: When a cartridge is expended to fuel this effect, the champion may summon an animal of her choosing into an unoccupied, adjacent space. She may select any creature of the animal type possessing HD no greater than 3/4 her evoker level, and the summoned animal is in all respects ordinary for a creature of its type. The summoned animal will follow the champion's instructions to the best of its ability, and acts on the her initiative, beginning on the turn it is summoned. The creature remains for a number of rounds equal to the champion's Charisma modifier before vanishing once more. If the champion attempts to use this cartridge effect a second time while the summoned animal is still present, the original summoned creature is immediately dismissed, regardless of how many rounds might remain in its duration.

Selinia
2012-10-16, 10:43 PM
Feats

Lightforge Feats: Not content with the costumes granted them, many magical girls actively train with and study the power of their costumes. Often, this gives rise to knowledge of lightforging - the ability to channel radiance into other attributes in much the same manner as a costume.

Lightforge feats may have motes invested in them in exactly the same manner as costume elements, often enhancing their effects dramatically or unlocking entirely new functions.

Soulbond Feats: Most adventuring parties - indeed, most healthy friendships in any walk of life - share a sense of camaraderie and trust that aids them in their endeavors. Some relationships, however, go beyond this, entwining two lives to such an extent their their very souls are bonded together. Soulbond feats can represent anything from romantic love to a pair of con men who've stuck together through good times and bad, but the relationship that powers them should always be one of profound importance to a character.

A character gains no benefit from soulbond feats until they craft a soulbond with another individual with the Craft Soulbond feat. Otherwise, the feats function as normal. Soulbound partners need not select the same feats, and in fact, neither partner is compelled to select soulbond feats beyond Craft Soulbond if they do not wish to do so - each partner benefits from her own selection of Soulbond feats independently of the other.

General Feats

Awakened Light
Though you have not yet answered the call to the path of radiance, and perhaps never will, a spark of infinite potential lies deep within your soul.

Prerequisites: Must not possess a mote pool.
Benefit: You may craft a single illumination of any kind, freely accessing any components without regard to class restrictions. This illumination may possess a mote cost of up to half your HD (to a minimum cost of 1m), and may be replaced whenever you gain a permanent HD. You may select your evoker stat for this illumination from Intelligence, Wisdom, or Charisma upon taking this feat. Once chosen, the evoker stat may not be altered. This single illumination may be evoked normally, but does not require the expenditure of motes and retains its mote cost only for the purpose of determining its effects. Once evoked, this illumination may not be evoked again until you have spent one minute concentrating on rekindling your spark of inner light.
Special: If you should at some point gain a mote pool, you may choose to exchange this feat for Practiced Evoker at that time.

Bottomless Reservoir
You are a seemingly inexhaustible wellspring of lucent energy.

Prerequisites: Luminous Reservoir class feature
Benefit: Your luminous reservoir holds an additional two motes for every three motes of its base capacity.
Special: You may take this feat multiple times. Its effects stack.

Boundless Creativity
Such is your spirit of invention that you have found ways to tinker even with the radiance of your own soul.

Prerequisites: Stargazer Level 6th
Benefit: You may add one to your stargazer Illuminations Known list. Unlike most illuminations, the illumination you gain with this ability may be recrafted whenever you prepare your illuminations, up to a maximum of once per day. This crafting functions exactly as recrafting illuminations upon gaining a level does.

Burning Spirit
When the chips are down, your radiance burns through your very soul, illuminating you with a force beyond compare... but not without cost.

Prerequisites: Evoker level 2nd
Benefit: When you evoke an illumination, you may choose to burn your own essence to empower it as a free action. Doing so increases its mote cost by 50% (rounding down) for the purposes of determining the effect of the illumination's foundation. After the empowered illumination is resolved, you take 1d4 points of ability burn to your evoker stat. This ability burn does not fade until you have spent at least eight hours in restful sleep, or a racial equivalent, at which point it is healed completely.

Demanding Luminosity
Your resplendent power makes you almost impossible to ignore.

Prerequisites: Illuminations class feature
Benefit: Whenever you deal damage with an illumination or inflict an evoker's mark via the challenge blast component, you may choose to distract some or all of the affected creatures. Creatures distracted in this manner take a penalty to attack rolls against any creature other than you. This penalty is equal to [1 + 1/4 the triggering illumination's mote cost], and lasts until the affected creature is no longer afflicted with an evoker's mark or until the end of your next turn, whichever comes last.

Extra Imbuement
Your radiant armaments possess an unusually strong bond with you, and shine with a power greater than that wielded by others of your kind.

Prerequisites: Radiant Armaments class feature, must be able to imbue armaments with at least two imbuements at once
Benefit: Your maximum number of active imbuements increases by one.

Focused Talent
You have a distinct knack for a particular form of radiant power, though you occasionally lose sight of the bigger picture when caught up in your power.

Prerequisites: Illuminations class feature
Benefit: Select a single type of illumination you are capable of evoking - blasts, barriers, companions, or surges. If you have evoked no illuminations of any other type on your turn, you may elect to spend a number of motes on illuminations of your chosen type up to [Evoker Level * 1.5]. Once you have spent a number of motes greater than your evoker level on a single illumination type, you may not evoke illuminations of any other type until the start of your next turn. This feat in no way alters the maximum mote cost of your individual illuminations.

Intelligent Device
Your device is more than a mere weapon - it is an ally, bold and true.

Prerequisites: Radiant Armaments class feature, Evoker level 2nd
Benefits: Your device becomes an Intelligent Item (http://www.d20srd.org/srd/magicItems/intelligentItems.htm#intelligentItemPowers). You may assign mental ability scores and powers to your device freely, so long as the sum of all base price modifiers you add to it does not total more than [500 * your evoker level] gp. Whenever your evoker level permanently increases, you may reassign powers freely, using the increased limit offered by your new level. Your device's alignment matches yours at the time you take this feat, and it views service to you as its utmost purpose.
Special: Upon reaching evoker level 10, the maximum sum of all base price modifiers for your device becomes [1000 * evoker level].
Special: If you possess multiple devices, a single intelligence inhabits all of them, though it may only occupy one device at a time. The device intelligence may jump into a new device as you summon it as a free action, or into one of your other devices within 5' as a swift action.

Luminous Tinker
Your curiosity regarding the inner workings of your power has led you to uncover abilities not normally harnessed by evokers of your discipline.

Prerequisites: Illuminations class feature
Benefit: Select three illumination components, which may be Foundation, Shape or Secondary components of any of the four basic illumination types. These components are henceforth considered to be available to you, regardless of your evoker class. This does not allow you to access illuminations of a type normally forbidden to you, such as blast illuminations to a champion who uses companions.
Special: You may take this feat multiple times. Each time you take this feat, you may add three additional components to your class list.

Eager Companions
Your companions spring forth from your illuminant magic fully alert and ready to do battle with your foes.

Prerequisites: Must be able to evoke Companion illuminations
Benefit: When you use a companion illumination to summon a companion, it may immediately make its Greater Attack as a free action.

Effortless Formula
Your signature illuminations have been so thoroughly practiced that their use is second nature to you.

Prerequisites: Complex Formula class feature
Benefit: When you evoke one of your complex formula, it consumes only half the usual amount of motes. The effects of the illumination are unchanged - only the actual payment is reduced by this effect.

Mortal Miracle
Even against the most terrible of blows, against wounds that by all rights ought to be fatal, you find the reasons and willpower to stubbornly cling to life.

Prerequisites: Must possess a mote pool
Benefit: When you would die as a result of hit point damage, so long as you have at least one point in your mote pool, you may instead trigger this feat. Doing so instantly reduces your mote pool to 0, nullifies the damage that killed you, sets your hit point total to -9, and automatically stabilizes you. After triggering this feat, your mote pool will not refresh for one minute.

Overlimit
Your blazing passion for combat allows you to unleash the true potential of your radiant armaments.

Prerequisites: Limit Form class feature
Benefit: When you utilize the limit form of one of your radiant armaments, the virtual investment increases by 2m beyond the usual maximum. For every four evoker levels you possess, this boost increases by an additional 2m.

Prism Shift
The primal energies in your radiant powers are highly unstable, prone to dance along the spectrum at the slightest fluctuation of your mood.

Prerequisites: Illuminations class feature, Must be able to evoke blast illuminations
Benefit: As a swift action, you may change the elemental attunement of the prism component of a single blast illumination you currently have readied.

Practiced Evoker
Your studies in other subjects have not led you to neglect your inner radiance. It may not be the sole focus of your training, but your luminous spirit burns bright as ever.

Prerequisites: Illuminations class feature
Benefit: Your evoker level increases by two, up to a maximum of your HD.
Special: You may take this feat multiple times. Its effects stack.

Radiant Arsenal
Most magical girls wield a single suit of resplendent equipment, but for you, such limits are unwelcome. You have called forth from your spirit additional tools, honing your skills with wide and varied armaments of light so as to be ready for any eventuality.

Prerequisites: Radiant Armaments class feature
Benefit: You gain an additional device, or an additional costume. This extra device or costume's archetype may be selected from any of those available. You may still only manifest a single device and a single costume at any given time - you select which one you wish to manifest when summoning your armaments.
Special: You may take this feat multiple times. You may select a new device or costume each time.
Special: If you possess the Twinned Device feat, you may summon another device from your arsenal in place of a copy of the original. You may select what combination of devices to summon whenever you manifest them.
Special: You may qualify for feats that require a specific archetype of device using the archetype of any device you own, but you only gain the benefits of such feats when actually wielding a suitable device.

Shining Mysticism
You have learned to harness the power of your personal radiance to fuel your other magics.

Prerequisites: Illuminations class feature, Spellcasting or Manifesting class feature
Benefit: Select a single spellcasting or manifesting class you have levels in. For the purposes of determining bonus spells per day, bonus power points, and save DCs, you may use your evoker stat in place of whatever ability scores are normally used to determine those values.
Special: You may take this feat multiple times. Each time you do, you must select a different spellcasting or manifesting class.

Student of the Light
Your understanding of your radiant power is without peer, and you learn new illuminations with ease.

Prerequisites: Illuminations class feature, must be able to ready illuminations
Benefit: Your number of known illuminations increases by one. If you possess more than one evoker class capable of readying illuminations, you must select one class to gain this benefit. For every ten illuminations you know for the chosen class from sources other than this feat, your number of known illuminations increases by an additional one.
Special: You may take this feat multiple times. Each time you do, you must select a different eligible evoker class.

Time to Shine
Your link to the primal consciousness is unusually deep - when your open yourself to the light, it is all you can do not to be swept away with the force of the tide.

Prerequisites: Manifest Persona class feature, evoker level 2nd
Benefit: When you change personas, you may choose to simultaneously manifest one of the illuminations from your new persona by expending the appropriate action. This allows the new illumination to be evoked with the same motes expended on shifting personas. The foundation component of an illumination manifested in this manner functions as if the illumination possessed a mote cost equal to half its actual mote cost - otherwise, its effects resolve normally.

Wild Aspect
Your aspects come and go as they please, and you find your powers are in a state of constant flux.

Prerequisites: Manifest Persona class feature, access to Lesser Aspects
Benefit: Select a single aspect, which must be chosen from a tier at least one lower than the highest tier of aspect you can select. Whenever you wake from at least eight hours of restful sleep (or your racial equivalent), you may exchange the chosen aspect for the usual aspect of one of your personas. This exchange lasts until you next wake from at least eight hours of restful sleep (or your racial equivalent), at which point the aspect is dismissed once more and may be immediately reassigned or ignored as you please. This effect in no way alters the illuminations associated with that persona, merely the effects of its aspect. You may exchange this bonus aspect for another legal option whenever you gain a permanent evoker level.


Lightforge Feats
Twinned Device [Lightforge]
The device of a magical girl is no simple hunk of metal - it is an idea, an infinite concept. You have realized this. And you have realized that so long as you hold your device, you have access to all the weapons you could ever need.

Prerequisites: Radiant Armaments class feature
Benefit: You gain a second device, identical in every way to your first. Any Enhanced Armaments effects, costume effects, or enchantments applied to your device apply to both weapons.

For every 3m invested in this feat, you gain an additional copy of your device. You may wield these copies if you have the hands to wield them all - weapons beyond your capacity to hold simply hang in the air beside you, guided by your will and radiant power. 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 the reach of your device (for a melee device) or within 10' of your target (for a ranged device) take damage equal to [device's base damage * number of floating devices]. A successful reflex save halves this damage.

Blazing Aegis [Lightforge]
Such is your resolve to protect - protect your friends, your family, your home, or perhaps simply protect yourself and live a life worth living - that you have called it forth in physical form as a mighty ward against danger.

Prerequisites: Radiant Armaments class feature, must possess a Marksman or Versatile device
Benefit: When summoning your device, or retrieving it from storage form, you may simultaneously conjure a radiant shield in your off-hand. The shield functions identically to a buckler, a heavy light shield, a heavy shield, or a tower shield (with the form being chosen each time it is manifested) and possesses a shield bonus to AC 1 greater than usual for a shield of its type. Your radiant shield can be enchanted normally, but you must be present throughout the entire enchantment process.

For every 3m invested in this feat, the shield bonus granted by your shield increases by +1. If at least 3m are invested in this effect, adjacent allies gain a shield bonus to AC equal to the shield bonus granted by your radiant shield.

Soulbond Feats
Craft Soulbond [Soulbond]
Tapping into a deep, primordial wellspring of empathy and emotion, you are capable of connecting to those closest to you on a level unmatched in all the realms of gods and mortals.

Benefit: In a ritual requiring eight hours of joint meditation, or some other bonding activity, you and a single other individual with this feat may forge a powerful emotional link known as a Soulbond. This serves as the foundation of further soulbond feats, and provides the following bonuses:


You may communicate telepathically with your soulbound partner whenever they are within 100 feet.
You gain a +2 bonus to will saving throws against mind-affecting effects while your partner is within 100 feet.
You gain a +4 bonus to Sense Motive checks targeting your soulbound partner for each soulbond feat you possess (including this one).


Guardian's Grace
Over My Dead Body [Soulbond]
With a practiced coordination honed by your intimate insight into your partner's defenses, you can interpose yourself to protect them from an enemy's assault.

Prerequisites: Craft Soulbond, Combat Reflexes
Benefit: Whenever your partner is targeted with an attack and is adjacent to you, before the attack is rolled, you may force the attack to target you instead. The attack then resolves normally against you, and you take a -4 penalty to AC against it. Using this ability is a free action that consumes one of your attacks of opportunity for the round. You may not use this ability if you have no attacks of opportunity remaining.

Tenacious Bond [Soulbond]
The sight of your partner, battered and harried by her foes, lends you new resolve to carry on in your struggle.

Prerequisites: Over My Dead Body
Benefit: When your partner is within range of your telepathic link and is reduced to a value below 50% of her maximum health by a hostile damage source, you gain DR/- equal to one half your HD, which stacks with any other DR you may possess. This DR/- lasts for one minute, regardless of your partner's condition after this effect triggers.

Unyielding Hearts [Soulbond]
Such is your willpower and devotion that when death itself would steal away your partner, you are able to shoulder the burden of life and beat your two hearts as one.

Prerequisites: Tenacious Bond
Benefit: So long as you are conscious and within range of your telepathic link with your partner, they automatically succeed at any stabilization checks they make make to avoid bleeding out. Additionally, if your partner's health drops below their death threshold (-10, for most creatures), you may attempt to stave off their demise, pouring your own vital energy into your soulbond to sustain their fading spark of life. Each round you continue to sustain your partner, at the beginning of your turn, you take nonlethal damage equal to the amount by which your partner's damage exceeds their death threshold (for example, if your partner has a death threshold of -10 and has been reduced to -23 hp by an enemy's attack, you will take 13 nonlethal damage at the beginning of each of your turns). This damage may be reduced by damage reduction as if it were untyped physical damage. If you are immune to nonlethal damage, you are dealt lethal damage instead. If you fall unconscious, or drop below 0 HP for any reason, you immediately cease sustaining your partner.

Helping Hand
Practiced Partnership [Soulbond]
More than mere cooperation, when you and your partner work together on a project, you pool your talents into something far greater than the sum of its parts.

Prerequisites: Craft Soulbond, Skill Focus (Any)
Benefit: Whenever your partner successfully assists you with Aid Another, you gain a morale bonus to the check equal to one half your HD, rounded down, to a minimum of a +1 bonus. This bonus is in addition to the normal bonus granted by Aid Another.

Unified Discipline [Soulbond]
Having watched them do what they do so many times, your partner's abilities are in some ways as familiar to you as your own. With a bit of on-the-spot tutoring, you can follow their lead with uncanny precision.

Prerequisites: Practiced Partnership
Benefit: Whenever you are within range of your telepathic link with your partner and make a skill check with a skill in which your partner has more ranks than you, you may use your partner's skill ranks to calculate your bonus for the check.

Catch Me Failing [Soulbond]
Everyone botches up once in a while - that's a fact of life. You've picked up a particular knack for sensing when your partner is at her weakest, and know just when to step in to avert potential disaster.

Prerequisites: Unified Discipline
Benefit: Whenever you are within range of your telepathic link with your partner and your partner fails a skill check, you may immediately make an identical skill check, using your own bonuses. Your partner chooses whether to use their own result or yours, but must choose before you roll your check. If your partner possesses this feat as well, skill checks granted by this feat are not valid targets for this ability.

Heart's Whisper
Distant Bond [Soulbond]
The mystical energies of your soulbond are far stronger than those of most such links, bearing thoughts and feelings over vast distances.

Prerequisites: Craft Soulbond
Benefit: The range of your soulbond telepathy increases to one mile. Additionally, whenever you are within range of your telepathic link with your partner, you may draw upon one or more of your partner's senses (Sight, Hearing, Smell, Taste, and/or Touch) in place of your own. Activating or deactivating this ability is a swift action. Doing so allows you to flawlessly perceive everything your partner does through the chosen senses, though your own corresponding senses are nonfunctional until you deactivate this ability.

Traveler's Spirit [Soulbond]
Your essence can extend far from your physical body, guided by the beacon of your resplendent soulbond.

Prerequisites: Distant Bond
Benefit: The range of your soulbond telepathy increases to an arbitrary physical distance - so long as you and your partner are on the same plane, you are considered to be within range of one another. Additionally, for the purposes of targeting your partner, any spell or ability with a range of Touch may be treated as if it had a range of Short instead. Abilities with ranges greater than Touch instead have their normal range doubled for this purpose, and you are always aware of the physical and mental status of your partner (including their health and any positive or negative conditions currently afflicting them).

Where the Heart Is [Soulbond]
The primordial link you share with your partner roils with unmatched quantities of energy - it is a bond that pierces the boundaries of planes and ensures that neither of you is ever truly alone.

Prerequisites: Traveler's Spirit
Benefit: The range of your soulbond telepathy now spans the planes - so long as no effect is actively blocking your communication, you are always considered to be within range of your partner. Additionally, whenever your ally benefits from a morale, insight, luck, sacred, profane, or competence bonus, you receive an identical bonus. Whenever your partner would suffer a morale, insight, luck, sacred, profane, or competence penalty, you may take some or all of this penalty upon yourself instead, reducing the penalty inflicted on your partner by an equivalent amount. This choice can only be made when a penalty is first inflicted - once it is in place, you may no longer transfer penalties to yourself. Your borrowed penalty shares its duration with the original penalty

Luminous Link
Unflinching Unity [Soulbond]
You can predict your partner's actions with such ease that shielding them from your destructive powers is nearly effortless - and they trust you to shield yourself just the same.

Prerequisites: Craft Soulbond, Illuminations class feature
Benefit: Whenever your partner is caught within the area of effect of one of your illuminations, you may choose to exclude her from the illumination's effects.

Twin Spirits [Soulbond]
So close is your link to your soulbound partner that your power echoes with the same radiance that infuses her being.

Prerequisites: Unflinching Unity, Illuminations class feature
Benefit: Whenever you ready illuminations and your partner remains within 10' for the duration of the process, you may choose to ready a single illumination from her list of illuminations known in place of one of your own, even if the illumination is of a type or contains components normally forbidden to you. Alternately, you may replace one of your Innate illuminations in this fashion by spending five minutes in some activity with your partner - the replacement lasts until you choose to release it as a full-round action, reverting the innate illumination to its normal form. You may never have more than one illumination replaced in this manner. Lastly, you gain proficiency with your partner's device and costume.

Heart's Reflection [Soulbond]
Your bond with your partner is a fundamental part of who you are - and both of you are stronger for it.

Prerequisites: Twin Spirits, Illuminations class feature
Benefit: Whenever you use a surge with the Awakening component while adjacent to your partner, you may share a brief gesture with her - which can be anything from a fist bump to a secret handshake to a kiss - as a free action. Doing so allows the surge to target both you and your partner, and increases its effective mote cost for the purposes of determining the effects of its foundation component by 1m for every soulbond feat you possess.



The Power of Friendship

Magical girls will fight, and indeed, even kill when driven to it. They are, first and foremost, protectors of the light - children of radiance who protect the world from rising tides of dark. But for most, killing is a last resort, to be taken only when negotiation and capture have failed. On some level, even the most bullheaded magical girl realizes that darkness driven back through bloodshed will one day return with a vengeance. To truly defeat the darkness, not merely stay its advance a short time longer... those who walk in shadow must be brought into the light.

To begin the process of redemption, a magical girl must spend time talking one-on-one with the creature she wishes to redeem. Few evil creatures are terribly interested in this prospect, and this is usually done while they are in captivity. Any creature without an Intelligence score is immune to this process by virtue of being mindless, and the target must be being taken care of reasonably well – not even the most personable individual can get a prisoner to open up if they are being abused or neglected by their captors. This can prove a difficult process, demanding time, effort, and perhaps most painfully, forgiveness - but there are few rewards so sweet as seeing the light of goodness blossom from the smallest and most forlorn of embers.

At the end of a session (which must last at least three hours, but can be more), the evoker attempting the redemption must make a Charisma check against a DC of [15 + the captive's Cha modifier]. If she succeeds, she accumulates one success in the process. For every five points by which the magical girl exceeds the DC, she accumulates an additional success. Once ten successes have been accumulated, the target's alignment shifts one step towards that of the magical girl on the Good/Evil scale. If the magical girl fails this check by five or more, she loses two successes from her accumulated total. If she fails the check by ten or more, she has alienated her captive to the point where it is entirely immune to this process until the magical girl gains another level.

A number of different circumstances can aid or interfere with the process of redemption. Each of the following modifiers can influence the DC of the magical girl's Charisma check. Unless noted, all applicable modifiers stack. This is not an exhaustive list, and the DM in encouraged to introduce specific and situational goals that might help lower the save DC of a prisoner if pursued (or penalties to be avoided).

Modifiers:
Freedom (DC -5): The captive is free to leave at any time, and is detained neither by threats nor physical force. The magical girl may attempt to convince her captive to stay of its own volition, but to qualify for this modifier it cannot be coerced into doing so.

Exceptional Treatment (DC -3): The captive is being treated more as an honored guest than as a prisoner. The prisoner is given a reasonably large space to roam with little to no interference from guards (usually at least the size of a modest home), and has recreational options, comfortable sleeping arrangements, quality meals, and (to a reasonable extent) privacy when they wish it.

Gift (DC -3): The captive is presented with a gift of some significant personal value to them. A magical girl does not receive this modifier for simply throwing wealth at a captive - the gift must be something with genuine meaning, such as returning a keepsake or arranging for a visit from a friend or loved one.

Lingering Bond (DC -3): The captive knew the magical girl before being captured, and at one point in the past had an attitude of at least Friendly towards her. If the bond was exceptionally strong, such as that of lovers or lifelong friends and companions, this modifier may be increased at the DM's discretion.

Following Footsteps (DC -3): The magical girl has called upon the testimony of one of the captive's former allies whom she has already brought to her own alignment through use of the Power of Friendship.

Rescue (DC -3): The magical girl saved the captive from some terrible fate. Some villainous employers of great brutality and little intellect make this quite easy through the implementation of extraordinarily and unnecessarily harsh punishments for failure.

Persuasion (DC -2): While most of a magical girl's techniques involve much more subtle befriending and empathizing, there is a place in the process for forthright discussion of the captive's future options - and why turning away from darkness serves them far better than escaping back to it. This requires a successful Diplomacy check with a DC equal to [15 + the captive's HD], though the magical girl need not be the one to make the check. Whether it succeeds or fails, such a check can only be made once - on a success it applies its DC modifier to all future redemption checks made against the captive.

Jaded (DC +1): In time, even the most heartfelt arguments grow stale, and correcting a misstep can interfere with a magical girl's primary goal. This is a cumulative penalty applied once for each failure on the redemption check, regardless of the failure's magnitude. Accumulated DC boosts from Jaded are wiped away if the magical girl fails a redemption check by 10 or more, as she must essentially begin the process anew when she returns after such a dismal failure.

Fear (DC +3): The captive is aware of allies slain or abused by the magical girl. Fear is a powerful driver towards obedience, but it stands in the way of genuine redemption

Harsh Captivity (DC +3): Highly intrusive measures have been taken to ensure that the captive remains secure. Continual bindings, confinement to an extremely small living space, or a refusal to even limited quantities of time free of surveillance can all apply this modifier.

Ulterior Motives (DC +3): The magical girl or her allies have attempted (successfully or not) to extract some manner of service from the captive. While interrogations or favors asked of a captive can prove quite useful, particularly if the magical girl has reached moderately good terms with them, such requests can cause a captive to question the veracity of the proffered 'friendship'.

Lingering Ire (DC +3): The captive knew the magical girl before being captured, and has reason to dislike or mistrust her personally for reasons beyond simply being an enemy combatant.

Aligned Essence (DC +5): The creature has an alignment subtype. Such beings are innately tied to their moral code, and swaying them requires truly extraordinary efforts.

Selinia
2012-10-16, 10:45 PM
Prestige Classes

Many Prestige classes progress the illuminations of the character taking them. When a class gains a level in an illumination-using class, they advance their Evoker Level, Illuminations Known, Illuminations Readied, Innate Illuminations, and Personas Known. They do not advance any other features of their previous class, such as Cartridges, Complex Formula, or Costume Elements.

Dawnguard (http://www.giantitp.com/forums/showpost.php?p=17328820&postcount=930)

Fashionista (http://www.giantitp.com/forums/showpost.php?p=15552457&postcount=411)

Firekeeper (http://www.giantitp.com/forums/showpost.php?p=15333197&postcount=383)

Frostfell Maven (http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice&p=17001200&viewfull=1#post17001200)

Magical Idol (http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice&p=17001439&viewfull=1#post17001439)

Redeemer of Nine (http://www.giantitp.com/forums/showpost.php?p=15159615&postcount=330)

Valkyrie (http://www.giantitp.com/forums/showpost.php?p=15054313&postcount=317)

* * * * * * *

Aerial Mage (http://www.giantitp.com/forums/showpost.php?p=14680579&postcount=227) by Serafina

Bombardment Mage (http://www.giantitp.com/forums/showpost.php?p=14683062&postcount=232) by Snowfire

Bringer of Twilight (http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice&p=15766423&viewfull=1#post15766423) by Snowfire

Child of Light (http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice&p=14715007&viewfull=1#post14715007) by Snowfire

Fallen Star (http://www.giantitp.com/forums/showsinglepost.php?p=17274764&postcount=906) adapted by Lix Lorn

Ferzian Slave (http://www.giantitp.com/forums/showpost.php?p=15208877&postcount=370) by Caledscratcher

Heartwielder (http://www.giantitp.com/forums/showpost.php?p=14688143&postcount=239) by Snowfire

Immortal (http://www.giantitp.com/forums/showpost.php?p=15051526&postcount=311) by Snowfire

Knight of the Dim Star (http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice&p=15785143&viewfull=1#post15785143) by Snowfire

Light's Artist (http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice&p=14715170#post14715170) by Snowfire

Listener to Light (http://www.giantitp.com/forums/showpost.php?p=14674166&postcount=215) by Snowfire

Night Devil (http://www.giantitp.com/forums/showpost.php?p=15169709&postcount=340) by Draken

Radiant Armorer (http://www.giantitp.com/forums/showsinglepost.php?p=17251479&postcount=871) by Owrtho

Shining Princess (http://www.giantitp.com/forums/showpost.php?p=15616708&postcount=438) by Lix Lorn

Stormcaller (http://www.giantitp.com/forums/showpost.php?p=17358256&postcount=946) by Lix Lorn


Alternate Base Classes

Many-As-One (http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice&p=16229724#post16229724) by Lix Lorn

Wild Empath (http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice&p=14493688&viewfull=1#post14493688) by Kestral404


Additional Content

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) by Snowfire
An adaptation of the Mythic system for magical girls, and currently the only Epic content available for the Tome of Radiance.

Selinia
2012-10-16, 10:47 PM
Alternate Class Features

Barbarian
Radiant Eruption
When you rage, you draw strength not from bulging muscles and surging adrenaline, but from a roiling pool of inner light. You have no formal training in tapping this power, but your wild passion gives it a strength all its own.

Class: Barbarian
Level: 1st
Replaces: If you select this class feature, you do not gain the Rage, Greater Rage, Tireless Rage, or Mighty Rage class features.
Benefit: Once per day, the character may manifest a radiant eruption as a free action. She gains no passive benefits from being in a radiant fury, but upon entering, she gains a temporary mote pool equal to [her barbarian level * 3]. These motes do not refresh. Once per round, as a free action that may only be taken on her turn, she may use a special surge illumination as a free action. She may craft three such surges at 1st level, and an additional surge at 4th level, and every four levels thereafter. The maximum mote cost of these surges is equal to her barbarian level, and they may be re-crafted whenever she gains a level in barbarian. All surges crafted through this class feature must possess the Awakening surge component, but the character may select any foundation or secondary components she wishes, without regard to class restrictions. The character's evoker stat for these surges is charisma. This limited form of evoking does not give the character an evoker level, and exists entirely seperately from any evoker level she might possess.

A radiant eruption lasts for a number of rounds equal to [3 + the character's Charisma modifier]. The character may prematurely end a radiant eruption. At the end of the radiant eruption, the character is fatigued until she takes one minute to rest and regain her senses - she cannot manifest a radiant eruption while fatigued.

At 4th level, and every four levels thereafter, the character may manifest a radiant eruption one additional time per day. At 17th level, the character no longer becomes fatigued at the end of a radiant eruption. For all purposes related to this ability, levels in any prestige class that grants additional daily uses of rage count as barbarian levels. Further, the character may qualify for prestige classes as if she possessed the rage ability.

Bard
Power of Friendship
With your natural charm and ability to rouse emotion in others, you make friends easily - even when performing to a crowd, you have a way of leaving a lasting mark on people.

Class: Bard
Level: 1st
Replaces: If you select this class feature, you do not gain the Fascinate, Suggestion, or Mass Suggestion class features.
Benefit: The character is capable of swaying the alignment of captured foes, as described in the Power of Friendship section.

Additionally, she may attempt to use her Power of Friendship on an entire crowd of individuals who have watched her perform for at least one hour. She does not benefit from any standard DC increase or reduction from Power of Friendship modifiers, but may use her Perform check for the performance (checked individually against the DC of each member of the crowd, based on their HD) to gain the benefit of the Persuasion modifier. The character makes a single Charisma check, matching it against the DC of each audience member to determine whether she has accumulated a success towards shifting that individual's alignment.

Beginning at 10th level, the character may imbue a performance in which she uses her Power of Friendship with a Suggestion, as the spell, to attend another of her performances. The date and time of the next performance may be set at any point in the following week - this replaces the standard duration of a Suggestion effect. The location must be the same location in which the character gave the performance with she delivers this suggestion. Only creatures against whom the character has accumulated at least one success towards redemption may be affected by this Suggestion. The suggestion may be ignored with a successful Will save of [10 + 1/2 Bard level + Charisma Modifier].

Monk
Luminous Spirit
Evokers rely on clumsy costumes for protection and power, but through discipline and rigorous honing of your Ki, you have found the truth - the light resides within you, and you need no flimsy artifact of steel and cloth to channel it.

Class: Monk
Level: 1st
Replaces: If you select this class feature, you do not gain the monk's 1st or 6th level bonus feats, or the Abundant Step or Quivering Palm class features.
Benefit: The character attains mastery of a combat stance which mimics the power of one of the costume or device effects available to an evoker. The character may master any two costume or device effects, regardless of normal device or costume type restrictions - as a swift action, she may activate any one of her mastered effects, benefiting as if she had invested a number of motes in the effect equal to her monk level. For the purpose of device effects, the character treats any monk weapon she is wielding as her device, as well as her unarmed strikes. The character may maintain this effect indefinitely and without effort so long as she is conscious, and may switch to the effects of a different costume or device effect she has mastered as a swift action.

At 6th, 12th, and 15th levels, the character masters an additional costume or device effect.

Rogue
Sunrise Strike
Just as the night is darkest just before the dawn, your radiant essence cloaks itself in a veil of shadows. While you cannot manifest your power with the same ease as your luminous kin among the ranks of 'pure' evokers, you can strike unsuspecting foes with all the dazzling glory of a a sunburst in the dead of night.

Class: Rogue
Level: 1st
Replaces: If you select this class feature, you do not gain the rogue's Sneak Attack class feature.
Benefit: Once per round, when the character attacks a target who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks such a target, she may use a special blast illumination in place of a normal attack. She may craft three such blasts at 1st level, and an additional blast at 4th level, and every four levels thereafter. The maximum mote cost of these surges is equal to her rogue level, and they may be re-crafted whenever she gains a level in rogue. The character does not possess a mote pool, and blasts evoked in this manner do not actually cost motes - they merely retain their mote cost for the purpose of determining the magnitude of their effect. All blasts crafted through this class feature must possess the Assault blast shape, and they receive this component at a cost of 0m, rather than 1m. Further, she may use the blast with any weapon, rather than being restricted to a device. The character may select any foundation or secondary components she wishes, without regard to class restrictions. The character's evoker stat for these blasts is intelligence. This limited form of evoking does not give the character an evoker level, and exists entirely seperately from any evoker level she might possess.

For all purposes related to this ability, levels in any prestige class that grants additional sneak attack damage die count as rogue levels. Further, the character may qualify for prestige classes as if she possessed a number of sneak attack die equal to half her rogue level, rounded up.

Selinia
2012-10-16, 10:50 PM
~Reserved: Miscellaneous Overflow Reservation~

Selinia
2012-10-16, 10:57 PM
Changelog

10/18/12: Assorted Tweaks and Edits

Illuminations now have a hardcapped limit
Blasts, Barriers, and Surges now all have an innate cost of 0m.
Illuminations as a whole have gained a restriction that they cannot be crafted with a cost less than 1m.
Shape tag reminders have been condensed and moved into the general illumination description.
Most of the AoE Blast augments have had their mote cost reduced. Storm and Eruption now cost 2m, and Explosion costs 1m.
Clarified that the Assault augmentation targets normal AC, not touch AC.
Sharpshooting has had its mote cost cut from 4m to 2m. Also, Sharpshooting has had its effect tweaked to key off HD rather than EL.
Beam blast shape added.
Added the Split blast shape
Added the Reactive and Sundering effects
Barriers no longer have a base effect.
Added in a clarification on barriers - namely, that, unless otherwise specified, effects referring to the edge of a barrier are two-way and indiscriminate.
Vitality now 1m:2THP, rather than 1m:3THP.
Clarified that Borders barriers do not possess an interior.
Slightly buffed the surge of Diamonds (to 2m:DR3)
Clarified auras.
Heartbreak and Promises have been clarified as mind-affecting.
Promises buffed to scale with ranks.
Champion now has weapon and armor proficiencies.


10/19/12: Minor Tweaks

The restriction on illumination use has been relaxed slightly to EL motes per type per round, allowing multiple lesser illuminations (and giving a few ways around the restriction, notably Resplendent, which lets you use an illumination without spending motes).
Protective costume element wording changed.
Beam is now a Shape, as it should be.
Horizons has been clarified to not increase the affected area if combined with a shape.
Costumes and Devices now properly count as masterwork. Costumes have been specified as light and heavy armor.


10/20/12: Power of Friendship Rework

The Power of Friendship now functions significantly differently, placing significantly more emphasis on the nature of a magical girl's relation and interaction with her prisoner. It is, I will admit, a more difficult process than that presented by the BoED. That said, BoED redemption is comically easy, to the point where failure is nearly impossible for even a modestly diplomacy-focused character. Power of Friendship still has very good odds, but it at least asks some thought of how one deals with a captive.
Champions can now challenge a captive to an even duel to accelerate/supplement their Power of Friendship. Nothing makes friends faster than a good tussle. The other evokers will have their own bonuses, and once I get into Character Options I'll likely include variants for some of the more social outside classes as well.
Champions can now cancel their cartridge effects (as a free action). This is likely situational, but the discussion of Weightless' downside showcased how useful it might be to cancel some effects early.


10/25/12: Zodiac Introduced!

Zodiac base class added! Call upon the ancient radiance of the stars above, and blow things to smithereens with illuminations! Combining a wild-surge-like EL booster, a reservoir to help ease the strain on her per-turn mote pool, and a number of handy uses for a sharp mind, the master of radiant refinement is here!
Illumination augments are now organized in a superior manner. Hopefully this should make it easier to browse and fill one's mote budget.
Added the Radiance, Sanctity, and Courage barrier augmentations! Slowly, but surely, the list grows.
Added the Illuminations and Multiple Evoker Levels sidebar to the Illuminations section. This should clear this up a smidgen.
Cartridges have been clarified somewhat in the champion's description. Hopefully this will clear up a measure of confusion, and prevent shenanigains regarding cartridge trading.
The Power augmentation no longer exists. Upon deliberation whether to buff it or nullify it, I went with the latter. Buffing would have created a dichotomy between power and snazzy effects that I hope to avoid as much as possible with Blasts.


11/15/12: Miscellaneous Tweaks, New Barriers

Assorted formatting and wording tweaks to make the classes less ambiguous and easier on the eyes.
Zodiac now gains Scribe Scroll as a bonus feat when she gains her Radiant Schemata class feature.
Zodiac capstone now protects all (Su) abilities granted by the class.
The Ancients barrier augmentation now costs 3m/rank, down from 4m/rank. Further, Champions may make use of it along with the other classes.
Added the Returning barrier augmentation.
Added the Silence barrier augmentation.
The Prism blast effect now allows elements to be set on preparation, rather than crafting.
Clarified that Radiant Armaments don't wink out in an AMF - though costume effects do.


11/17/12: Nerfs, Enhanced Armaments expansion

Twinned Device no longer provides the means to wield all the extra weapons you summon.
Volatile is no longer a WMD.
Extra Enhancement feat added.
Conduit added as an Enhanced Armaments option for costumes.
Effortless added as an Enhanced Armaments option for devices.
Technical added as an Enhanced Armaments option for devices.
Blazing added as an Enhanced Armaments option for devices.


11/18/12: New Costume Effects, Illumination tweaks

Subtle costume effect added.
Warded costume effect added.
Beam and Storms are now 1m augmentations, and offer less range per rank and slightly slower damage decay.


11/26/12: Illumination Workshop Overhaul

Changed the way illuminations are put together! The new system is slightly more restrictive, but it will make it a lot easier to make new effects in the long run, and makes assembling illuminations a little more intuitive.
Added several illuminations, renamed a few, and edited a healthy majority to some small extent. I recommend that you view the list of components as an entirely new entity in its new usage context.
The Radiant Armaments class feature now innately grants a single Enhanced Armaments effect on aquisition.
Minor clarifications.


02/07/13: Empath Introduced!

Empath Base Class added!


04/08/13: New Blast Components!

Demolitions Blast Foundation added!
Flare Blast Foundation added!
Bomb Blast Shape added!
Imbue Blast Shape added!
Beam Blast Shape now allows for wide beams!


04/09/13: Valkyrie added!

Valkyrie PrC added!
Assorted illumination component tinkering


05/01/13: Dire Radiance Illumination Components!

Added the Vile Blast Secondary Component!
Added the Consumption Surge Foundation!
Added the Isolation Surge Foundation!


05/02/13: Redeemer of Nine added!

Redeemer of Nine PrC added!


05/03/13: More Dire Radiance Illumination Components!

Added the Carnage Barrier Foundation!
Added the Smiting Surge Shape!


05/06/13: Night Devil added!

Night Devil PrC added! (Contributed by Draken)


05/08/13: Radiant ACFs added!

Radiant Eruption Alternate Class Feature added!
Power of Friendship Alternate Class Feature added!
Luminous Spirit Alternate Class Feature added!


05/28/13: Ferzian Slave added!

Ferzian Slave PrC added! (Contributed by Caledscratcher)


06/01/13: Miscellaneous Character Options

Added the Sunrise Strike Rogue Alternate Class Feature!
Added the Heart of War feat!


06/01/13 - 02/14/14: I Forgot to Update the Changelog For A While

Things Happened
Updates were made
Classes were added
No, I'm not going to track down the date of every change, I'm not insane
You're just going to have to trust me on this.


02/15/14: Valentines PrC Pack!

Frostfell Maven PrC added!
Magical Idol PrC added!
Minor errata


04/02/14: The Great Maintenance Run

Tablepocalypse wrangled for core PrCs and base classes
Numerous community PrCs and classes added to front page that had previously been overlooked. Check them out!
Minor clarifications for the Frostfell Maven


04/02/14: Companions Update!

Companions illumination type added as an alternative to Blasts!


04/04/14: Additional Companions content, feats

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!
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.
Minor errata related to armament effect tables and terminology

EdroGrimshell
2012-10-16, 11:19 PM
I am looking forward to this, I was only mildly interested in the original, simply because of the reasons you stated actually keeping me from it. I'm glad to see a rework on the horizon and hope to see the course a year of work and refining has wrought.

ZeroNumerous
2012-10-16, 11:40 PM
I'm watching closely for a return of the Dark Magical Girl.

Selinia
2012-10-17, 02:15 AM
I am looking forward to this, I was only mildly interested in the original, simply because of the reasons you stated actually keeping me from it. I'm glad to see a rework on the horizon and hope to see the course a year of work and refining has wrought.

Glad to hear it! The Tome of Radiance is... actually more complex in some ways, but its complexity is highly granular. Rather than attempt to create subclasses and archetypes for every possible magic girl, my goal here is to break the very idea of a magical girl down into components that can be assembled any way the player wishes.

Prestige classes, of course, are the perfect place to put all that unusued specificity - I have quite a few planned, but I'll be trying to get the core of the class posted before I even think of putthing those to paper. :smallwink:


I'm watching closely for a return of the Dark Magical Girl.

The Dark Magical Girl, following the above design philosophy, will follow a slightly different path. At the root of the matter is that a magical girl (of any class) no longer loses her radiant powers from 'falling'. Goodness is needed to kindle her light, but once you get that fire blazing it won't go out quite so easily.

Thus, dark magical girls can exist even in very low-level games, though it'd take an interesting explanation to detail how one so pure could fall so far, so fast. In fact, dark magical girls are arguably much scarier enemies than they ever were before - their Power of Friendship is no less potent, and the corrupting influence of a dark magical girl could be a nasty surprise for players expecting a broken, tearful woobie and finding an ambitious, jaded psychopath instead.

That said, there will definitely be content aimed specifically at dark magical girls - you can probably spot a couple illumination augmentations already that are less than entirely wholesome, and Heartbreak is outright evil by almost any definition. At absolute best, it horrifyingly cruel and unusual. Of course, the slide works both ways - nothing stops good magical girls from using 'evil' powers. Aside from their conscience.

Long story short - this is the magical girl, but it is definitely a post-Madoka magical girl. There is light and goodness, but there a lot of shades of gray on the way to actual evil, and people don't always stay the people they once were. Particularly young people, which evokers tend to awaken as.

Princess Tracy
2012-10-17, 05:22 AM
Hmm.... I think I'll have to wait for the character options post in order to properly render Umiko as a Champion. Looking forward to all the stuff though!


I'm watching closely for a return of the Dark Magical Girl.

Oh hey, ZN, you're a fan too? That's rad as hell. I could hardly imagine you playing any other magical girl to be honest~ [/challenge]

Regalus
2012-10-17, 09:14 AM
Hmm, I notice that the Champion makes mention of Cartridges, but not what they do. Would it be correct to assume that this is meant to be discussed in the Radiant Armament section?

Snowfire
2012-10-17, 02:49 PM
Great to see this up here Sel, looking forward to seeing the finished product - and then testing the ever loving **** out of it in LoA :smallbiggrin:

Also:


The most complex and theoretically esoteric of all illuminations, Surges are the result of pure power channeled through the many facets of the evoker’s own being. Though ultimately as short-lived as all illuminations, surges can impart surprising and potent changes upon enemies and allies for their duration. A barrier has a base cost of 1m, and may be delivered at a range of Touch (requiring a melee touch attack to be applied to an unwilling target).

I believe the bolded should say surge, not barrier. Will give closer proof read when I am able.

Wind to thy wings

Chronologist
2012-10-17, 08:00 PM
I like it!

Converting the Mote system into a power-by-round effect instead of a larger pool with limited recovery per round is a good idea. It reduces the amount of book-keeping players will have to keep, and encourage them to use Illuminations as often as possible.

Having the base pool set at 2 * class level seems a bit high though. A level 5 character could blow 5 points on a 5d6 Blast with the Chaining quality (potentially hitting another target for 3d6 damage), then spend a Move action to get 15 points of Temporary hit points for 1 round from the Vitality Barrier. It certainly outclasses most of the things a Warlock of that level could to, and it pushes the limits of what your average 5th level Wizard could accomplish in a round, Fireball or no.

Overall, I think it's shaping up very nicely. I'm definitely waiting for the Empath and Zodiac classes - I really want to play an Illumination specialist that ditches hit points and costume effects for Giant Orbital Friendship Cannons.

Because FRIENDSHIP.

Tvtyrant
2012-10-17, 08:11 PM
This has been added to my list of usable homebrew. I like it!

Domriso
2012-10-17, 08:43 PM
Definitely intrigued. What you have up so far is already interesting, so I'll be watching to see where this goes.

Morcleon
2012-10-17, 08:54 PM
Yay! Magical girl upgraded! Will be following updates closely... :smallsmile:

The change to what were true illuminations allows for more flexibility in selecting the effects, but I liked the Starlight Breaker... It's all like, BAM! Giant bomb of FRIENDSHIP! :smallbiggrin:

Durazno
2012-10-17, 09:45 PM
Would a Champion be able to use a cartridge made by another Champion?

dragonjek
2012-10-17, 09:54 PM
Hi!

I never said anything on the old Magical Girl thread, even though I really, really liked it.

But with the start of a new thread... well, this seemed like just a perfect moment! This is beautiful. I'm absolutely in love--you've done a wonderful job with this, and once you finish this (I don't know if you aren't finished, or if you haven't posted it all... as of my typing this, only the Champion is up) I'm definitely going to put it into my upcoming campaign. Well, maybe a long time into it (it will be my first time DMing, and I don't want to try to do something too new this soon).

Also (sorry to nitpick!), the Force of Personality ability under the Champion isn't bolded like the other class abilities (as of this post).

Will one of the classes be getting a class ability letting them use a Blast as a line attack? Or a feat, or something? I didn't see a Blast illuminations letting you do that. Even with the infinite customizations available (EEEEEE!!!! Excitement!), I still immediately think of a Starlight Breaker when I think of Magical Girls shooting things.

And maybe other options for shaping a blast, too? Like... laying a blast as a series of trapped squares which activate if someone walks into them. Or a cylinder, or adding a random teleportation effect to it. Or an augment to an already Shaped Blast--making it come from a different direction, or laying two different Blasts on top one another (not for extra damage, just for area). Or splitting the damage in half to shoot two of them.

Also, is there going to be a Rainbow Road-type effect? I thought the road of speed-increasing was a really neat idea (although a little specific for the more general nature of the revised classes... maybe a surge to increase speed?)


It looks like there are fewer Device Effects here (most notably, no elemental Device ability)... was that intentional, or were they overlooked in the remake? It's completely understandable if it was (this looks like a massive project, and I am honestly amazed. I hope to do something so impressive one day).

Also, will the be an option for a shield of some sort, or dual-wielding Devices? When I think of one-handed weapons, that's what I immediately think of (odd, because I took fencing classes... huh). The Stance effect also looks a little weak compared to the others (although I freely admit that I am very new to homebrewing and especially have problems with balance), although you do have a section for class options... will there be a Mistbreaker-equivalent option to enhance unarmed combat?

Sorry to be so critical, and I don't mean to seem like I don't like it--because I really, really do. I kept close watch on all the updates on your old thread, and I'll be sure to do the same here. It looks fantastic!

Thanks.

Regalus
2012-10-17, 10:13 PM
Well I can help here, a little atleast.

1)Stance: It might seem a bit weak but keep in mind, it can never be stolen and you can use it with any body part. So even if your tied up, so long as you get a limb free you can still defend yourself; and you can still carry stuff in your hands while using it. Moreover, it's the only one that can be given the EMpowered Armament enchancement, adding your Wis or Cha to damage.

So in effect, all of the mods the Mist Breaker had for Unarmed combat were converted into Armament enhancements; so there ya go.

2)The energy damage costume effect was merged with the energy resistance one and converted into the primal Costume effect.

The addition of mote investment for Devices and costumes certainly themes to qwell any worries that people might've had about the new classes having to many motes. Ah, the glorious suffering that is having too many good choices, and not being able to take them all together.

Grimsage Matt
2012-10-17, 10:16 PM
This makes me want to convert Drem and his crew onto the forums... If only so these girls have some antagonists that don't give a hoot about the good/evil thing.

After all, theres white (the light), the Dark, and infinite shades of grey....

Regalus
2012-10-17, 10:19 PM
From the looks of things that exactly what the Dark Magical Girl, and related illuminations, are going to be all about this time. So you just might get the chance.

Grimsage Matt
2012-10-17, 10:32 PM
Nah, I'm going for; "The light is Meaningless without the Darkness. Good is Meaningless without Evil. Order is meaningless without Chaos. Haveing one creates the other by the very nature of it's exestience. All that we differ from you is that we realize this fundelemental truth. We are balanced. You,set the stage for atrocities in your ignorance."

Basicly, think True Neutral with a heathly dose of Fatilisim. They know there is no White, there is no black. There is merely grey.

So why would they wipe out that pesant village? Because they threaten the Goblin clans in the area. Among them, one day a leader will emerge. He will manage to unite most of the monsters in this area, and yes, he will drive the locals out. He will kill many. But. The nation he will found is pivitol in the goblin race. It will allow them to stop being raiders, to stop causing destruction. Their birth rate will fall, their nature will be tempered by civillization, and the Goblins will take their place as productive memebers of the world.

You know, that kind of thing:smalltongue:


The greater good can often only be accomplished by the darkest deeds.

ZeroNumerous
2012-10-17, 10:38 PM
Thus, dark magical girls can exist even in very low-level games, though it'd take an interesting explanation to detail how one so pure could fall so far, so fast. In fact, dark magical girls are arguably much scarier enemies than they ever were before - their Power of Friendship is no less potent, and the corrupting influence of a dark magical girl could be a nasty surprise for players expecting a broken, tearful woobie and finding an ambitious, jaded psychopath instead.

While interesting in and of itself, I would like to also see the return of the broken girl whose lost innocence becomes a bludgeon she uses to force the world to make sense. To use a Batman example, I would like to see a Magical Girl capable of both being the caped crusader who champions the downtrodden, and the tortured avenger of wrongs who cries out for mommy and daddy. In essence, I would prefer that neither the broken tearful woobie nor the ambitious jaded psychopath be the norm. I would like to see some way that two players using the same PRC go two wildly different routes with their characters and not need to wrestle with the class to do so.

Garryl
2012-10-17, 11:23 PM
Nice to see this in a brand new, fancier package.

The formatting is off in the break between Enhanced Armaments and Force of Personality (no line break or bolding of the ability name).

Also, I have a sudden urge to stat Iji with this (once it's all up, of course).

Edit: You might want to add a bit about how negative levels interact with evokers. I'd expect them to lose 2 motes per negative level, and have a lower evoker level as both are directly level-dependent, but should anything else change?

Owrtho
2012-10-18, 12:14 AM
Well, I'm quite excited to see the new improved magical girl classes. While I've yet to read through everything, there are a few things I've noticed.

As mentioned above, the elemental device enhancements seem to be lacking this time. While on the topic of devices, I'd suggest noting if any of the weapon types can benefit from weapon finesse. Additionally, it may be worth adding an option for a weaker, but higher crit range Device Archetype (such as a 1d4(s), 1d6(m), 18-20/x2 weapon) for those builds that really like critical hits (though I'll admit this request is partially selfish given my current character's fighting style).

Anyway moving on, I've noticed that there seems to be an issue early on with a lack of illumination versatility. Specifically, at level 1 you can only craft illuminations with a mote cost of 1. However, each of the three illumination types cost 1 mote by default, meaning no augments may be applied. This means at level 1 a Champion who knows 4 illuminations will always know Blast (1d6 damage), Barrier (cover chosen), Barrier (partial concealment chosen), and Surge (no effects).

Upon reaching level 2, things don't get much better. There are at present only two 1m cost augments (the blast augment Power, and the Barrier augment Vitality). This means that a level 2 champion who may still only know 4 illuminations has three new choices that are as follows:
Blast (1 rank power for 2d6 damage)
Barrier (cover chosen, 1 rank Vitality)
Barrier (partial concealment chosen, 1 rank Vitality)
Given the actions required for the illuminations available, the new versions are each superior to their previous versions, still leaving the player with what are essentially 3 real choices.

Upon reaching level 3, there begin to be more options, as the many 2 mote augments come into play (particularly as there are some with many options, though I'd note that the surge shapes will remain useless until at least level 5 when they may be applied to a surge along with an effect). That said, prior to that illuminations choices are quite bland. With this, I suggest making the default surge cost 0 motes, as it has no effect and would open up the option of using surges at level 2 (particularly as most if not all of the surge effects check the rank of the effect rather than the total cost of the illumination). 1 mote costing surge augments might also help. Additionally, adding more 1 mote options to blasts and barriers would likely be useful. That said, not much can be done for the first level without introducing 0 rank augments (possible, but they would need to be quite weak and possibly carry restrictions to avoid being stacked. Would likely be easiest if they had a tag akin to shapes preventing more than one on a single illumination. Maybe something like tweaks, which would be akin to the choice of cover or partial concealment for barriers.).

Anyway, I do have a few blast augment suggestions. The first two, are based on the homing blast I'd previously suggested for the old version.
Split [Champion, Empath, Zodiac] [Shape]
Mote Cost: 1m/rank
Often a magical girl will find herself confronted with many a foe. To deal with their superior numbers it may be more effective to divide her efforts among them. For each rank of the split augment, she may select an additional target in range for her blast. She may divide the dice of her blast as she chooses among these targets. Each target must take at least one die of damage.

alternatively:

Split [Champion, Empath, Zodiac] [Shape]
Mote Cost: 2m
Often a magical girl will find herself confronted with many a foe. To deal with their superior numbers it may be more effective to divide her efforts among them. She may split her blast among a number of targets up to the number of dice of damage it deals. She may divide the dice of her blast as she chooses among these targets. Each target must take at least one die of damage.

Possible other variations on the above would be making her only roll for attack once for all targets, or for the second version having it only cost one mote and reduce the damage dice by 1 step. Might even be fine to just reduce it to 1 mote cost, as while it might seem better than power off hand, it doesn't allow other shapes like power.

Held [Empath, Zodiac]
Mote Cost: 2m/rank
At times the best course of action is to wait for exactly the right moment to act. For that preparation ahead of time can be key. A held blast need not be fired immediately like other blasts. For each rank in this augment, the blast may be maintained for a round past the one it was cast during. At any time until the end of your last turn that you may maintain it, you may release the blast as a free action, selecting a target (or targets) and making the attack roll(s) for it at this time. If the blast is not fired before this point, it dissipates harmlessly.

That feels like it could do with some wording clear up. Anyway, possible changes that might be made for balance would be requiring an immediate action rather than a free action (though you may let multiple blasts be fired at that time) or making it so some form of mote cost is paid for every round you maintain it (meaning you have less motes in your mote pool starting out) either as a flat 1 mote rate or based on its cost.

For a few possible tweak ideas to help expand the low level versatility of blasts there are also the following

Long [Champion, Empath, Zodiac] [Tweak]
Mote Cost: 0m
Sometimes a magical girl will find that range is more important than power. Decrease the damage dice to d4s rather than d6s and increase the range of the blast by 5 feet per 30 feet of range it would normally have.

Right, this one just seems a bit lackluster. That said, not sure it can be helped keeping the present default blast as a balance point.

No Idea [Champion, Empath, Zodiac] [Tweak]
Mote Cost: -1m
Sometimes other effects are worth a minor sacrifice in power.

This one might be decent but may not be well balanced. It allows earlier access to some augments, though it useless at level 1 which is where such abilities are really needed.

Another thought would involve an something allowing a single turn of up to 90 degrees to be made by the blast on the way to its target. That said as a one time 0 cost why wouldn't you use it, and if it were made to actually be an augment with a cost (and grants a single turn per rank), then at one mote per rank it is too good compared to power, but at 2 motes per rank seems too weak with other options.
Looking at it, it seems like balancing around the power augment throws off blast augments, as things that are weak enough to warrant only 1 mote with no drawbacks seem to be too good when viewed next to power, which is one mote for no effect (other than the standard damage buff that comes with any mote cost increase).
Really, looking at barriers and surges (and for that matter blasts, though that would be less likely), some of the more standard buffs/debuffs (AC, attack rolls, damage rolls, saves, etc.) seem to lack any augments to impact them. May also be worth while to make a [shape] augment for surges that causes them to be applied to a target as part of an attack with your device (along with the damage the attack would deal). Might also fit for barriers, though I'm not sure if there are any that have hostile effects that would make you want to hit the person first.

Anyway, keep up the good work.

Owrtho

Selinia
2012-10-18, 03:27 AM
Whew. A few very basic feats are up, and with that, I have exhausted the work I had 'finished' on creating this thread. I've been working on the Zodiac much of the day, and hope to have it up tomorrow, but for tonight feats and comments will have to do I'm afraid.


Hmm, I notice that the Champion makes mention of Cartridges, but not what they do. Would it be correct to assume that this is meant to be discussed in the Radiant Armament section?

That would be correct, belated though my response seems to be.


Typos! Sic 'em!

The typocatching efforts are wonderful - thanks to everyone pointing them out!


I like it!

Converting the Mote system into a power-by-round effect instead of a larger pool with limited recovery per round is a good idea. It reduces the amount of book-keeping players will have to keep, and encourage them to use Illuminations as often as possible.

You pretty much hit my reasoning behind the change on the head - I noticed that, in practice, accumulating mote were less a limited resource than just an annoying thing to keep tabs on. The current incarnation of the concept is essentially Incarnum, Psionics, and the Tome of Battle jammed in a blender and set to 'fairy dust'.


Having the base pool set at 2 * class level seems a bit high though. A level 5 character could blow 5 points on a 5d6 Blast with the Chaining quality (potentially hitting another target for 3d6 damage), then spend a Move action to get 15 points of Temporary hit points for 1 round from the Vitality Barrier. It certainly outclasses most of the things a Warlock of that level could to, and it pushes the limits of what your average 5th level Wizard could accomplish in a round, Fireball or no.

An evoker is extremely granular, but I wouldn't call her overly powerful. She is definitely competent, and easy to optimize to a solid degree, but I'd put her snugly in the High 3, along with peers like the Beguiler or Dread Necromancer. A wizard, after all, isn't going to be casting Fireball - they're going to be using a single standard action to make the entire enemy team suck for the entire combat with a spell like Slow, or radically changing the flow of a fight with something like Summon Monster. Even the Warlock accomplishes with a blast essence would would take a magical girl a blast/surge combo to accomplish. The strength of magical girls is that they can point that blast and that surge at different targets, and use what power they have right where its needed most.

Magical girls have a tight focus (admittedly, one that they have great freedom in defining), and are good at what they do, but they certainly don't outstrip true casters. It outclasses Warlock in places, but it lacks the utility Invocations, and the at-will Save-or-Loses that crop up at later levels and make the warlock a real powerhouse.


Overall, I think it's shaping up very nicely. I'm definitely waiting for the Empath and Zodiac classes - I really want to play an Illumination specialist that ditches hit points and costume effects for Giant Orbital Friendship Cannons.

Because FRIENDSHIP.

The Zodiac is an illumination specialist, happily, you nailed that on the head.

The Empath is... weird. I think I'll leave them a surprise a little longer. :smallsmile:


Would a Champion be able to use a cartridge made by another Champion?

No, sadly. I've clarified that in the ability now - they simply aren't compatible with other costumes or devices. It'd be like trying to jam a AA battery into a pistol - its a perfectly functional battery, but that just isn't going to work.


Hi!

I never said anything on the old Magical Girl thread, even though I really, really liked it.

But with the start of a new thread... well, this seemed like just a perfect moment! This is beautiful. I'm absolutely in love--you've done a wonderful job with this, and once you finish this (I don't know if you aren't finished, or if you haven't posted it all... as of my typing this, only the Champion is up) I'm definitely going to put it into my upcoming campaign. Well, maybe a long time into it (it will be my first time DMing, and I don't want to try to do something too new this soon).

Always glad to hear someone is enjoying this stuff! In any case, I've, at this point, posted about I had 'pre-made' in a word document. It is enough to functionally play a magical girl and not be missing any pieces, but there are a lot of options and features that just haven't gotten put to print yet, so to speak. First order of business is getting the core trio up, and after that, who knows?



Will one of the classes be getting a class ability letting them use a Blast as a line attack? Or a feat, or something? I didn't see a Blast illuminations letting you do that. Even with the infinite customizations available (EEEEEE!!!! Excitement!), I still immediately think of a Starlight Breaker when I think of Magical Girls shooting things.

And maybe other options for shaping a blast, too? Like... laying a blast as a series of trapped squares which activate if someone walks into them. Or a cylinder, or adding a random teleportation effect to it. Or an augment to an already Shaped Blast--making it come from a different direction, or laying two different Blasts on top one another (not for extra damage, just for area). Or splitting the damage in half to shoot two of them.


I've only scratched the surface of what can be done with augmentations, and augmentations likely where most of this kind of thing will go. I like the idea of traps though, going to have to implement that somehow.


Also, is there going to be a Rainbow Road-type effect? I thought the road of speed-increasing was a really neat idea (although a little specific for the more general nature of the revised classes... maybe a surge to increase speed?)

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'.



It looks like there are fewer Device Effects here (most notably, no elemental Device ability)... was that intentional, or were they overlooked in the remake? It's completely understandable if it was (this looks like a massive project, and I am honestly amazed. I hope to do something so impressive one day).

Like augmentations, the present device effects are more or less a skeleton to get the class functional on a basic level. More will be added, and existing ones tweaked. However, Elemental probably won't be coming back, as the domain of blasting things has been moved more strictly to Illuminations. SInce they share a resource, there is a lot less room for overlap between illuminations and costumes than in the MG1.0.



Also, will the be an option for a shield of some sort, or dual-wielding Devices? When I think of one-handed weapons, that's what I immediately think of (odd, because I took fencing classes... huh). The Stance effect also looks a little weak compared to the others (although I freely admit that I am very new to homebrewing and especially have problems with balance), although you do have a section for class options... will there be a Mistbreaker-equivalent option to enhance unarmed combat?

Timely comment - Twinned Device and Blazing Aegis were two of the 'out-the-door' feats I had planned pretty much from the start. Twinned in particular now let's you reenact some multiweapon works of your own - why should multiarmed people have all the fun?


While interesting in and of itself, I would like to also see the return of the broken girl whose lost innocence becomes a bludgeon she uses to force the world to make sense. To use a Batman example, I would like to see a Magical Girl capable of both being the caped crusader who champions the downtrodden, and the tortured avenger of wrongs who cries out for mommy and daddy. In essence, I would prefer that neither the broken tearful woobie nor the ambitious jaded psychopath be the norm. I would like to see some way that two players using the same PRC go two wildly different routes with their characters and not need to wrestle with the class to do so.

There will almost certainly more than one Dark Magical Girl PrC. Likely several, if you include various shades of gray. I can say for certain though that at least one planned PrC can cover both the archetypes you've just mentioned quite handily.


Nice to see this in a brand new, fancier package.

The formatting is off in the break between Enhanced Armaments and Force of Personality (no line break or bolding of the ability name).

Also, I have a sudden urge to stat Iji with this (once it's all up, of course).

Edit: You might want to add a bit about how negative levels interact with evokers. I'd expect them to lose 2 motes per negative level, and have a lower evoker level as both are directly level-dependent, but should anything else change?


Well, I'm quite excited to see the new improved magical girl classes. While I've yet to read through everything, there are a few things I've noticed.

As mentioned above, the elemental device enhancements seem to be lacking this time. While on the topic of devices, I'd suggest noting if any of the weapon types can benefit from weapon finesse. Additionally, it may be worth adding an option for a weaker, but higher crit range Device Archetype (such as a 1d4(s), 1d6(m), 18-20/x2 weapon) for those builds that really like critical hits (though I'll admit this request is partially selfish given my current character's fighting style).

Crits are something the magical girl is already good at. A champion gets five Enhanced Armaments to spend. Dump them all into a Versatile weapon, add Keen, and you have something with a 9 point crit range. Which is... rather a lot of critical range. Particularly if you consider taking one or two and putting Enhances into Crit mod. She may lack the insane autocrit shenanigains some builds can pull, but she can get a high-crit, high-mod weapon in her hands, which is a major rarity.



Anyway moving on, I've noticed that there seems to be an issue early on with a lack of illumination versatility. Specifically, at level 1 you can only craft illuminations with a mote cost of 1. However, each of the three illumination types cost 1 mote by default, meaning no augments may be applied. This means at level 1 a Champion who knows 4 illuminations will always know Blast (1d6 damage), Barrier (cover chosen), Barrier (partial concealment chosen), and Surge (no effects).

Upon reaching level 2, things don't get much better. There are at present only two 1m cost augments (the blast augment Power, and the Barrier augment Vitality). This means that a level 2 champion who may still only know 4 illuminations has three new choices that are as follows:
Blast (1 rank power for 2d6 damage)
Barrier (cover chosen, 1 rank Vitality)
Barrier (partial concealment chosen, 1 rank Vitality)
Given the actions required for the illuminations available, the new versions are each superior to their previous versions, still leaving the player with what are essentially 3 real choices.

Upon reaching level 3, there begin to be more options, as the many 2 mote augments come into play (particularly as there are some with many options, though I'd note that the surge shapes will remain useless until at least level 5 when they may be applied to a surge along with an effect). That said, prior to that illuminations choices are quite bland. With this, I suggest making the default surge cost 0 motes, as it has no effect and would open up the option of using surges at level 2 (particularly as most if not all of the surge effects check the rank of the effect rather than the total cost of the illumination). 1 mote costing surge augments might also help. Additionally, adding more 1 mote options to blasts and barriers would likely be useful. That said, not much can be done for the first level without introducing 0 rank augments (possible, but they would need to be quite weak and possibly carry restrictions to avoid being stacked. Would likely be easiest if they had a tag akin to shapes preventing more than one on a single illumination. Maybe something like tweaks, which would be akin to the choice of cover or partial concealment for barriers.).

Regarding lack of stuff to do at extreme low levels... I will admit, a large part of it is that the Augmentation list really is quite dry at the moment. Hopefully that will shift.

Unfortunately, part of the problem is just innate to levels one and two. They... are lousy levels. We are talking about the level range where Wizards are trying to snipe stuff with crossbows because they're out of spells. Different classes come online at different times, and the Champion doesn't really hit her stride as unique until 3rd level. Until then, she's still a Full BAB fighter with a decent weapon, and costume effects (how many classes get level 1 flight, even if it's just in jump-pack form?) to customize herself with.

Zodiac does have a mechanism that gets them in the mix sooner - they have a mechanism to 'overchannel' their illuminations and learn effects a little beyond what they'd normally be able to, which means in early levels they get access to some stuff a good bit earlier.



Anyway, I do have a few blast augment suggestions. The first two, are based on the homing blast I'd previously suggested for the old version.
Split [Champion, Empath, Zodiac] [Shape]
Mote Cost: 1m/rank
Often a magical girl will find herself confronted with many a foe. To deal with their superior numbers it may be more effective to divide her efforts among them. For each rank of the split augment, she may select an additional target in range for her blast. She may divide the dice of her blast as she chooses among these targets. Each target must take at least one die of damage.

alternatively:

Split [Champion, Empath, Zodiac] [Shape]
Mote Cost: 2m
Often a magical girl will find herself confronted with many a foe. To deal with their superior numbers it may be more effective to divide her efforts among them. She may split her blast among a number of targets up to the number of dice of damage it deals. She may divide the dice of her blast as she chooses among these targets. Each target must take at least one die of damage.

Possible other variations on the above would be making her only roll for attack once for all targets, or for the second version having it only cost one mote and reduce the damage dice by 1 step. Might even be fine to just reduce it to 1 mote cost, as while it might seem better than power off hand, it doesn't allow other shapes like power.

Held [Empath, Zodiac]
Mote Cost: 2m/rank
At times the best course of action is to wait for exactly the right moment to act. For that preparation ahead of time can be key. A held blast need not be fired immediately like other blasts. For each rank in this augment, the blast may be maintained for a round past the one it was cast during. At any time until the end of your last turn that you may maintain it, you may release the blast as a free action, selecting a target (or targets) and making the attack roll(s) for it at this time. If the blast is not fired before this point, it dissipates harmlessly.

That feels like it could do with some wording clear up. Anyway, possible changes that might be made for balance would be requiring an immediate action rather than a free action (though you may let multiple blasts be fired at that time) or making it so some form of mote cost is paid for every round you maintain it (meaning you have less motes in your mote pool starting out) either as a flat 1 mote rate or based on its cost.

For a few possible tweak ideas to help expand the low level versatility of blasts there are also the following

Long [Champion, Empath, Zodiac] [Tweak]
Mote Cost: 0m
Sometimes a magical girl will find that range is more important than power. Decrease the damage dice to d4s rather than d6s and increase the range of the blast by 5 feet per 30 feet of range it would normally have.

Right, this one just seems a bit lackluster. That said, not sure it can be helped keeping the present default blast as a balance point.

No Idea [Champion, Empath, Zodiac] [Tweak]
Mote Cost: -1m
Sometimes other effects are worth a minor sacrifice in power.

This one might be decent but may not be well balanced. It allows earlier access to some augments, though it useless at level 1 which is where such abilities are really needed.

Another thought would involve an something allowing a single turn of up to 90 degrees to be made by the blast on the way to its target. That said as a one time 0 cost why wouldn't you use it, and if it were made to actually be an augment with a cost (and grants a single turn per rank), then at one mote per rank it is too good compared to power, but at 2 motes per rank seems too weak with other options.
Looking at it, it seems like balancing around the power augment throws off blast augments, as things that are weak enough to warrant only 1 mote with no drawbacks seem to be too good when viewed next to power, which is one mote for no effect (other than the standard damage buff that comes with any mote cost increase).
Really, looking at barriers and surges (and for that matter blasts, though that would be less likely), some of the more standard buffs/debuffs (AC, attack rolls, damage rolls, saves, etc.) seem to lack any augments to impact them. May also be worth while to make a [shape] augment for surges that causes them to be applied to a target as part of an attack with your device (along with the damage the attack would deal). Might also fit for barriers, though I'm not sure if there are any that have hostile effects that would make you want to hit the person first.


As always, very well thought-out ideas. Too late for me to think straight now, but this is definitely noted and taken into consideration.

Morph Bark
2012-10-18, 03:58 AM
So what are the major changes between the old stuff and the new? I've yet to decide which to like. :smalltongue:

*puts this thread in filing cabinet marked Future Tiering*

T.G. Oskar
2012-10-18, 04:30 AM
Giving a once-over to the Champion class, I can't help but ask one simple, itty-bitty thing...

Why does the abilities at 10th level and 18th level seem so familiar?

...Don't get intimidated by that, it's just that the formatting is, albeit simple, VERY familiar...

That said: the Power of Friendship ability is basically the Redemption mechanic from the Book of Exalted Deeds, but refurbished. Is there any reason why it's a class feature and not an enhancement to an already existing mechanic, considering that the latter is much easier to do (as in, requires a Diplomacy check which is hilariously easy to succeed at, and requires nearly the same amount), which makes your ability somewhat lacking. I'd consider re-reading that mechanic and finding a way how the Champion can improve on it, as I figure that the other two classes and the PrCs will also have a reference to this ability. Thus, it's not meant to be a class feature and it'd be better left as a separate mechanic that the Magical Girls can exploit better than others, because they have the methods to make it better. You could claim that existing classes also have similar, yet not that awesome, benefit: I'm thinking about Paladins, for example, so that they lose their "stern, SitA" archetype and they can work as a Magical Girl assistant/love interest/noble rival/whatever Tuxedo Mask is.

Chronologist
2012-10-18, 08:50 AM
The blend of Incarnum, Tome of Battle, and Psionics works well, I think. The key is to ensure that players unsterstand how their Illuminations work. They're not made on the fly, they're crafted individually for the character's sue later on in the adventure. They're a lot less like Incarnum or Psionics, and a lot more like customizable Tome of Battle maneuvers on a budget.

That said, I don't really see characters creating Illuminations that cost less than their Magical Girl level. After all, a Blast is a standard action, a barrier is a move action, and a Burst is a swift designed to get your Blast or standard attack to hit harder and better. You're probably only going to use two of those per round - Blast and Burst to move fast and hit really hard, Blast and Barrier to tank laserbeams, or Burst and Barrier to hit with a series of melee attacks and then defend yourself against the next incoming blow. You could use all three, but it seems like a suboptimal choice.

The magical girl's main restriction is her lack of crowd control and healing. Otherwise, she hits like a truck, has excellent BAB (especially for a class that mainly uses Touch attacks) and never runs out of juice every round, not to mention each day. Even Tome of Battle classes had a restriction on their access to Manuevers.

I also agree with Owrtho, at low levels there's not a lot a Magical Girl can do. Would it be possible to reduce the base Mote cost of Illuminations to 0? You could keep it that Blasts deal 1d6 points of damage per Mote spent, so they'd still have to spend 1 point if they wanted to use it, but it would allow for a couple of minor but useful augmentations at low levels. It would also clean up the math a little bit, making it easier to calculate the cost of your Illuminations, and level 1 Bursts could actually DO something (like 5 feet of additional land speed per Mote spent? that could be useful).

I love the homebrew, don't get me wrong. The Magical Girl is awesome and you should feel awesome for all the time and effort you've put into this.

Garryl
2012-10-18, 11:59 AM
Incoming review of illuminations.

Blasts

Eldritch Blast with good damage? I approve. I'm slightly disappointed that there aren't more non-damaging effects like Tremors to slap onto your Blasts, unlike with Eldritch Essences.

To confirm, a basic Blast deals 1d6 for 1 mote, and the only way to raise the damage and cost is through augmentations, which must be known and readied. Is that right?

What type of ability are blasts? I don't see it mentioned anywhere, but I may have missed it. I expect they (and all other illuminations) are supernatural.

Overall, the lack of secondary effects limits Blasts to, well, blasting. I expect this will change as more augments are added. I'd love to see some of Surges' offensive augments brought over here.

Prism: How do you resolve the most advantageous energy type when different types produce different effects? For example, a fire/cold Prism Blast against a Troll with fire resistance (more damage, or bypass regeneration). Feel free to crib notes from (or straight out use) my Alamlgam Damage (http://www.minmaxboards.com/index.php?topic=1417.0;msg=12595) rules.

Assuming that Blasts are supernatural abilities, they already bypass DR, and as untyped damage they are unaffected by resistances. Other than bypassing regeneration and taking advantage of energy weaknesses, I'm having trouble seeing when you'd want to use this augmentation. I guess it's mostly there for use with Primal costumes?

Assault: Here's what I was originally going to say:

Eldritch Glaive works for Warlocks, although the fact that this adds on to every existing attack instead of replacing them is potentially troubling. As in, twice as good as Sneak Attack with half the limitations troubling. Having this illumination means that starting at level 3, you basically add 3d6 damage to all weapon attacks, plus another 1d6 per level thereafter, possibly with additional effects on top. You may wish to reconsider this augment's implementation.


Rereading it, I see that you have to pay the mote cost for every attack, so you're limited to 2x your evoker level, and that still takes away from your other options and costume augments. Seems fair.

Explosion: Fireball at 2/3 the damage. Might be a little low on the damage, ultimately, especially with the low range and area. You're also giving up the opportunity to use different augments, and accuracy is already a bit lower against individual targets as saves are usually easier to boost than touch AC, while attack bonuses are plentiful and save DC boosters are few and far between.

Chains: Neato. A good alternative to Explosion to striking multiple opponents, and you don't risk hitting your allies, even without another 5 motes for Tactics.

Clinging: Make it a DoT. Cool.

Dissonance: Odd that this lets you go around healing undead (and Tomb-Tainted Souls) at will, despite the fluff of the classes being at odds with that, and with absolutely no healing of any sort for non-fallen evokers to run around using. It's not a bad thing, it just feels out of place.

Sharpshooting: Accuracy, cool. I take it the Empath and Zodiac won't be full BaB classes, then? What happens if you use this augmentation as a multiclassed evoker such that your BaB is higher than your evoker level? It would lower your attack bonus, wouldn't it? If you combine Sharpshooting with Assault or other effects that let your Blast in a full-attack, would this also grant you extra attacks for a "higher" BAB?

Horizon: Extra range. Important as always.

Tactics: Odd how this has absolutely no effect on its own. The nature of the AoE augments means that there's no way to even take this until 9th level (1 base + 3 Explosion + 5 Tactics), despite its apparent 5 mote cost. Not a problem, just an oddity.

Volatility: Great Cleave for Blasts? Alright. Seems a little on the expensive side, compared to Chain (assure yourself of one extra attack at -2d6 damage for 3 fewer motes, or 2 extra attacks at -2d6 and -4d6 for only 1 mote more). How would this interact with Assault (under the hypothetical situation where you could merge different classes' augment lists)?

Eruption: See Explosive.

Storms: See Explosive.

Tremors: This and Dissonance are the only augments that add non-damage-related effects to the Blast. Bring me more!



Barriers

First off, it's just concealment, not partial concealment, and the range should probably be expressed as a range, rather than a radius. Second, using move actions for major effects is a tough balancing act, and I applaud you for trying (with more applause later if you walk that tightrope right). The general principle looks alright, being limited to solely defensive effects.

The base effects are 1 round of concealment or cover for a single creature. That's actually pretty potent, as it's complete immunity to AoOs (cover) or Sneak Attack (concealment), along with a 20% miss chance or +4 AC and +2 Reflex saves. As both a first level ability, and an effect used as a move action, this might very well be too strong.

Given how many augments talk about granting a Will save, you might want to move the Will save to the baseline effect. That also stops multiple augments from granting multiple saves against the same effect.

Strongholds: Turn it into an AoE. Fine.

Shadows: Also note that by blocking line of sight, creatures on opposite sides of the barrier (but both outside of it) would also lose line of sight with each other. I can see a dome of darkness doing that, but not a completely empty space. Also of note is that using darkness has mechanical implications as many creatures can see normally through magical darkness.

Solidity: Flat out blocking line of effect is way too powerful for an ability usable every round. It makes you unattackable except by AoEs and readied actions.

Vitality: Secondary effects, woot!

Ancients: Actual duration? Cool.

Borders: How does this interact with the baseline cover or concealment, since no creature will actually be within the area of the Barrier (overlapping, maybe, but not within)?

Ramparts: Battlefield control? Awesome!

Visions: Intriguing, and definitely an offensive use. I don't know how to evaluate this augment, however.

Alignment: Magic Circle Against Alignment spells are always useful.



Surges

Odd that these have no baseline effect yet still cost 1 mote. Combined with the fact that the lowest cost augment is 2 motes, Surges are entirely unusable until level 3.

Might: Cool.

Diamonds: The DR feels a little low.

Battles: Cool.

Auras: Is that an emanation or a burst?

Bolts: Range and multi-targetting? This has it all.

Mirage: Mirror Image is fun, although I worry that this steps too much on the toes of Barriers.

Echoes: Duration booster, yes.

Burdens: Entanglement always works.

Awe: Knocking prone is nice. Given the fluff of the ability, I'd change the wording to "fall prone" instead of "be knocked prone".

Emptiness: Blinding is good, adding in Deafening on top gives a useful response to Blindsight.

Promises: Should probably be applicable multiple times to stop attacks against multiple targets. Protecting one person from one opponent for one round just isn't that impressive. Once you're in the realm of a failed Will save, you might as well work to stop the damage entirely, rather than momentarily redirecting it.

Heartbreak: Why is this not mind-affecting? Typo in here: "The target will spread each turn attacking the nearest creature" should be "will spend".

Purity: Not as good as completely removing the conditions, but close enough for the short term, I guess. If you ignore a negative level, do you lose a new spell slot once you start being affected by it again? Ignoring Dazed is probably one of the more powerful options, partly for combo purposes (Celerity), and partly because Daze traditionally lasts only one or two rounds, yet has very few ways to remove or prevent it.

Justice: Does the saving throw prevent the evocation, or is it for each instance of triggering damage?



Still reading through Radiant Armaments. Haven't gotten into the details yet. Why are the class-specific Costume Elements by level located here instead of with their respective classes?


The current incarnation of the concept is essentially Incarnum, Psionics, and the Tome of Battle jammed in a blender and set to 'fairy dust'.

You can't go wrong combining 3 of the better subsystems in 3rd edition.



I also agree with Owrtho, at low levels there's not a lot a Magical Girl can do. Would it be possible to reduce the base Mote cost of Illuminations to 0? You could keep it that Blasts deal 1d6 points of damage per Mote spent, so they'd still have to spend 1 point if they wanted to use it, but it would allow for a couple of minor but useful augmentations at low levels. It would also clean up the math a little bit, making it easier to calculate the cost of your Illuminations, and level 1 Bursts could actually DO something (like 5 feet of additional land speed per Mote spent? that could be useful).


That, and more 1 mote augments would be just lovely. You'd want to move the base effects of Barriers over to a pair of augments if you do this (actually, given their power, I'd recommend this regardless).

Selinia
2012-10-19, 01:16 AM
Having read through some of these excellent suggestions, a few tweaks:


Illuminations now have a hardcapped limit of 1 illumination per base type per round. This prevents a number of rather extreme effect-stacking tactics, such as a Champion dumping twice their EL in Assault Blast damage or turning the battlefield into instant barrier wonderland.
Blasts, Barriers, and Surges now all have an innate cost of 0m. Illuminations as a whole have gained a restriction that they cannot be crafted with a cost less than 1m.
Formatting: Shape tag reminders have been condensed and moved into the general illumination description.
Most of the AoE Blast augments have had their mote cost reduced. Storm and Eruption now cost 2m, and Explosion costs 1m. They all, however still incur the same -1d6/rank damage penalty, so massively inflating a blast's target area is probably unwise if you want to do more than tickle anything. This change primarily serves to unlock them sooner, and make them easier to combine with other effects.
Clarified that the Assault augmentation targets normal AC, not touch AC - it's just a normal attack the blows up if it hits.
Sharpshooting has had its mote cost cut from 4m to 2m. Zodiac is a low BAB class, and Empath is a medium BAB class, but save perhaps at very high levels I had trouble rationalizing a few extra points of to-hit (on a touch attack, so already quite accurate) as worth quite that much. Also, Sharpshooting has had its effect tweaked to key off HD rather than EL, so as to avoid embarrassingly lowering your accuracy for the investment.
Beam blast shape added. I think everyone here can think of one good use for this.
Added the Split blast shape, making its re-debut from last thread courtesy of Owrtho! Probably the least powerful blast shape, but it comes online extremely early and has a lot of flexibility. Most useful if you want to apply effects, rather than deal direct damage. Speaking of which...
Added the Reactive and Sundering effects to help blasts really punch a hole in their targets. These are 'mark the target' abilities that really shine (forgive the pun) when you have a group of allies to take advantage of the target's vulnerability.
Barriers no longer have a base effect. Garryl raised strong points about the power of the base effects, but unfortunately, Barriers simply have almost no low-level options at this point. I am attempting to come up with some good low-level effects to rectify this.
Added in a clarification on barriers - namely, that, unless otherwise specified, effects referring to the edge of a barrier are two-way and indiscriminate. Ergo, a barrier that blocks line of effect into its area also blocks line of effect out of it. Such effects can be used to divide and control the flow of battle, but using them on single targets as 'total protection' is a double-edged sword. Shadows, for example, will totally conceal a target - but also effectively blind them!
Vitality nerfed slightly. Is now 1m:2THP, rather than 1m:3THP. That was a tad much for an ability that could be spammed at will, particularly at low levels.
Clarified that Borders barriers do not possess an interior.
Slightly buffed the surge of Diamonds (to 2m:DR3), though at a small cost of being somewhat less granular. I honestly did not need much convincing here - I like DR, and it isn't often you get to see it used in relevant quantities.
Clarified auras.
Heartbreak and Promises have been clarified as mind-affecting.
Promises buffed to scale with ranks.
Champion now has weapon and armor proficiencies. I... can't think of many reasons they'd use armor other than their costume, but the option is there. I'm kinda surprised that wasn't jumped on by someone sooner.


...whew. Tweakstorm, ho. This unfortunately gummed up the release of the Zodiac somewhat, but I can't see releasing the most illumination-focused of the evoker classes until the illuminations themselves have settled into order!

Also, a note on the Power augmentation for blasts: it is intentionally bad. It should not be balanced against. It exists solely to have a 'generic damage' option, but with other 1m effects is probably going to see use only in rare situations.

Response time! Though the changelog itself is that as well to some extent this time around.


So what are the major changes between the old stuff and the new? I've yet to decide which to like. :smalltongue:

*puts this thread in filing cabinet marked Future Tiering*

I could be lazy and just give you the link (http://www.giantitp.com/forums/showthread.php?t=218981) to the old magical girl, but might as well give a brief rundown:

Motes used to be a slowly regenerating resource that accumulated each turn.
Illuminations used to be discreet effects split into tiers akin to Warlock invocations.
Costumes used to be attuned pieces of mundane gear, rather than self-contained items.
Costume elements used to use their own, entirely separate, resource - costume points. Costume effects were, as a rule of thumb, a magical girl's greatest damage source.
The class had a metric glubton of archetypes and prestige classes by the end of its life. I really hope to match and surpass that pile of crunch at some point - it was quite impressive.
There were a handful of rather potent class features that did not get translated directly.

As for tiering - I look forward to hearing your expert opinion! As a reference, my personal goal for the class was mid-high Tier 3.


Giving a once-over to the Champion class, I can't help but ask one simple, itty-bitty thing...

Why does the abilities at 10th level and 18th level seem so familiar?

...Don't get intimidated by that, it's just that the formatting is, albeit simple, VERY familiar...

Gah, that is my bad, apologies! Those two abilities are borrowed (with modification) from the Magical Girl 1.0, which in turn borrowed the wordings from your Paladin Retool. You explained a rather complex ability very elegantly, and I honestly couldn't think of a way to top the wording. In the MG1.0, I mention that in the comment box beneath the ability, but I'd (at the moment) dropped the ability-by-ability commentary for the Tome of Radiance in hopes of keeping the formatting a little cleaner. I didn't have anywhere to put a credit, but if you'd like one I'm sure I can find a place for it.

No offense was meant at all - quite the opposite, really. Apologies. :smallfrown:



That said: the Power of Friendship ability is basically the Redemption mechanic from the Book of Exalted Deeds, but refurbished. Is there any reason why it's a class feature and not an enhancement to an already existing mechanic, considering that the latter is much easier to do (as in, requires a Diplomacy check which is hilariously easy to succeed at, and requires nearly the same amount), which makes your ability somewhat lacking. I'd consider re-reading that mechanic and finding a way how the Champion can improve on it, as I figure that the other two classes and the PrCs will also have a reference to this ability. Thus, it's not meant to be a class feature and it'd be better left as a separate mechanic that the Magical Girls can exploit better than others, because they have the methods to make it better. You could claim that existing classes also have similar, yet not that awesome, benefit: I'm thinking about Paladins, for example, so that they lose their "stern, SitA" archetype and they can work as a Magical Girl assistant/love interest/noble rival/whatever Tuxedo Mask is.

I admit, I hadn't thought of making 'Friendship Redemption' its own mechanic outside of the three classes that are to grant variations of it, but it does seem rather obvious in retrospect. I wanted to avoid just augmenting the BoED redemption because... well, not everyone has BoED, and it is frequently blanket-banned.

This is a lovely thought though - definitely going to think on it and see what I can come up with.


The blend of Incarnum, Tome of Battle, and Psionics works well, I think. The key is to ensure that players unsterstand how their Illuminations work. They're not made on the fly, they're crafted individually for the character's sue later on in the adventure. They're a lot less like Incarnum or Psionics, and a lot more like customizable Tome of Battle maneuvers on a budget.

That said, I don't really see characters creating Illuminations that cost less than their Magical Girl level. After all, a Blast is a standard action, a barrier is a move action, and a Burst is a swift designed to get your Blast or standard attack to hit harder and better. You're probably only going to use two of those per round - Blast and Burst to move fast and hit really hard, Blast and Barrier to tank laserbeams, or Burst and Barrier to hit with a series of melee attacks and then defend yourself against the next incoming blow. You could use all three, but it seems like a suboptimal choice.

While not the default by any means, there are a good number of situations where not having solely capped illuminations would beneficial. For one thing, costume elements require mote investments to operate fully now - if you intend to use them at all, you'll want non-capped illuminations on your list so you can still evoke a second effect in a turn (albeit, a diminished one). Similarly, sometimes (particularly with some surges and barriers) you'll be evoking an illumination mainly to get some effect that doesn't scale. If all you want from a surge is say, Blindness/Deafness, why not craft a Barrier or Blast so you can use the leftover motes more productively? After all, motes are use-or-lose.

Incidentally, I'm not seeing so much as a whisper on the topic of Costume Elements. Are they too weak to be worth using? Too expensive? Are they just avoiding note by virtue of having nothing glaringly long with them? After all, Illuminations aren't the only thing one can do with one's motes (although they are arguably the coolest, I admit).


The magical girl's main restriction is her lack of crowd control and healing. Otherwise, she hits like a truck, has excellent BAB (especially for a class that mainly uses Touch attacks) and never runs out of juice every round, not to mention each day. Even Tome of Battle classes had a restriction on their access to Manuevers.

I cede that the champion is powerful, but I think she is fully within her rights to be a full BAB class. Any class that relies primarily on hitting stuff in the face to do its damage really ought to have full BAB, unless they have something major to compensate (like how the Totemist uses natural attack routines, which make BAB less relevant). Despite having access to touch-attack Blasts, a champion is still going to get most of her damage from surge-boosted beats to the face, along with Assault blasts.

If you're seeing something specifically broken - a combo or unforeseen interaction I missed (like the ability to double up on Assault blasts in a full attack, which I'd not noticed until Garryl pointed it out), I'd love to see that and try to fix it. But I honestly just haven't been able to the champion as that much innately stronger in the beatings department than say, a well-built Warblade up to now.



I also agree with Owrtho, at low levels there's not a lot a Magical Girl can do. Would it be possible to reduce the base Mote cost of Illuminations to 0? You could keep it that Blasts deal 1d6 points of damage per Mote spent, so they'd still have to spend 1 point if they wanted to use it, but it would allow for a couple of minor but useful augmentations at low levels. It would also clean up the math a little bit, making it easier to calculate the cost of your Illuminations, and level 1 Bursts could actually DO something (like 5 feet of additional land speed per Mote spent? that could be useful).

I love the homebrew, don't get me wrong. The Magical Girl is awesome and you should feel awesome for all the time and effort you've put into this.

Among the changes made! Augment lists will expand with time, but I'd hope we're starting to chisel out some decent choices by now.


Incoming review of illuminations.

To reply to the ones with questions or notable commentary individually,




Eldritch Blast with good damage? I approve. I'm slightly disappointed that there aren't more non-damaging effects like Tremors to slap onto your Blasts, unlike with Eldritch Essences.

A few more have cropped up in the recent patchbundle up there. A lot of more esoteric effects are going to stay surge-only, but there will hopefully be plenty of effects attachable to blasts as that list fills out.

That said, surges do largely fill the role of essences for the warlock - a magical girl can blast something in the face, and inflict conditions or effects on something. They just aren't necessarily tied to the same action.



To confirm, a basic Blast deals 1d6 for 1 mote, and the only way to raise the damage and cost is through augmentations, which must be known and readied. Is that right?

What type of ability are blasts? I don't see it mentioned anywhere, but I may have missed it. I expect they (and all other illuminations) are supernatural.

A blast is a base effect, but all augmentations are known. Rather, each time a champion gains an evoker level, she can craft illuminations by grafting augmentations onto base effects. It is essentially, as Chrono said, a sort of 'build your own maneuver' system.

And yes, illuminations are all Su effects. Added that to the class listing for clarity.



Prism: How do you resolve the most advantageous energy type when different types produce different effects? For example, a fire/cold Prism Blast against a Troll with fire resistance (more damage, or bypass regeneration). Feel free to crib notes from (or straight out use) my Alamlgam Damage (http://www.minmaxboards.com/index.php?topic=1417.0;msg=12595) rules.

Assuming that Blasts are supernatural abilities, they already bypass DR, and as untyped damage they are unaffected by resistances. Other than bypassing regeneration and taking advantage of energy weaknesses, I'm having trouble seeing when you'd want to use this augmentation. I guess it's mostly there for use with Primal costumes?

Your amalgam rules are more or less what I was trying to say. My wording was just rather less clear - thanks for the link, that was helpful in presenting things in a rather more orderly fashion. And yes, use with Primal is one of the key functions of the Prism augmentation.



Dissonance: Odd that this lets you go around healing undead (and Tomb-Tainted Souls) at will, despite the fluff of the classes being at odds with that, and with absolutely no healing of any sort for non-fallen evokers to run around using. It's not a bad thing, it just feels out of place.

Dissonance is, at the moment, just a neat function for evokers in a party with undead (or who are themselves undead). That said, it isn't a random fluke - a undead/deathless (deathless get no love :smallfrown:) PrC is in the planning stages, as are a few other ghastly goodies.



Volatility: Great Cleave for Blasts? Alright. Seems a little on the expensive side, compared to Chain (assure yourself of one extra attack at -2d6 damage for 3 fewer motes, or 2 extra attacks at -2d6 and -4d6 for only 1 mote more). How would this interact with Assault (under the hypothetical situation where you could merge different classes' augment lists)?

Volatility's high cost is less a function of the effect itself, and more a function of wanting to limit when it is acquired and wanting to make sure it can't be combined with too many AoE boosters. It isn't a Shape, and in fact its greatest power is arguably in setting off nasty AoE chain reactions. It is a niche effect, but a nasty one - Eruption and Volatile can together probably wipe out entire squads of weak enemies, if they're far enough below the evoker's level.



Barriers
First off, it's just concealment, not partial concealment, and the range should probably be expressed as a range, rather than a radius. Second, using move actions for major effects is a tough balancing act, and I applaud you for trying (with more applause later if you walk that tightrope right). The general principle looks alright, being limited to solely defensive effects.

The base effects are 1 round of concealment or cover for a single creature. That's actually pretty potent, as it's complete immunity to AoOs (cover) or Sneak Attack (concealment), along with a 20% miss chance or +4 AC and +2 Reflex saves. As both a first level ability, and an effect used as a move action, this might very well be too strong.

Given how many augments talk about granting a Will save, you might want to move the Will save to the baseline effect. That also stops multiple augments from granting multiple saves against the same effect.

All of these are solid suggestions. Barriers needed some tweaking, badly. Now... they're just in desperate need of some augmentations to actually let them do things in the lower levels.



Shadows: Also note that by blocking line of sight, creatures on opposite sides of the barrier (but both outside of it) would also lose line of sight with each other. I can see a dome of darkness doing that, but not a completely empty space. Also of note is that using darkness has mechanical implications as many creatures can see normally through magical darkness.

Solidity: Flat out blocking line of effect is way too powerful for an ability usable every round. It makes you unattackable except by AoEs and readied actions.

I've clarified both of these - they aren't designed to be ubershields so much as different flavors of knife to carve up the battlefield. They work in both directions, so while yes, on a single target Shadows is pseudo-invisibility... it is pseudo-blindness at the same time. Solidity is effectively Sanctuary of sorts, though I've added in a line that melee fighters can fight across the barrier in both directions at something of a penalty.

Used more broadly, these - and ramparts - are all different flavors battlefield sculpting. For example, a Champion charging up to an enemy and dropping a Solidity/Ramparts barrier to force a 'duel', or trying to lure enemies into a trap by muddling their view of the battlefield.



Purity: Not as good as completely removing the conditions, but close enough for the short term, I guess. If you ignore a negative level, do you lose a new spell slot once you start being affected by it again? Ignoring Dazed is probably one of the more powerful options, partly for combo purposes (Celerity), and partly because Daze traditionally lasts only one or two rounds, yet has very few ways to remove or prevent it.

The conditions aren't removed - their effects are merely temporarily suppressed. So... I'm not entirely sure, but I doubt you'd lose more spell slots, since it was only applied once.



Still reading through Radiant Armaments. Haven't gotten into the details yet. Why are the class-specific Costume Elements by level located here instead of with their respective classes?


No costume element is class specific. Most are device-specific, and some devices are class specific, but I don't think there are any costume effects with a device availability that would totally limit it to one class.

And even if there were, it'd still be in the same section. More for clarity of formatting than anything else. Swordsage-only disciplines aren't in a seperate section of the Tome of Battle than the rest, after all.

Garryl
2012-10-19, 09:01 AM
Incidentally, I'm not seeing so much as a whisper on the topic of Costume Elements. Are they too weak to be worth using? Too expensive? Are they just avoiding note by virtue of having nothing glaringly long with them? After all, Illuminations aren't the only thing one can do with one's motes (although they are arguably the coolest, I admit).


They're next on my list, don't worry.



All of these are solid suggestions. Barriers needed some tweaking, badly. Now... they're just in desperate need of some augmentations to actually let them do things in the lower levels.


Agreed. How about some of the following?
- Deflection bonus to AC.
- Penalty to ranged attack rolls across the barrier (see high winds, or maybe Entropic Shield).
- Energy resistances.
- Resistance bonus to saving throws.



No costume element is class specific. Most are device-specific, and some devices are class specific, but I don't think there are any costume effects with a device availability that would totally limit it to one class.

And even if there were, it'd still be in the same section. More for clarity of formatting than anything else. Swordsage-only disciplines aren't in a seperate section of the Tome of Battle than the rest, after all.

It's the table (number of elements by level for each class) that should be with the specific classes. Who said anything about class-specific costume elements?

Owrtho
2012-10-19, 03:38 PM
Well, I have more stuff to say, but at the moment am a bit busy, so will just cover a few things of note.


Illuminations now have a hardcapped limit of 1 illumination per base type per round. This prevents a number of rather extreme effect-stacking tactics, such as a Champion dumping twice their EL in Assault Blast damage or turning the battlefield into instant barrier wonderland.

Not sure if that is the best way to handle that. For one thing, it seems that the ability to get off multiple blasts in one round is one of the key uses of the assault augment, though it may be a bit strong if you can just use it for double full blasts. Similarly, the double surge or barrier use in a round doesn't seem likely to be too much of a problem, though may need some similar limits. I'd suggest changing it from a hard limit of 1 illumination of each type per round, to a soft limit of the total mote cost for illuminations of any given type cannot exceed the EL of the caster (could even possibly be raised slightly). Thus you could use two assault illuminations in one round that are half evoker level, and if you were to try spamming barriers they would all be weaker than if you were to just do one per round. Could particularly be useful with assault blasts if you were applying effects (such as ones that can stack or allow saves) or using them with attacks of opportunity.

The Beam augment should note how it interacts with the horizon augment. As it is, it could be interpreted that either noting will happen when it is applied, or it will increase the range as normal, making the beam much more powerful as it become one mote to increase the distance by 15' rather than 2 to increase the distance by 20' and reduce the damage by 1d6. The three ways I'd suggest choosing between for their interaction are clarifying that horizon has no effect when that shape is used (should also be done with eruption), make it only increase the range by 5' keeping it in line with the default range being 1/3 the normal amount, or make it allow the beam to have its starting point up to the horizon distance away rather than requiring it start from the magical girl (seems the most interesting choice personally).

Also, while I mentioned this before, I thought I'd reiterate my suggestion for a way to add surges onto attacks (much like the assault augment for blasts). I'd also suggest possibly having a way to make a surge blast combo (possibly as a surge shape), as surges seem to be where many of the status effects would fit that one might also want to add onto a blast. Between the two, it would allow players to make their own versions of many of the strikes from the original magical girl class.

More will come later when I have time.

Owrtho

caledscratcher
2012-10-19, 04:51 PM
In regards to interaction of Shapes:


Some augmentations possess a [Shape] tag – these alter the basic targeting of the illumination, and any given illumination can only be affected by a single [Shape] augmentation.

So, uh, yeah, that doesn't really apply.

EDIT: Oh wait, Beam isn't a [Shape] thing? I think that it needs that tag, maybe?

Garryl
2012-10-19, 05:26 PM
Just to note, only masterwork weapons and armor can be enchanted, which devices and costumes currently aren't. Might want to deal with that.

As mentioned before, the number of costume effects that each class gets by level should be with the respective classes (just like Enhanced Armaments and Illuminations known/prepared), not hidden down here.

I take it only Champions get cartridges?

Costumes

First off, the two types of costumes, light and heavy. Do they actually count as light armor and heavy armor, respectively? Can you wear actual armor beneath them?

Does the heavy costume reduce your run speed like heavy armor?

Are there plans for costumes approximating medium armor and non-armor?

It seems odd that the difference between light and heavy costumes is just one Durable selection away. If you ever feel the need to take Agile as a heavy costume user, you're almost entirely better off as a light costume user with Durable instead (barring the extra 1 point of AC if you have a really high Dex score).

Nimble: Actually, you can carry more than your maximum load, just not very well.

Weightless: Woot, flight! And incorporeality! Awesome!

What happens to you when you become corporeal while inside a solid object?

Defiant: Interestingly, an effective way to bypass DR/Magic at low levels (if you didn't want Enhanced for your device, for some reason). The blinding challenge is an interesting take on the traditional "taunt", and I heartily approve of the implementation.

Primal: Energy resistance and bonus damage on Prism-augmented Blasts. Cool.


Devices

The options all look fairly reasonable. Stance is a bit low on damage, but I see the Empowered enhancement specific to it. That kinda makes Empowered mandatory if you're using Stance as a weapon (and not just for access to the Resplendent and Protective effects).

Do stances count as unarmed strikes?

I see Zodiacs are limited to implements, thus further exemplifying their indirect-combatant nature.

Enhanced: I'm waffling back and forth on whether or not this should be here, given that you can just enchant your device normally. /shrug.

Protective: The DC increase for Tumble checks probably shouldn't affect your allies (or yourself). The wording should be about enemies provoking attacks of opportunity, not about being able to make AoOs. Inability to take AoOs usually only comes up when cover or total concealment are involved, and has nothing to do with AoOs that aren't provoked in the first place.

Temporal: Rerolls are good.

Resplendent: Go evoking! This one appears to be all about mote efficiency. So, you charge up an illumination, then release it later on? It seems like you get a boost to your mote pool on the round you use it (by effectively having a free illumination) at the cost of tying up your motes every round before that.

If you store an illumination, then later change your illuminations prepared (or even known) such that the stored illumination is no longer available to you, it stays charged and usable through this, right?

Resolved: Is the fast healing/regeneration loss resolved before or after the damage from the attack?

The cartridge boost is rather ineffectual as written. Very few supernatural healing effects exist, as most are from spells (and spell-like abilities), magic items, and extraordinary abilities, none of which are impeded.


The number of costume effects and enhanced armament options seems low, but I expect they'll be expanded over time.

Owrtho
2012-10-19, 06:09 PM
In regards to interaction of Shapes:


Some augmentations possess a [Shape] tag – these alter the basic targeting of the illumination, and any given illumination can only be affected by a single [Shape] augmentation.

So, uh, yeah, that doesn't really apply.

EDIT: Oh wait, Beam isn't a [Shape] thing? I think that it needs that tag, maybe?

Huh, you are right about beam not being a shape (which it should be). That said, I am aware that shapes can't be stacked. However, what I was noting was the interaction of the horizon augment, which is not a shape (nor should it be) and simply extends the range of blasts, with the beam augment (which states a given range when it is applied). That said, its interaction with the eruption augment, which also states a specific range is also worth clarifying. Similarly, it may be worth noting any interaction with the Assault augment, which while not specifying a range, combines the blast with an attack using the device, thus causing it to use the device's range. At present, there are no other augments that alter the range of blasts in a way that conflicts with horizon.

Also something I just noticed, but Assault should clarify that it uses whatever type of attack your device would normally make. Thus it will most likely not be a touch attack, but if for some reason (such as an enchantment) you device makes touch attacks, then it will as well.

While on the topic, is the odd interaction of Sharpshooting and Assault allowing Empaths to make melee attacks at full BAB intentional? Along with this, if the change suggested in my previous post regarding allowing multiple illuminations of a single base type in a single round so long as the mote cost does not exceed a certain limit is implemented, would they gain the iterative attacks this grants so long as all the attacks made use of the illumination?

One last thing to note though, will there be any special interaction in the area of illumination augments for multiclassing between the various evoker classes? Will the evoker have access to all the augments available to all her classes when crafting illuminations, or will she be limited to only those available to the class that she most recently gained a level in (aside from replacing illuminations for the other class which in turn would be limited to augments available to that class)? Thinking on it, it may be worthwhile to make a feat that can be taken to learn augments not normally known to ones own class, thus allowing illuminations to be crafted using that augment despite the normal class restriction from doing so (that said, there may be balance issues there, so I'm not entirely certain).

Also, as a side note to Garryl, it is worth noting that at least for champions the Enhanced device effect can be quite useful, as the cartridge boost allows them to easily select the most advantageous enchantment for the current combat situation, thus making the strength one of versatility. Still, that option is only open for champions, leaving it a weak choice for other classes.

Owrtho

ZeroNumerous
2012-10-19, 09:53 PM
Something I noticed about the Weightless costume modifier. The cartridge part of it makes a Champion incorporeal, which is great for blast-centric or prismatic bow-type Champions but is completely useless for melee-based Champions.

Incorporeality removes the creature's Strength score as per the Incorporeal subtype (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype), and the loss of a Strength score significantly nerfs a melee Champion's ability to deal damage outside of using Blasts. Further, Incorporeality can't even be used defensively as it is only active during the Champion's turn.

So what's the reasoning behind allowing Incorporeality when when it's nothing but a debuff on a melee Champion? Is it purely for blast-centric or bow-using Champions?

Garryl
2012-10-19, 10:46 PM
Also, as a side note to Garryl, it is worth noting that at least for champions the Enhanced device effect can be quite useful, as the cartridge boost allows them to easily select the most advantageous enchantment for the current combat situation, thus making the strength one of versatility. Still, that option is only open for champions, leaving it a weak choice for other classes.


Oh, there's no doubt that it can be useful. You're getting up to a +7 enhancement bonus on top of your weapon's existing enhancement bonus, which is nothing to sneeze at. Variable weapons enhancements from the full list are like candy, too. It's just that it steps on the toes of the existing weapon-enchantment mechanics, so it feels kind of redundant and unnecessary.


Something I noticed about the Weightless costume modifier. The cartridge part of it makes a Champion incorporeal, which is great for blast-centric or prismatic bow-type Champions but is completely useless for melee-based Champions.

Incorporeality removes the creature's Strength score as per the Incorporeal subtype (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype), and the loss of a Strength score significantly nerfs a melee Champion's ability to deal damage outside of using Blasts. Further, Incorporeality can't even be used defensively as it is only active during the Champion's turn.

So what's the reasoning behind allowing Incorporeality when when it's nothing but a debuff on a melee Champion? Is it purely for blast-centric or bow-using Champions?

It would pretty much have to be for Blast-focused Champions. When you're incorporeal, you can't even physically attack corporeal targets without Ghost Touch or Force weapons.

Durazno
2012-10-20, 12:27 AM
Illuminations now have a hardcapped limit of 1 illumination per base type per round. This prevents a number of rather extreme effect-stacking tactics, such as a Champion dumping twice their EL in Assault Blast damage or turning the battlefield into instant barrier wonderland.

While it should not be easy, making events like this possible somehow would be tons of fun. Perhaps there could be a PrC built around chipping at this restriction, sacrificing staying power to go nova when their friends need them most. They'd be a bit like Hayate from Nanoha.

The penalties would have to be pretty stiff, though.

Selinia
2012-10-20, 02:41 AM
Too tired and headachy to get to replies tonight. Instead, just a few changes (which will hopefully carry some measure of reply in and of themselves).


The restriction on illumination use has been relaxed slightly to EL motes per type per round, allowing multiple lesser illuminations (and giving a few ways around the restriction, notably Resplendent, which lets you use an illumination without spending motes).
Protective costume element wording changed.
Beam is now a Shape, as it should be.
Horizons has been clarified to not increase the affected area if combined with a shape.
Costumes and Devices now properly count as masterwork. Costumes have been specified as light and heavy armor.

Selinia
2012-10-21, 02:41 AM
A few more changes:


The Power of Friendship now functions significantly differently, placing significantly more emphasis on the nature of a magical girl's relation and interaction with her prisoner. It is, I will admit, a more difficult process than that presented by the BoED. That said, BoED redemption is comically easy, to the point where failure is nearly impossible for even a modestly diplomacy-focused character. Power of Friendship still has very good odds, but it at least asks some thought of how one deals with a captive.
Champions can now challenge a captive to an even duel to accelerate/supplement their Power of Friendship. Nothing makes friends faster than a good tussle. The other evokers will have their own bonuses, and once I get into Character Options I'll likely include variants for some of the more social outside classes as well.
Champions can now cancel their cartridge effects (as a free action). This is likely situational, but the discussion of Weightless' downside showcased how useful it might be to cancel some effects early.

NekoDaimyo
2012-10-21, 05:38 AM
I just registered to make this post, but any way.

About cartridges: I see in the Champion's Cartridge ability description, the time required to create cartridges, and the actions used to load and activate a cartridge.
I see in the Device and Costume Effects listings a Cartridge Boost for each effect, allowing one to infer that activating a cartridge grants a Cartridge Boost for an equipped Device/Costume Effect, but I don't see any line that actually says, "Activating a cartridge expends its stored energy to activate a Cartridge Boost of an equipped Costume Effect." Or something to that effect.

Lix Lorn
2012-10-21, 09:23 AM
Oh wooooow. This is shiny.

gkathellar
2012-10-21, 09:36 AM
This is, as its previous incarnation was, a fantastic project, and I recommend this (http://www.youtube.com/watch?v=0Xic3ngu9zk&feature=related) as its theme song.

Chronologist
2012-10-21, 11:22 AM
This is, as its previous incarnation was, a fantastic project, and I recommend this (http://www.youtube.com/watch?v=0Xic3ngu9zk&feature=related) as its theme song.

That... is freaking amazing!

I'm really looking forward to the Zodiac class. Can't wait to see that up and running.

If the Champion focuses on tanking and costume effects, and the Zodiac is the Illumination specialist, what will the Empath be able to do? I'm curious.

Garryl
2012-10-21, 01:22 PM
Should Power of Friendship not also account for the subject's conviction in his or her own cause? It's one thing to crack the loyalty of a brainwashed foe, but someone who honestly and truly believes they are doing the right thing? You can't buy that kind of loyalty.

Special considerations should also exist for characters with alignment-dependent abilities (feats, classes, spells, even preferred magic items).

Consider changing the mechanics from a straight Charisma check to an opposed check of some sort. This will give the process a more adversarial feel (as it is, after all, a duel of wills) and allow the subject to better defend herself through class features and other abilities. It will also increase the overall volatility of the rolls, which is important when you have defined effects that are more than a full RNG away from each other (DC+10 and DC-10 are never both possible on the same d20 roll).

I'd also recommend adding the subject's Wisdom modifier to the DC (or opposed check). Those who better understand the methods of persuasion would also be better able to recognize it in their captors, and in those they chose to follow, leading to a more conscious choice in their original loyalties.

Why is the Jaded DC boost lost when the check fails by 5 or more? A 5+ failure only drops 2 successes. Was that supposed to be a failure by 10 or more instead?

Snowfire
2012-10-21, 01:30 PM
Win or lose, a champion can only dual a given captive once.

I believe that this should be duel. Full critique is...somewhere in the works.

Garryl
2012-10-21, 03:45 PM
I just noticed, while the evoker is talking to the captive, there's nothing stopping the captive from talking back. Given that the evoker is almost certainly free, the captive's already got -5 or -8 to the DC (-5 for Freedom, probably -3 for Exceptional Treatment).

PS: Eagerly awaiting the Empath so I can start building Iji.

Eurus
2012-10-21, 03:47 PM
I just noticed, while the evoker is talking to the captive, there's nothing stopping the captive from talking back. Given that the evoker is almost certainly free, the captive's already got -5 or -8 to the DC (-5 for Freedom, probably -3 for Exceptional Treatment).

PS: Eagerly awaiting the Empath so I can start building Iji.

Hahaha. That should probably explicitly called out somewhere. A possibility -- although probably more difficult -- for the captive to erode the Evoker's confidence and corrupt/enlighten her.

Durazno
2012-10-21, 04:58 PM
It might even help, though, by offering her insight into their situation and helping her to understand how she might approach them in the future. Listening is definitely as important as talking in this sort of thing.

sreservoir
2012-10-21, 07:59 PM
horizon seems strictly superior to power, so there is exactly no reason to ever use power unless I'm missing something which would make more range less advantageous, I see no reason for power to even exist? eh, not a huge thing.

I don't suppose you could rearrange augmentations and costume effects into ... uh, discernable order? I propose by mote cost per application, then alphabetically for augmentations and alphabetically for costume effects, but alphabetically for both also works. apparently randomly mixed makes it hard to find things except by ^F, though.

Durazno
2012-10-21, 10:09 PM
One situation where I could see limiting the range becoming useful is if you have some kind of a wide-angle or piercing effect and you're trying to avoid collateral damage.

Garryl
2012-10-22, 12:50 AM
How does the device and costume selection work for characters multiclassed among multiple evoker classes, especially when the choices aren't the same between classes?

Since costumes count as armor, don't Champions need heavy armor proficiency to use heavy costumes effectively? Since it's actual armor, is there any reason to restrict it by class instead of just by proficiency (and non-proficiency penalties), like normal armor? That would also make things easier on multiclassed evokers. It also means less work if you add more options and other methods of gaining access to costumes (even just more classes).

I'd suggest boosting the armor bonus of heavy costumes to +8 as, being heavy armor, they directly compete with full plate. This also frees up space on the armor scale for medium armor. See the table below for some suggested values should you choose to include other types of costume. I used stats slightly better than what you get from mithral armor, since this is a class feature so it really shouldn't feel like you're losing out over baseline options. However, with the Enhanced Armaments abilities, I suppose that really isn't necessary as they'll scale into it appropriately over time, so feel free to drop the Max Dex and up the ACP a couple of points.

{table=head]Armor Type|Armor Bonus|Maximum Dexterity Bonus|Armor Check Penalty|Arcane Spell Failure|Weight
Unarmored (clothing)|+2|--|--|--|5 lb.
Light|+4|+7|-0|10%|10 lb.
Medium|+6|+5|-1|15%|15 lb.
Heavy|+8|+3|-3|25%|25 lb.[/table]


Given the number of elements available to high level Champions, there should be more available effects to choose from. Currently, any given character has 6 total options, and a 20th level Champion gets 5 of them. Some more possible additional costume effects:

Enhanced - Enhancement bonuses and whatnot like the device version. May not be appropriate due to the AC-boosting Enhanced Armament effects.

Flowing (Light) - Cloaks the evoker's movements, granting a miss chance on attacks against her. Cartridge boost could grant reactive effects on attacks that miss due to the miss chance, such as free disarm attempts.

Covering - Heavier (in the sense of providing greater protection from the elements) clothing. Depending on how you fluff it, could be represented by as little as a thick scarf. Provides protection from environmental hazards, such as extreme heat/cold, gases, diseases, poisons, and even lack of air.

Brilliant - How is there nothing that actually makes light so far? Provide illumination, reveal hidden enemies, etc. Cartridge boost can make a burst of light that blinds or maybe carries the effects of a Blast or Surge in an area around you.


Also, a Blast augment:

Illuminating - Target glows brightly for a round (or more), providing illumination, pinpointing its position, and reducing the effects of concealment.

GFawkes
2012-10-22, 02:27 AM
I'm split on this. Part of me is glad that the Magical Girl has become complex enough to warrant this rewrite. Another part is giving a tired sigh and moaning that it's going to be more complex now and thus harder to learn. Overall, though, I'm happy about this.

If I had to give a critique, I'd say that the Champion seems like just a beefier version of the original Magical Girl. Though I suppose that is the point of it: deal lots of damage while soaking it up. However, since there isn't a real comparison yet (I can't look into the future and tell what the Zodiac and Empath are going to be like), I suppose this will change eventually.

It's easy to see the influence of Madoka in here, and that's a good thing. I remember a game I played where another PC was a Magical Girl. One major problem the group as a whole had was that we had defeated the Big Bad, but had both a paladin and an MG, so we couldn't kill him. I think we spent a few days just chatting over OOC on the question of "Now what?". It's easy to get the paladin to look away for a few rounds while the sorcerer incinerates the bad guy and not have him think twice about where he went later. It's harder to pull the same trick with an MG, due to the stricter alignment requirement and larger penalty for breaking it (a paladin who breaks his oath is still a decent fighter, a Magical Girl doesn't have the BAB to compensate). Now, however, the only major penalty I see is that abilities get "corrupted", so to speak, and cause Evil effects as opposed to Good ones. I also noticed the Twinned Device feat got upgraded to allow a theoretical 10 copies of a weapon to exist at level 20 (wonder where that idea (http://img560.imageshack.us/img560/3103/338636mahoushoujomadoka.jpg) came from (http://i34.photobucket.com/albums/d135/soulassassin547/madoka/1303451503427.png)), with even more possible at epic levels.

Speaking of Epic levels, that's something I would like to see for these classes. While only a few campaigns get there, or even start there, it's always fun to play as a character who's near godhood in abilities.

Overall, I'd give the Champion an 7/10 right now, only because of the lack of personal experience with it and the need to learn a semi-new system to play it. This will probably change in the future once I've given it a test drive.

Now that the official stuff is out of the way, I do have a suggestion that may or may not be worked in later: A theme music feat would be awesome. Might require either ranks in perform or bardic music, but still.

EDIT: Ooh! Or maybe a music based PrC!

Serafina
2012-10-22, 06:00 AM
We already had a Music-based PrC (see my Sig), which i am definetly going to re-write for this once it's (more) finished.


I would like to note that the Champion does lose A LOT of durability right now - since you can no longer gain Charisma and Constitution to your AC. Both would make excellent costume-effects, and i really like the idea of making Constitution a solid secondary stat for a Defender-type Magical Girl. Feats would also enhance that nicely, such as Protective Reflexes i wrote for the original MG.

It has already been pointed out, but i would like to stress it:
The Power-Augment for Blasts is currently almost utterly pointless.
I would suggest a moderate benefit, such as:
- For every X motes invested, you reduce the damage reduction from Shapes by 1D6
- For every Y motes invested, you increase the damage die of your Blast by one step
Either of those would make power-focussed Blasts worthwhile.

Garryl
2012-10-22, 02:21 PM
You can make any number of cartridges, and the only limit seems to be how many you can possess at a time. What stopping you from handing your excess cartridges to a buddy, then taking them back whenever you have a spare action? Also, what's stopping your cartridge-less allies from using your spare cartridges?

Tvtyrant
2012-10-22, 08:51 PM
I can't seem to figure out what cartridges do (except for buffing your costumes).

Morcleon
2012-10-22, 08:55 PM
I can't seem to figure out what cartridges do (except for buffing your costumes).

...and your devices, but yeah, you basically answered your own question. :smalltongue:

NekoDaimyo
2012-10-22, 10:03 PM
...and your devices, but yeah, you basically answered your own question. :smalltongue:

The problem, as I stated in my own prior post, is that just what cartridges are used for is not well communicated.

Morcleon
2012-10-22, 10:21 PM
The problem, as I stated in my own prior post, is that just what cartridges are used for is not well communicated.

Ah, right. It states it in the devices/costume section but not when describi ng class feature. Adding a bit there would be helpful...

Tvtyrant
2012-10-22, 10:33 PM
Ah, right. It states it in the devices/costume section but not when describi ng class feature. Adding a bit there would be helpful...

Agreed! It would keep me from having to hunt for it anyways.

Selinia
2012-10-24, 12:42 AM
A couple nights of work have, happily, seen the completion of the Zodiac.

Its posting should occur tomorrow, as soon as I get it proofread and converted into GitP code from the word document where it currently resides. After that, will be able to resume chipping into this pile of responses - a lot of good points made (and glaring flaws pointed out), that I am simply too tired to dig into coherently at the moment.

ZeroNumerous
2012-10-25, 04:02 AM
- For every Y motes invested, you increase the damage die of your Blast by one step

But after two boosts using the Weapon size increment table as a guide (1d6->1d8->2d6) you end up getting twice as many dice for your expended motes. So the cost would either need to be prohibitive, or balanced around the fact that Power will eventually become literally twice as efficient.

Personally, I would rather balance it around the power ability being 2d6 to begin with.

Serafina
2012-10-25, 05:50 AM
I was referring to die size (1D6->1D8->1D10->1D12), not weapon size tables.

Draken
2012-10-25, 10:21 PM
Selinia apparently forgot to give warning, so here goes.

Zodiac is up.

Garryl
2012-10-25, 10:58 PM
It's up, awesome.

Luminous Reservoir does not state in the text how many motes it holds when initially gained (6 according to the table).

For Shining Schemata, can a Zodiac who fails a check get another character to then supply the missing spell? When exactly is the UMD check made? Normal crafting rules require the xp and gold to be spent entirely at the beginning of item construction, so presumably the check would also have to be made at the beginning to avoid the expenditure on a failure. If the check fails, can the Zodiac immediately switch to producing a different item instead? If the check fails, is the Zodiac unable to mimic that spell entirely (such as for other items), or just for the current, stalled project?

Font of Life (18th level ability) exists on the class table but has no description in the text.

Selinia
2012-10-26, 12:10 AM
Well, a bit to get into here, so here goes!


Zodiac base class added! Call upon the ancient radiance of the stars above, and blow things to smithereens with illuminations! Combining a wild-surge-like EL booster, a reservoir to help ease the strain on her per-turn mote pool, and a number of handy uses for a sharp mind, the master of radiant refinement is here!
Illumination augments are now organized in a superior manner. Hopefully this should make it easier to browse and fill one's mote budget.
Added the Radiance, Sanctity, and Courage barrier augmentations! Slowly, but surely, the list grows.
Added the Illuminations and Multiple Evoker Levels sidebar to the Illuminations section. This should clear this up a smidgen.
Cartridges have been clarified somewhat in the champion's description. Hopefully this will clear up a measure of confusion, and prevent shenanigains regarding cartridge trading.
The Power augmentation no longer exists. Upon deliberation whether to buff it or nullify it, I went with the latter. Buffing would have created a dichotomy between power and snazzy effects that I hope to avoid as much as possible with Blasts.



That... is freaking amazing!

I'm really looking forward to the Zodiac class. Can't wait to see that up and running.

If the Champion focuses on tanking and costume effects, and the Zodiac is the Illumination specialist, what will the Empath be able to do? I'm curious.

Glad to hear you enjoy it! The empath is a bit of an oddball whose abilities I am still nailing down, but it might be best to think of it this way - if the Champion is the 'warrior' evoker, and the Zodiac is the 'mage', the Empath is to be the 'expert'. Very adaptable, and a bit more utility-focused than other evokers.


Should Power of Friendship not also account for the subject's conviction in his or her own cause? It's one thing to crack the loyalty of a brainwashed foe, but someone who honestly and truly believes they are doing the right thing? You can't buy that kind of loyalty.

Special considerations should also exist for characters with alignment-dependent abilities (feats, classes, spells, even preferred magic items).

Consider changing the mechanics from a straight Charisma check to an opposed check of some sort. This will give the process a more adversarial feel (as it is, after all, a duel of wills) and allow the subject to better defend herself through class features and other abilities. It will also increase the overall volatility of the rolls, which is important when you have defined effects that are more than a full RNG away from each other (DC+10 and DC-10 are never both possible on the same d20 roll).

I'd also recommend adding the subject's Wisdom modifier to the DC (or opposed check). Those who better understand the methods of persuasion would also be better able to recognize it in their captors, and in those they chose to follow, leading to a more conscious choice in their original loyalties.

Why is the Jaded DC boost lost when the check fails by 5 or more? A 5+ failure only drops 2 successes. Was that supposed to be a failure by 10 or more instead?

All of these are good points, and I will definitely implement them when I have more time to properly write them out. For now, I can at least tweak that last typo - Jaded DC boost is only supposed to wipe clean on a total failure of 10+. At that point, your giant gaffe more or less outshines any minor irritation you might have previously posed.


I believe that this should be duel. Full critique is...somewhere in the works.

Yes. Spelling. That is certainly a thing. Fixed!


I just noticed, while the evoker is talking to the captive, there's nothing stopping the captive from talking back. Given that the evoker is almost certainly free, the captive's already got -5 or -8 to the DC (-5 for Freedom, probably -3 for Exceptional Treatment).

PS: Eagerly awaiting the Empath so I can start building Iji.

Being able to counter-befriend a captor is intentional, but I have to say, the massive bonuses were not! I will include a note on this rather interesting topic next time I get a chance to edit the Power of Friendship rules.


horizon seems strictly superior to power, so there is exactly no reason to ever use power unless I'm missing something which would make more range less advantageous, I see no reason for power to even exist? eh, not a huge thing.

I don't suppose you could rearrange augmentations and costume effects into ... uh, discernable order? I propose by mote cost per application, then alphabetically for augmentations and alphabetically for costume effects, but alphabetically for both also works. apparently randomly mixed makes it hard to find things except by ^F, though.

Ask and ye shall receive. Sometimes. When I'm not procrastinating and/or being legitimately delayed.

1

Lots more things to respond to, but I need to wake up early tomorrow morning and sleep is calling. With the big monster of Zodiac out of the way, and Empath simmering on the back burner until lightly browned, I should be able to get to the rest of these without too much issue tomorrow.

Serafina
2012-10-26, 11:08 AM
Yay, another awesome class.
Most likely still needs some fine-tuning - what doesn't? - but looks very solid so far. My first thought was "damn, i want to Gestalt/Multiclass this with a Magus or Warblade" - granted, that wastes the device, but oh well.

Regalus
2012-10-26, 12:48 PM
Hey I got a question. If you multiclass between two of these classes, do you gain multiple Raidient Raiments (I.e. an additional device and/or costume)?

sreservoir
2012-10-26, 03:04 PM
zodiac unhas description of ther merciful class feature.

radiance barrier augmentation is a bit ambiguous? I assume it's +20 ft. to both the inner and outer radius, and then a further +20 ft. for the outer radius.

is falling a form of movement for ramparts barrier augmentation purposes?

Quellian-dyrae
2012-10-26, 03:23 PM
This whole thing is incredibly cool. Awesome work, truly.

I do have one question...is the separate pool of readied illuminations really necessary? That whole mechanic never made much sense to me with martial adepts. Why not just let them use whatever illuminations they know?

sreservoir
2012-10-26, 08:06 PM
changelog needs to be updated.

Mortal Miracle: interacts with the Construct and Undead types; perhaps require a constitution score, or rewrite so it works with things that are destroyed immediatly at 0 hp. (argumentum ad madoka, of course, perhaps dictates the latter, but.)

Practiced Evoker: is somewhat badly worded. intent is almost certainly, evoker level cannot exceed hd, but can also be interpreted as, increase to evoker level cannot exceed hd. recommend borrowing the wording on practiced spellcaster, practiced manifester, and such: "Your evoker level [for the chosen evoking class] increases by two. This benefit can't increase your evoker level higher than your Hit Dice. Even if you can't benefit from the full bonus immediately, however, if you later gain levels of non-evoking classes, you might be able to apply the rest of the bonus." I assume the increase is two instead of four due to the 1/2-level progression provision? (I don't know if it would be preferable to improve all evoking classes or just one chosen, and it's not obvious what the intent is, so I'll just leave that.)

are the masterwork benefits already accounted for in the costume archetype table?

Sidebar: Illuminations and Multiple Evoker Classes inconsistently capitalises "evoker level".

Shining Schemata: it is, uh, really easy to produce magic items requiring a higher spell level than usual at one's level. but it's the same text as the warlock feature, I suppose? (I presume standard procedure for such warlocks is to get a schema of magic savant as soon as possible, so as to make it essentially impossible fail that check with the +4 and the take 10 and at least ten ranks.)

"And while such arguments may at times fall of deaf ears": "of" → "on" ?

I presume the "She may always access any of her complex formulae known," clause means they are always readied in addition to any other readied illuminations? that should probably be clarified. I presume "A zodiac may alter or replace any of her known illuminations freely whenever she gains a permanent evoker level." applies also to complex formulae?

"Radiant armaments (Su)" → "Radiant Armaments (Su)" ?

it seems usual in class tables to write only the first word of the feature capitalised, with all other words lowercase except if proper nouns, and with the features arranged in alphabetical order; whether you wish to follow this convention is your own choice, though, I suppose. (dead levels, incidentally, are usually filled with ... okay, I think they're en dashes, –, but they might be em dashes, —. actually, they're probably em dashes.)

Knowledge as a class skill is usually written as "Knowledge (all skill, taken individually) (Int)"; this, too, of course, is simply a convention and eh.

The illumination gained from Sunlight Apotheosis can be rearranged on gaining a new permanent evoker level, too, I presume?

Font of Life ... well, the destroyed-at-0-hp issues crop up here, too.

"a champion establishes a bond with a particular weapon and suit of armor – respectively referred to as her Costume and her Device" -- er, other way around, unless you really mean the weapon is Costume and the armour is Device. totally legit, probably, given the state of 3.5 RAW, but rather nonsensical.

bonus: "this is the magical girl, but it is definitely a post-Madoka magical girl" -- wait, when you say "Madoka", which

NineThePuma
2012-10-27, 04:31 AM
I somehow missed that this had been posted.

Subscribing so I can review it at a later date.

Just for future reference, I suggest posting a link to the update in the original topic.

sreservoir
2012-10-27, 06:07 PM
it occurs to be that these classes are essentially very combat-focused; there are some things here and there that aren't, but they don't seem to provide interesting options for non-combat situations?

incidentally, it seems that the Shining Schemata feature itself allows evoker level to count as a caster level for magic item creation qualification purposes. in that case, due to level-up order of operations -- feat selection comes before class features, the first opportunity to take a item-creation feat is the 9th level feat, if the character doesn't already have a caster level from some other source (feat or racial SLA, other classes, or whatever). the warlock avoids this problem even though it's at 12th level because it gains an SLA (well, multiple) earlier in the class; the zodiac ... just has to wait ?? I'd assume this isn't the intent.

ed: and because I seem to have far too much spare time, I went through the whole thing again and compiled a list of things I found badly written, ambiguous, unusual, or otherwise worth commenting on.

... naturally, I decided to write it in markdown instead of bbcode, what was I even thinking. I also rendered it as html, though, so ?? (https://dl.dropbox.com/u/86738345/comment.html) it's a lot of words either way, though.


Things Comment/Suggest ??
-------------------------

### Things Fix

Character set
: you seem to use a lot of iso-8591-1 characters, most notably the
quotes and dashes; it makes the text a bit hard to screen-scrape
\>||| so I had trouble making pretty typeset things \>|||
"Use Magical Device"
: skill is "Use Magic Device"
"a particular weapon and suit of armor -- respectively referred to as her Costume and her Device"
: switch order of "Costume" and "Device"
Enhanced Armaments
: capitalise "Radiant armaments" properly, probably
Sunlight Apotheosis
: Can the illumination gained be changed upon gaining a permanent
evoker level?
"Radiant armaments"
: change to "Radiant Armaments"
Merciful
: zodiac needs the feature description.
Complex Formula
: - assume "She may always access any of her complex formulae known"
means they're always readied? possibly clarify that, and whether
they count toward readied illuminations.
- actually, also clarify whether they count toward known
illuminations.
- assume "A zodiac may alter or replace any of her known
illuminations freely whenever she gains a permanent evoker
level" in the feature description is intended to apply to
complex formulae?

"may at times fall of deaf ears"
: change "of" to "on"
Luminous Reservoir
: I assume that motes need only be taken from the reservoir when the
usual mote pool is insufficient to cover it? probably needs
clarification.
Shining Schemata
: I'm giving this its own section.
Barrier augmentation: Radiance
: is not clear what "the radii of bright light and shadowy
illumination each increase by 20'" is supposed to mean -- the
distance between bright and no light is a constant 20'? or should it
increase by 20' with each rank?
Radiant Armaments
: (Su) as a feature, but, uh, what happens to them in AMF? do they
vanish? do their effects get suppressed? clarify!
Device Effect: Enhanced
: what happens if a device is Enhanced, then given a special ability,
and then Enhanced is unselected?
Costume Effects
: "1st" on the table is wonky.
General Feat: Practiced Evoker
: "Your evoker level [for the chosen evoking class] increases by two.
This benefit can't increase your evoker level higher than your Hit
Dice. Even if you can't benefit from the full bonus immediately,
however, if you later gain levels of non-evoking classes, you might
be able to apply the rest of the bonus." (with or without "for the
chosen evoking class") seems like a better way of wording it,
especially considering that one can have multiple evoker levels.
General Feat: Mortal Miracle
: probably should require a constitution score, or at least require to
be alive, because non-alive things are destroyed at 0 and setting to
-9 is ... not helpful.

### Things Comment

Font of Life
: is actually fine, I guess.
"a Native Outsider with one alignment subtype of her choice"
: any single subtype, which doesn't actually depend on actual
alignment, I presume. is interesting, suggest keep it that way,
actually.
Astral Celerity
: untyped? eh, I guess it's not something that can break things that
hard, but untyped bonuses in general are kind of scary, especially
with unique names. but probably not broken.
Sagacity
: "relevant" means "DM's discretion", right?
Grace of Aeons
: untyped bonus is untyped! but also probably not broken.
Starlight Apotheosis
: okay, so, the illuminations can't be suppressed by AMF, but, like,
every other feature other than sagacity is. not unreasonable, but
seems a bit incongruous.
Illuminations
: okay, so I understand the reasoning behind the "may only use spend a
number of motes up to her evoker level on illuminations of a given
base type (Blasts, Barriers, and Surges) in a round" but I don't
understand why the restriction can't just be against using more than
evoker level in a single illumination; doubling up on barriers or
surges instead of taking a standard to use a blast doesn't seem that
bad; and in any case, extra-action effect aren't that common and the
total motes-per-turn restriction is still in effect, so I don't see
why the limitation is by type of illumination.
Barrier augmentations: Vitality, Courage, Sanctity
: not understanding why these aren't surges.
Barrier augmentation: Borders
: does this have to be up/down?
Barrier augmentation: Ramparts
: is falling movement? I mean, it's not really a movement action, but
uh, I don't know, logic?
Barrier augmentation: Visions
: this one makes me sad that there isn't an augmentation for
maintaining barriers indefinitely beyond recasting every round. not
that recasting every round does work.
Surges
: all of these are expensive, so pretty much no swift-action buffing
and debuffing until ... 2nd level, for zodiacs, once per encounter.
Costume Archetypes
: I see you've removed the class restrictions, was this intended?
Costume Effects
: there's no Enhanced equivalent for the costume?
Power of Friendship
: right, so the huge bonuses for not actually being the captor?
Power of Friendship: Aligned Essence
: perhaps would better be -5 if you're dragging it back to the
alignment corresponding to its subtype?

### Things Suggest

Enhanced Armaments
: should this really be (Ex) when it depends on a (Su) feature?
Suggest change to (Su).
Class tables
: - features are usually written in alphabetical order, with only
the first word capitalised (except in proper nouns and such).
- dead levels are usually filled with "---"
- I suppose writing "Complex formula (2 known, 3/encounter, +3)"
would be too much words? Maybe it should just have its own
column?

"Knowledge [Any] (Int)"
: is usually written "Knowledge (all skill, taken individually) (Int)"

### Shining Schemata

There are two basic problems here:

1. like with the warlock's class feature, this doesn't actually care
about the level of the spell.
2. it is the Shining Schemata feature itself which allows evoker level
to be used as a caster level for qualifying for item creation feats.

1 makes it possible to, say, create 9th level scrolls at 9th level; this
is not necessarily an actual problem, since, unlike with the artificer,
the feature is not the central focus of the class, so it is probably
usual to be simply paying full crafting costs anyway; after all, warlock
isn't usually considered overwhelmingly broken even with that feature,
and it's even a bit more of a play-with-magic-items class than the
zodiac.

2 is almost certainly a problem though; since Shining Schemata is placed
at Zodiac 6, it is, at ealiest, gained at 6th level. because of the
order of operations at level gain beyond 1st level, it is impossible to
take an item creation feat before 9th level without having gained caster
level by other means beforehand, or leaving the class to gain a bonus
feat earlier.

this is a problem the warlock does not also have, because the warlock
does actually have a caster level from its SLA's gained earlier in the
class; it just doesn't have much in the way of things to do with item
creation feats in conjunction with them; but it can take an item
creation feat at 12th level and immediately begin using it.

solutions to problem 2 may include, but are not necessarily limited to:

- have evoker level count as a caster level without need for the
Shining Schemata class feature. this is probably simplest; if not
restricted to qualifying for item creation feats, however, it can
create unintended interations in certain ways, though -- with the
mage slayer line, for example, and possibly with practiced
spellcaster.
- have zodiac evoker level count as a caster level for qualifying for
item creation feats; this is a bit strange, but since we already
have special Power of Friendship things for each evoker class, it
wouldn't necessarily come off as altogether that strange.
- specify in the Shining Schemata feature that the character can take
an item creation feat on the level it is gained, if eligible to gain
a feat on that level; this is klugy and hijacks the level-up order
of operations, which is probably bad.
- specify in the Shining Schemata feature that the evoker level can be
used to qualify for item creation feats even before 6th level; this
is a bit strange in that it allows a class feature to take effect
before gained.
- provide an inconsequential SLA before 6th level -- candidates might
be, say, dancing lights, flare, light ... know direction, possibly
even, it sort of sounds pretty with the zodiac fluff with stars and
constellations, after all -- at caster level = evoker level is
probably most consistent; this provides the caster level necessary
to take item creation feats. ... this isn't actually all that bad an
idea, although it is an extra feature which doesn't necessarily fit
into the evokers-are-supernatural paradigm.
- provide a bonus feat with the class feature. this is probably bad,
because bonus feats are precious and all; but, well, it's not like
they don't fit.
- leave it as is. getting a caster level before 6th level is the
player's own responsibility if it wants to be using shining schemata
before 9th. (and then every zodiac is a silverbrow human or a gnome,
I guess. or takes those CArc feats.)

### Other Things

- Burdens surge made me think about ectoplasmic cocoon -- because
reflex SoL is ... not that common, really, after all.
- okay, I'm assuming the healing only for undead thing is intentional.
- okay so, I mentioned combat fixation; time to substantiate by
assertions.
- combat roles -- the Champion seems to do the BSF thing reasonably,
blast illuminations ... are acceptable blasting. BFC, buffing,
debuffing, are done reasonably by barriers and surges.
- utility effects, however, are rather lacking:
- the Visions barrier augmentation does illusions, which are
useful.
- the Might surge augmentation can help in social and skill
events.
- the Temporal device effect can help in some stealth and social
events.
- Power of Friendship is ... an interesting mechanic?
- Sagacity doesn't really do anything better than social skills on
an Cha-based character.
- that ... is more or less everything I can imagine used out of
combat.

- the Champion as it stands, I'd say, then, fills the role it's trying
to fill, "flexible and powerful combatant," it works. it could use
some more synergy between blasts and non-blast attacks, but then, we
have the Assault augmentation. it's just not much other than a
combatant.
- the Zodiac ... can't really fill a caster role. it can do a few of
the things normally associated with casters, but really, does more
or less the same things as the Champion, except less costume options
and more illumination options. so, also likely to be useless in a
large category of situations.
- so, both I'd judge to be somewhere in the territory of tiers 3 and
4, leaning toward 4. which is probably fine, really.
- it totally makes sense to have a barrier effect to walk in and
teleport, barrier effect to telecommunications, barrier effect to
look at things, barrier effect to block divinations, barrier effect
for anti-magic, ... surge effect for bonus to checks or rolls or
whatever (actually, that also works as a costume effect -- and
providing rerolls is also not a horrid thing for a surge, other than
the, costume effect already does that things) ... dispelling blasts!
... actually, a dispel effect on a blast doesn't sound that bad,
sounds like a neat effect, even. ... okay, I'll stop with terrible
ideas.
- it kind of bugs Prism's energy type must be chosen when on crafting
(i.e. at level up), while the Primal costume effect's energy type
can be chosen with five minutes. I feel like the illumination
augmentations would do well to be consistent with the costume
effects: the augmentations are set, but if there are choices to be
made within the augmentation, those can be chosen when the
illumination is readied. maybe just for some of them?

Owrtho
2012-10-28, 11:26 PM
First, thought I'd post so that sreservoir's rather long critique may be noticed. Anyway, also have some things to reply to it.



Illuminations
: okay, so I understand the reasoning behind the "may only use spend a
number of motes up to her evoker level on illuminations of a given
base type (Blasts, Barriers, and Surges) in a round" but I don't
understand why the restriction can't just be against using more than
evoker level in a single illumination; doubling up on barriers or
surges instead of taking a standard to use a blast doesn't seem that
bad; and in any case, extra-action effect aren't that common and the
total motes-per-turn restriction is still in effect, so I don't see
why the limitation is by type of illumination.

While I don't think there has been much issue with theoretically using multiple surges in a round, Selinia is similarly worried about creating a field of barriers on the battlefield to the issue of multiple blasts a round.



Barrier augmentation: Visions
: this one makes me sad that there isn't an augmentation for
maintaining barriers indefinitely beyond recasting every round. not
that recasting every round does work.

It sounds like you overlooked the Ancient augment for barriers, which increases duration by one round per rank. That said, it oddly can't be used by champions, and is quite expensive. I'd suggest possibly lowering the mote cost slightly (to two or three motes per rank), and then allowing champions to use it as well for a higher mote cost (around 4 to 6 motes per rank). Might also be worth looking into if other augments might fit for classes currently not able to take them at higher mote costs.



Enhanced Armaments
: should this really be (Ex) when it depends on a (Su) feature?
Suggest change to (Su).

Likely should stay at Ex, given that the changes it cause are not supernatural, even if the subject of those changes is supernatural. Also, given the need for clarification on how the Radiant Armaments act when in areas suppressing supernatural abilities, it may be relevant if they don't vanish, but simply are unable to be summoned or dismissed while within the area, in which case supernatural improvements to them would go away, but not extraordinary ones.




- dead levels are usually filled with "---"

I'd note that there are many different conventions for dead levels, from leaving it blank, to underscores, to en dashes, to em dashes. Multiple dashes is less common, but on the whole so long as it is clear it likely doesn't matter much in this case.



solutions to problem 2 may include, but are not necessarily limited to:

You also overlooked the simple solution of changing the ability to be granted at level 5.



- it kind of bugs Prism's energy type must be chosen when on crafting
(i.e. at level up), while the Primal costume effect's energy type
can be chosen with five minutes. I feel like the illumination
augmentations would do well to be consistent with the costume
effects: the augmentations are set, but if there are choices to be
made within the augmentation, those can be chosen when the
illumination is readied. maybe just for some of them?

This is a good suggestion. I support it.



... okay, I guess that's a good reason for no multiple blasts in a
round.

Just thought I'd note you technically can have multiple blasts using the assault augment, so long as the sum of their mote costs does not exceed your evoker level. Mind due to how blasts work, this is unlikely to impact the damage in most cases (assuming they all hit), and the increased chance of some missing makes the average damage go down (though predicting the amount requires knowing all the modifiers for attack rolls as well as the enemies AC).

Owrtho

sreservoir
2012-10-29, 12:44 AM
ed: and because I have far too much free time, I wrote a markdown-to-bbcode program. the output is messy, but okay, it's not intended to be read by humans, right.

Things Comment/Suggest ??

Things Fix

Character set

you seem to use a lot of iso-8591-1 characters, most notably the quotes and dashes; it makes the text a bit hard to screen-scrape >||| so I had trouble making pretty typeset things >|||
"Use Magical Device"

skill is "Use Magic Device"
"a particular weapon and suit of armor -- respectively referred to as her Costume and her Device"

switch order of "Costume" and "Device"
Enhanced Armaments

capitalise "Radiant armaments" properly, probably
Sunlight Apotheosis

Can the illumination gained be changed upon gaining a permanent evoker level?
"Radiant armaments"

change to "Radiant Armaments"
Merciful

zodiac needs the feature description.
Complex Formula

assume "She may always access any of her complex formulae known" means they're always readied? possibly clarify that, and whether they count toward readied illuminations. actually, also clarify whether they count toward known illuminations. assume "A zodiac may alter or replace any of her known illuminations freely whenever she gains a permanent evoker level" in the feature description is intended to apply to complex formulae?

"may at times fall of deaf ears"

change "of" to "on"
Luminous Reservoir

I assume that motes need only be taken from the reservoir when the usual mote pool is insufficient to cover it? probably needs clarification.
Shining Schemata

I'm giving this its own section.
Barrier augmentation: Radiance

is not clear what "the radii of bright light and shadowy illumination each increase by 20'" is supposed to mean -- the distance between bright and no light is a constant 20'? or should it increase by 20' with each rank?
Radiant Armaments

(Su) as a feature, but, uh, what happens to them in AMF? do they vanish? do their effects get suppressed? clarify!
Device Effect: Enhanced

what happens if a device is Enhanced, then given a special ability, and then Enhanced is unselected?
Costume Effects

"1st" on the table is wonky.
General Feat: Practiced Evoker

"Your evoker level [for the chosen evoking class] increases by two. This benefit can't increase your evoker level higher than your Hit Dice. Even if you can't benefit from the full bonus immediately, however, if you later gain levels of non-evoking classes, you might be able to apply the rest of the bonus." (with or without "for the chosen evoking class") seems like a better way of wording it, especially considering that one can have multiple evoker levels.
General Feat: Mortal Miracle

probably should require a constitution score, or at least require to be alive, because non-alive things are destroyed at 0 and setting to -9 is ... not helpful.

Things Comment

Font of Life

is actually fine, I guess.
"a Native Outsider with one alignment subtype of her choice"

any single subtype, which doesn't actually depend on actual alignment, I presume. is interesting, suggest keep it that way, actually.
Astral Celerity

untyped? eh, I guess it's not something that can break things that hard, but untyped bonuses in general are kind of scary, especially with unique names. but probably not broken.
Sagacity

"relevant" means "DM's discretion", right?
Grace of Aeons

untyped bonus is untyped! but also probably not broken.
Starlight Apotheosis

okay, so, the illuminations can't be suppressed by AMF, but, like, every other feature other than sagacity is. not unreasonable, but seems a bit incongruous.
Illuminations

okay, so I understand the reasoning behind the "may only use spend a number of motes up to her evoker level on illuminations of a given base type (Blasts, Barriers, and Surges) in a round" but I don't understand why the restriction can't just be against using more than evoker level in a single illumination; doubling up on barriers or surges instead of taking a standard to use a blast doesn't seem that bad; and in any case, extra-action effect aren't that common and the total motes-per-turn restriction is still in effect, so I don't see why the limitation is by type of illumination.
Barrier augmentations: Vitality, Courage, Sanctity

not understanding why these aren't surges.
Barrier augmentation: Borders

does this have to be up/down?
Barrier augmentation: Ramparts

is falling movement? I mean, it's not really a movement action, but uh, I don't know, logic?
Barrier augmentation: Visions

this one makes me sad that there isn't an augmentation for maintaining barriers indefinitely beyond recasting every round. not that recasting every round does work.
Surges

all of these are expensive, so pretty much no swift-action buffing and debuffing until ... 2nd level, for zodiacs, once per encounter.
Costume Archetypes

I see you've removed the class restrictions, was this intended?
Costume Effects

there's no Enhanced equivalent for the costume?
Power of Friendship

right, so the huge bonuses for not actually being the captor?
Power of Friendship: Aligned Essence

perhaps would better be -5 if you're dragging it back to the alignment corresponding to its subtype?

Things Suggest

Enhanced Armaments

should this really be (Ex) when it depends on a (Su) feature? Suggest change to (Su).
Class tables

features are usually written in alphabetical order, with only the first word capitalised (except in proper nouns and such). dead levels are usually filled with "---" I suppose writing "Complex formula (2 known, 3/encounter, +3)" would be too much words? Maybe it should just have its own column?

"Knowledge [Any] (Int)"

is usually written "Knowledge (all skill, taken individually) (Int)"

Shining Schemata

There are two basic problems here:

like with the warlock's class feature, this doesn't actually care about the level of the spell. it is the Shining Schemata feature itself which allows evoker level to be used as a caster level for qualifying for item creation feats.

1 makes it possible to, say, create 9th level scrolls at 9th level; this is not necessarily an actual problem, since, unlike with the artificer, the feature is not the central focus of the class, so it is probably usual to be simply paying full crafting costs anyway; after all, warlock isn't usually considered overwhelmingly broken even with that feature, and it's even a bit more of a play-with-magic-items class than the zodiac.

2 is almost certainly a problem though; since Shining Schemata is placed at Zodiac 6, it is, at ealiest, gained at 6th level. because of the order of operations at level gain beyond 1st level, it is impossible to take an item creation feat before 9th level without having gained caster level by other means beforehand, or leaving the class to gain a bonus feat earlier.

this is a problem the warlock does not also have, because the warlock does actually have a caster level from its SLA's gained earlier in the class; it just doesn't have much in the way of things to do with item creation feats in conjunction with them; but it can take an item creation feat at 12th level and immediately begin using it.

solutions to problem 2 may include, but are not necessarily limited to:

have evoker level count as a caster level without need for the Shining Schemata class feature. this is probably simplest; if not restricted to qualifying for item creation feats, however, it can create unintended interations in certain ways, though -- with the mage slayer line, for example, and possibly with practiced spellcaster. have zodiac evoker level count as a caster level for qualifying for item creation feats; this is a bit strange, but since we already have special Power of Friendship things for each evoker class, it wouldn't necessarily come off as altogether that strange. specify in the Shining Schemata feature that the character can take an item creation feat on the level it is gained, if eligible to gain a feat on that level; this is klugy and hijacks the level-up order of operations, which is probably bad. specify in the Shining Schemata feature that the evoker level can be used to qualify for item creation feats even before 6th level; this is a bit strange in that it allows a class feature to take effect before gained. provide an inconsequential SLA before 6th level -- candidates might be, say, dancing lights, flare, light ... know direction, possibly even, it sort of sounds pretty with the zodiac fluff with stars and constellations, after all -- at caster level = evoker level is probably most consistent; this provides the caster level necessary to take item creation feats. ... this isn't actually all that bad an idea, although it is an extra feature which doesn't necessarily fit into the evokers-are-supernatural paradigm. provide a bonus feat with the class feature. this is probably bad, because bonus feats are precious and all; but, well, it's not like they don't fit. leave it as is. getting a caster level before 6th level is the player's own responsibility if it wants to be using shining schemata before 9th. (and then every zodiac is a silverbrow human or a gnome, I guess. or takes those CArc feats.)

Other Things

Burdens surge made me think about ectoplasmic cocoon -- because reflex SoL is ... not that common, really, after all. okay, I'm assuming the healing only for undead thing is intentional. okay so, I mentioned combat fixation; time to substantiate by assertions. combat roles -- the Champion seems to do the BSF thing reasonably, blast illuminations ... are acceptable blasting. BFC, buffing, debuffing, are done reasonably by barriers and surges. utility effects, however, are rather lacking:
the Visions barrier augmentation does illusions, which are useful. the Might surge augmentation can help in social and skill events. the Temporal device effect can help in some stealth and social events. Power of Friendship is ... an interesting mechanic? Sagacity doesn't really do anything better than social skills on an Cha-based character. that ... is more or less everything I can imagine used out of combat.
the Champion as it stands, I'd say, then, fills the role it's trying to fill, "flexible and powerful combatant," it works. it could use some more synergy between blasts and non-blast attacks, but then, we have the Assault augmentation. it's just not much other than a combatant. the Zodiac ... can't really fill a caster role. it can do a few of the things normally associated with casters, but really, does more or less the same things as the Champion, except less costume options and more illumination options. so, also likely to be useless in a large category of situations. so, both I'd judge to be somewhere in the territory of tiers 3 and 4, leaning toward 4. which is probably fine, really. it totally makes sense to have a barrier effect to walk in and teleport, barrier effect to telecommunications, barrier effect to look at things, barrier effect to block divinations, barrier effect for anti-magic, ... surge effect for bonus to checks or rolls or whatever (actually, that also works as a costume effect -- and providing rerolls is also not a horrid thing for a surge, other than the, costume effect already does that things) ... dispelling blasts! ... actually, a dispel effect on a blast doesn't sound that bad, sounds like a neat effect, even. ... okay, I'll stop with terrible ideas. it kind of bugs Prism's energy type must be chosen when on crafting (i.e. at level up), while the Primal costume effect's energy type can be chosen with five minutes. I feel like the illumination augmentations would do well to be consistent with the costume effects: the augmentations are set, but if there are choices to be made within the augmentation, those can be chosen when the illumination is readied. maybe just for some of them?



First, thought I'd post so that sreservoir's rather long critique may be noticed. Anyway, also have some things to reply to it.



While I don't think there has been much issue with theoretically using multiple surges in a round, Selinia is similarly worried about creating a field of barriers on the battlefield to the issue of multiple blasts a round.

I suppose it's not wrong to be conservative about the sort of thing while keeping it useful.

ed: although, now that I think about it, I do feel like assault being a trade-off between amount of possible damage versus targetting touch AC makes for an interesting decision. (and, in any case, action limitations make it difficult to produce a "field" of barriers anyway -- barrier effects actually seem less likely to cause problems than surge stacking?)


It sounds like you overlooked the Ancient augment for barriers, which increases duration by one round per rank. That said, it oddly can't be used by champions, and is quite expensive. I'd suggest possibly lowering the mote cost slightly (to two or three motes per rank), and then allowing champions to use it as well for a higher mote cost (around 4 to 6 motes per rank). Might also be worth looking into if other augments might fit for classes currently not able to take them at higher mote costs.

feh, I'd noticed it, but it just didn't come to mind! which is no different, of course.

ed: also, 3m is has symmetry with the other extension augmentations, so. (the champion doesn't get any, though, and clinging is zodiac-exclusive ??)


Likely should stay at Ex, given that the changes it cause are not supernatural, even if the subject of those changes is supernatural. Also, given the need for clarification on how the Radiant Armaments act when in areas suppressing supernatural abilities, it may be relevant if they don't vanish, but simply are unable to be summoned or dismissed while within the area, in which case supernatural improvements to them would go away, but not extraordinary ones.



I'd note that there are many different conventions for dead levels, from leaving it blank, to underscores, to en dashes, to em dashes. Multiple dashes is less common, but on the whole so long as it is clear it likely doesn't matter much in this case.

underscore don't seem to be common, but that was intended as an em dash, except, uh, writing in markdown wasn't the best idea for forum posts.

I have to admit that, actually, table formatting is a thing which varies by book, though, and is really mostly a use-one's-own-judgment-and-aesthetic-sense thing.


You also overlooked the simple solution of changing the ability to be granted at level 5.

no, that ruins the pretty 2-6-10-14 >((( not that there's a thing at 18.


This is a good suggestion. I support it.

affects: Prism; Purity, Justice, Might, Emptiness.

prism needs it for symmetry with Primal, and that would be nice. the rest ... don't, but still, symmetry! pretty patterns!


Just thought I'd note you technically can have multiple blasts using the assault augment, so long as the sum of their mote costs does not exceed your evoker level. Mind due to how blasts work, this is unlikely to impact the damage in most cases (assuming they all hit), and the increased chance of some missing makes the average damage go down (though predicting the amount requires knowing all the modifiers for attack rolls as well as the enemies AC).

well, there's also the fact that it's a per-round limit rather than a per-turn limit, despite that mote regeneration happens every turn. sometimes it's hard to tell when a round starts or stops. what happens if you use an illumination on a readied action, for example? but it also puts a damper on things like WRT. whether this is desirable is ... not necessarily a thing I can confidently judge.

(also, as an aside, I lied about the 9th level scrolls thing. I think. still allows inappropriately-levelled items either way, though.)

Qwertystop
2012-10-30, 04:26 PM
Nice. Did you not post a link to this on the original thread? Or did the subscription-update-emailer just mess up?

NineThePuma
2012-10-30, 04:55 PM
It was mentioned in the other thread, but I do not believe it was posted.

jamieth
2012-11-05, 01:12 PM
Hi all... again.
First of all, great job on the updating; I still have to give a full read on all the augments and stuff, but "build your own Magical Girl" aspect is nice. Less inherent flavour (I totally loved the Illuminations' names), but no one said you can't give names to Illuminations you craft (in fact, should I ever run it, I'd require players to invent such a names).

Now, one thing that strikes me as a bit odd, is Apotheoses. Not the abilities themselves, but their distribution. Seeing as Zodiac is the primary Evoker spellcaster, she has a "my illuminations are stronger" shtick going for her from the very first level, up to effectively 24th level Illuminations at EL19, and capping at 26th level at 20th... but then, Champions suddenly get their 30th level Starlight Breaker! (Sure, if I read it correctly, it still has save DC of a level 20, but the sheer damage output... and not every Illumination allows save in the first place)

Second, I believe there's still no clear ruling on which Device archetypes are considered light weapons, and this is kinda important for 1) weapon finesse, 2) dual-wield.

The thing is, Versatile seems to be a bit large for dual-wielded weapon (possible, sure, but it is also possible by rules to dual-wield bastard swords...) so, if Empath would truly be the "rogue" to Champion's "fighter" and Zodiac's "mage", I'd consider giving them a "rogue-like" Device archetype, something like, "Light. Dmg(S) 1d4, Dmg(M) 1d6, Crit 18-20x2, is treated as a light weapon"

upd: One more thing: the wording on Complex Formula is a bit unclear; is it in addition to the number of Illuminations known on the table? So, for example, a Zodiac 1 would know 7 standart Illuminations, and have 4 of them readied, plus one Complex, which is readied at all times but can only be used 1/encounter?

upd2: Actually, the more I think about it, the less I feel the Champion's capstone is fitting into her theme; Illuminations aren't even the class's specialty, Armaments are.
Of course, it is your class and I probably has less experience with homebrewing than you did a year ago - not to mention now - but would it be my choice, I'd give her something like this:

Additionally, a Champion's Armaments, in addition to being a manifestation of her inner Light, become a source of Light themselves; Champion gains an additional pool of (EL) motes that can only be used to boost her Armaments and Lightforge feats. These motes may be redistributed any time a Champion can infuse or remove Motes from her Armaments.

Oh, and one more thing: Why Zodiac? Not to say it isn't a nice-sounding word, except it isn't class-name-sounding... and with the class's Starlight-based nature, would Stargazer really be a bad fit? I loved the name back in the MG1.0 - class's themes less so, but the current Zodiac is just a perfect fit for flavor, I believe...

upd3: Currently in the process of developing a Stance-based Champion20 able to punch an old red dragon into oblivion in one full attack. So far, got to around 311 damage on average, surely can do better...

Chronologist
2012-11-06, 08:40 PM
Selinia,

I'm loving the Zodiac! It's a lot more fragile than the Champion, but the larger reserve of prepared and known Illuminations and the bonus Mote reserve really give it that boost it needs. I'd play the Zodiac over the Champion in a heartbeat - the increased focus on illuminations makes it feel like a much more "tactical" class, where the Champion is all brute force.

The "wild surge" ability is nice, but I think it's a but underpowered. It can only be used with one, eventually three, Illuminations, and it can only be used a limited number of times per encounter. In contrast, the Wilder's Wild Surge can be used with all powers known (between 2 and 11 by 20th level), grants a bonus at a slightly faster rate, and can be used effectively an unlimited number of times (until the Wilder runs out of juice). Wild Surge has some risk, but two feats or a canny race selection can cancel that out.

Me, I'd allow the class feature to affect any of the Zodiac's prepared Illuminations, with limited use per encounter... but...

Since you want the class feature to represent a very narrow set of mastered Illuminations, I would instead recommend it boost those 1-3 Illuminations ALL the time, and have them not count against her total number of prepared illuminations (not sure if that's not already the case).

You could still stick a limit to the number of times it could be used per encounter, but I'd put it in the range of 2-4 uses at 1st level, and 12-15 uses by level 20.

That's just my opinion. Personally, I think the Zodiac needs a pretty hefty numerical bonus to effectiveness if it's going to trade high BAB, good Reflex saves, and d10 hit dice, and more Illuminations prepared doesn't quite cut it.

Also, I agree with jamieth, Stargazer is an AWESOME name that would fit the class really well. Zodiac makes me think of animals first and stars later.

Owrtho
2012-11-06, 11:31 PM
You could still stick a limit to the number of times it could be used per encounter, but I'd put it in the range of 2-4 uses at 1st level, and 12-15 uses by level 20.

It could also be given a cooldown akin to breath weapons that decreases with level.

Owrtho

jamieth
2012-11-07, 06:18 AM
One more issue:


If a combination of augmentations would reduce a blast's damage to 0d6 or less, the illumination cannot be crafted.

Is that even possible under the current rules? Am I reading the AoE augmentations wrong? Let's take Explosion as an example. As written, it applies a "-1d6 cumulative penalty to blast's damage for each rank", but since the Augment itself costs 1 mote /rank, all it will do is offset the Augment's damage increase. Well, I guess it is possible to bring Blast to 0d6 damage by loading it with only Explosion ranks, but definitely no less... Or is it supposed to mean that the motes spent on Explosion don't increase the damage, and incure the 1d6 penalty for each mote instead?

Owrtho
2012-11-07, 12:46 PM
One more issue:



Is that even possible under the current rules? Am I reading the AoE augmentations wrong? Let's take Explosion as an example. As written, it applies a "-1d6 cumulative penalty to blast's damage for each rank", but since the Augment itself costs 1 mote /rank, all it will do is offset the Augment's damage increase. Well, I guess it is possible to bring Blast to 0d6 damage by loading it with only Explosion ranks, but definitely no less... Or is it supposed to mean that the motes spent on Explosion don't increase the damage, and incure the 1d6 penalty for each mote instead?

I suspect it is the former. However, the current wording leaves things open for later augments that may reduce the total damage when added, so there isn't really a problem there.

Owrtho

jamieth
2012-11-08, 04:01 AM
OK, one more thing. The Resplendent Device, just want to make sure I'm reading it right.

For example, a Champion20 invests stores a 20-motes Surge inside her Stance; while the illumination is so charged, she only gains 20 motes per round, rather than 40. Then, at her turn, she uses the illumination (speaking of, it say "illumination may be used at any time; this seems to imply it doesn't take an action, which is almost certainly wrong. How about the following wording: "You may use the stored illumination by taking the same action it would take to use it normally - swif, move or standart, depending on the Illumination type)".)

Anyway, our Champion fights with only 20 motes per turn, until the big one. At the beginning of this turn, she uses the Surge, gaining it's effects, and immediately refills to full 40, able to pull both a Barrier and a Blast at the same time. Now, that Dragon is barely even a challenge...

Garryl
2012-11-08, 08:20 AM
If the dragon wasn't going to be a challenge with a surge + blast + barrier, it wasn't going to be a challenge with only 2/3, either. Blast damage isn't that high; it won't take out many CR-appropriate enemies in a single hit, except on a crit, and even then not a dragon. Losing out on it is no biggie, and you'd have the surge and barrier anyways to do with as you please.

Assuming you weren't going to do anything useful with your standard action without the blast, getting off a third illumination in the round is still only increasing the party effectiveness by 12.5% (you by 50%, and you account for on average 25% of the party). That's rarely the difference between a challenge and not a challenge.

KoihimeNakamura
2012-11-08, 11:03 AM
Just interjecting into this: I really think you may want to add a costume option for any rogues or mages classing into. Movement penalties and such hurt, and as is, either of those archetypes are strictly better using the old magical girl or not using a Costume.

Snowfire
2012-11-08, 11:40 AM
Just interjecting into this: I really think you may want to add a costume option for any rogues or mages classing into. Movement penalties and such hurt, and as is, either of those archetypes are strictly better using the old magical girl or not using a Costume.

Nimble helps quite a lot in this case - as does making one's costume Mithral, which obviates any penalties except ASF for medium and heavy. I think it also flat out negates those for Light.

KoihimeNakamura
2012-11-08, 11:40 AM
Nimble helps quite a lot in this case - ans making one's costume Mithral obviates any penalties except ASF for medium and heavy. I think it also flat out negates those for Light.

True. But I can't see how you'd do that. Maybe I'm tired.

Snowfire
2012-11-08, 11:57 AM
True. But I can't see how you'd do that. Maybe I'm tired.

Making armour - which costume is - from Mithral reduces ACP by 3, ASF by 10%, increases max DEX by 2, halves the weight, and makes it count as one step lighter than it actually is for purposes of movement and proficiencies.

Costs you a bit, yes, but it's more than worth it. And then there's the Agile Enhanced Armament (which could honestly do with being a lot better) which reduces ACP by 1, increases max Dex by 1 and increases movement speed by 5' per times taken to a maximum of base land speed.

There's also the Nimble costume effect - 3 motes for +10' enhancement to base land speed.

Oh, and the Twilight armour enchantment - the specifics of which I forget - but that I remember doing nice things to ASF penalties.

KoihimeNakamura
2012-11-08, 12:09 PM
Making armour - which costume is - from Mithral reduces ACP by 3, ASF by 10%, increases max DEX by 2, halves the weight, and makes it count as one step lighter than it actually is for purposes of movement and proficiencies.

Costs you a bit, yes, but it's more than worth it. And then there's the Agile Enhanced Armament (which could honestly do with being a lot better) which reduces ACP by 1, increases max Dex by 1 and increases movement speed by 5' per times taken to a maximum of base land speed.

There's also the Nimble costume effect - 3 motes for +10' enhancement to base land speed.

Oh, and the Twilight armour enchantment - the specifics of which I forget - but that I remember doing nice things to ASF penalties.

So.. basically buy a Mithril Studded Leather with stuff and then go 'Hey, this is my costume', and take Nimble/Agile?

Regalus
2012-11-08, 12:22 PM
Well, that would've worked with the old magical girl; but the new raidient raiments are items in on themselves, kinda like the mind blade if you will. You can't make them out of magic materials any more; though you can still enchant them.

SO yeah, no Mythral raiments for you.

jamieth
2012-11-08, 12:52 PM
If the dragon wasn't going to be a challenge with a surge + blast + barrier, it wasn't going to be a challenge with only 2/3, either. Blast damage isn't that high; it won't take out many CR-appropriate enemies in a single hit, except on a crit, and even then not a dragon. Losing out on it is no biggie, and you'd have the surge and barrier anyways to do with as you please.

Assuming you weren't going to do anything useful with your standard action without the blast, getting off a third illumination in the round is still only increasing the party effectiveness by 12.5% (you by 50%, and you account for on average 25% of the party). That's rarely the difference between a challenge and not a challenge.

Well, actually, yes, I do really need both the surge and a blast:-) Barrier, not so much... OK, let me check whether the timing works...

Let's do some math, shall we?

An Old Red Dragon is a CR20 monster.
On the defensive side, it has 378 hp, AC 33 (touch 6), DR15/magic (irrelevant. Every weapon at these levels is magical), Frightful Presence (actually helps the Champion) and Immunity to Fire. It is, OTOH, takes 1.5 times damage from cold.

Now...

Champion 20
STR 34 (18 base + 5 levels + 5 tome + 6 belt) mod +12
CHA 28 (18 base + 4 tome + 6 cloak) mod +9
DEX/CON/INT/WIS 8
32 point buy

Costume elements:
Resplendent (20 motes), Temporal, Enchanced, Primal[cold] (18 motes), Nimble

Enchanced Armaments: Empowered (others are irrelevant)

Illuminations:

Unlimited Fist Works (UFS) (Surge, Battles*4) - effective EL 28, crafted with Sunlight Illumination, 20 motes, infused into Resplendent Device

All-Sundering Blizzard Palm (ASBP) (Blast, Assault, Prism[cold], Reactive*16) - EL 20, 20 motes, base damage 20d6 cold

Tactics:

Use cartridge to teleport into melee.

Use UFW. Your BAB is now +20/+20/+20/+20/+20/+15/+10/+5

Full attack. Including Weapon Focus, Enchanced Device, Str bonus you now have a full attack of +34/+34/+34/+34/+34/+29/+24/+19, and damage of 1d6+22 (12 STR, 9 CHA, 1 Enchanced Device)

You now have 22 motes free. Replace your first strike with ASBP. Use reroll in case of 1.
Your damage is equal to 1d6+22 + (20d6+80) cold (4 additional damage per dice thanks to Primal with 18 motes)
Assuming average rolls, you deal 28.5 + (150*1.5) = 253 damage. AND, dragon takes 16 additional damage from every hit for one round.

Make the rest of your attacks. They now have effective damage of 1d6+38 average of 41.5 per hit.

Your attacks have a chance to hit of 0.95*4/0.85/0.6/0.35, for an average of 5.6 hits.

5.6*41 + 253 = 482 damage. A good thing our girl probably went non-lethal on a poor lizard...


Oh, yeah, I LOVE this class!

Snowfire
2012-11-08, 12:56 PM
Well, that would've worked with the old magical girl; but the new raidient raiments are items in on themselves, kinda like the mind blade if you will. You can't make them out of magic materials any more; though you can still enchant them.

SO yeah, no Mythral raiments for you.

I think that's something Selinia is going to need to answer. Because they're still physical items, unlike Mind Blade, and all of the DMs I've played this with have allowed Mithral versions of costume. Far more importantly I see no reason why you can't make Costume out of magical materials.

And in all honesty, I'll be pushing for it hard - as well as Houseruling it if I have to in the games I run (playtest probably notwithstanding).

Regalus
2012-11-08, 01:04 PM
Which os wht they can be enchanted. It's why we have stuff like the Light and Heavy costumes, and the implemente, versátiles and Stance devices, and why these have their own stat blocks unlike the old version. Here the Raiment is created bu the Radiant's inner light in the case of the champion, ir out of star stuff in the case of the zodiac; unlike the old magical girl who designated and enchanted her costume components.

Basicly the same rules that applied to devices apply to Costumes now; unless Selina decides otherwise.

Snowfire
2012-11-08, 01:44 PM
Which os wht they can be enchanted. It's why we have stuff like the Light and Heavy costumes, and the implemente, versátiles and Stance devices, and why these have their own stat blocks unlike the old version. Here the Raiment is created bu the Radiant's inner light in the case of the champion, ir out of star stuff in the case of the zodiac; unlike the old magical girl who designated and enchanted her costume components.

Basicly the same rules that applied to devices apply to Costumes now; unless Adkins decides otherwise.

If this is this case, then I am pushing incredibly hard for either a modification to those rules, a costume effect, or feats that allow this to be done. Costume is not Mind Blade. Or at least it really, really shouldn't be.

Ringwrym
2012-11-08, 08:19 PM
Will there be a side bar on converting to pathfinder?

Snowfire
2012-11-08, 09:23 PM
Will there be a side bar on converting to pathfinder?

I believe it's planned, but Sel is just getting out of midterms right now.

Ringwrym
2012-11-08, 10:07 PM
that fine good luck Sel

KoihimeNakamura
2012-11-08, 11:03 PM
I kind of have to agree. 3.5e Mindblade was very poorly made and the class that uses it wasn't that good until Pathfinder came out. That said, good luck on your midterms! (Those were always a pain)

ZeroNumerous
2012-11-11, 01:47 AM
So I'm in the middle of crafting a Champion. Major problem I'm having is: What's the duration of barriers that don't list a duration? Surges are 1 round effects, Blasts are Instantaneous, but what's a Barrier's duration?

Garryl
2012-11-11, 02:12 AM
Barriers used to last 1 round by default (back when they had default Cover/Concealment effects). You should probably use that value until Selinia comes back to clarify it.

KoihimeNakamura
2012-11-13, 08:04 AM
Oh, and side note: None of the weapons are light, so they aren't eligible for Weapon Finesse.

jamieth
2012-11-13, 01:54 PM
Oh, and side note: None of the weapons are light, so they aren't eligible for Weapon Finesse.

Nope, they currently aren't; that's why I proposed a Light Device archetype a while ago. I'm not even concerned about Weapon Finesse as much as about dual-wielding. We have a Twinned Device, after all...

Selinia
2012-11-15, 03:35 AM
Whew! Well, midterms over, and the worst of the post-midterm crushwave of classwork over, and I've left myself a few days to just unwind and decompress, so... it looks like I'm back and good to go! I don't actually have any proper updates this time, unfortunately, but there are several in the works. Including the Empath, which I've finally finalized the mechanics on!

Lots of brilliant suggestions and comments here, but I'm afraid that if I tried to reply to every post in the pages of backlog I've accumulated, I'd never catch up enough to start working on the class again! So I'm going to focus on the posts that have actual questions or confusions in them at the moment. A lot of the suggestions will be implemented in the next update, so I guess my reply to those is going to simply be "Progress!". As always, suggestions and critique are very welcome, and I thank those who chipped in.


Nice. Did you not post a link to this on the original thread? Or did the subscription-update-emailer just mess up?

I've added the link in my signature, and I have added a link at the top of the OP in the old magical girl thread. However, I've avoided posting in it because... I have no new content, and I'm not keen on necromancing a thread just to link a new one.



Second, I believe there's still no clear ruling on which Device archetypes are considered light weapons, and this is kinda important for 1) weapon finesse, 2) dual-wield.

The thing is, Versatile seems to be a bit large for dual-wielded weapon (possible, sure, but it is also possible by rules to dual-wield bastard swords...) so, if Empath would truly be the "rogue" to Champion's "fighter" and Zodiac's "mage", I'd consider giving them a "rogue-like" Device archetype, something like, "Light. Dmg(S) 1d4, Dmg(M) 1d6, Crit 18-20x2, is treated as a light weapon"

Presently, there is only one device type that is considered Light - the Stance type. Versatile and Marksman weapons are one-handed. I'll try and clarify this with the next batch of tweaks. The lack of a light weapon is actually intentional, for the simple reason that a multiwielding magical girl can have six of her devices active at once, potentially. Yes, One-Handed forces a bit of an accuracy hit on her, but as feats like Rapid Shot have clearly displayed, more hits almost always counteracts lower hit-chance... and then some. You saw what happened to that poor, poor red dragon. Do you really want to do that with more accuracy?:smalltongue:


upd: One more thing: the wording on Complex Formula is a bit unclear; is it in addition to the number of Illuminations known on the table? So, for example, a Zodiac 1 would know 7 standart Illuminations, and have 4 of them readied, plus one Complex, which is readied at all times but can only be used 1/encounter?

That is correct. I'll work to clarify that.



Oh, and one more thing: Why Zodiac? Not to say it isn't a nice-sounding word, except it isn't class-name-sounding... and with the class's Starlight-based nature, would Stargazer really be a bad fit? I loved the name back in the MG1.0 - class's themes less so, but the current Zodiac is just a perfect fit for flavor, I believe...

upd3: Currently in the process of developing a Stance-based Champion20 able to punch an old red dragon into oblivion in one full attack. So far, got to around 311 damage on average, surely can do better...

I... had a reason for Zodiac when I came up with it. At one point in development, the zodiac had a strong fate/fortunetelling theme tied to it. That got ditched pretty early on in favor of making the three classes a Sun/Stars/Moon cycle, but I never went back and tweaked it. In retrospect, Stargazer is much better, and will probably be changed once I can get around to editing all those references to Zodiac.


One more issue:

Is that even possible under the current rules? Am I reading the AoE augmentations wrong? Let's take Explosion as an example. As written, it applies a "-1d6 cumulative penalty to blast's damage for each rank", but since the Augment itself costs 1 mote /rank, all it will do is offset the Augment's damage increase. Well, I guess it is possible to bring Blast to 0d6 damage by loading it with only Explosion ranks, but definitely no less... Or is it supposed to mean that the motes spent on Explosion don't increase the damage, and incure the 1d6 penalty for each mote instead?

It is not presently possible, I do not think. However, it opens up design space in the future for things that do reduce mote cost - it's a safeguard, more than anything.


OK, one more thing. The Resplendent Device, just want to make sure I'm reading it right.

For example, a Champion20 invests stores a 20-motes Surge inside her Stance; while the illumination is so charged, she only gains 20 motes per round, rather than 40. Then, at her turn, she uses the illumination (speaking of, it say "illumination may be used at any time; this seems to imply it doesn't take an action, which is almost certainly wrong. How about the following wording: "You may use the stored illumination by taking the same action it would take to use it normally - swif, move or standart, depending on the Illumination type)".)

Anyway, our Champion fights with only 20 motes per turn, until the big one. At the beginning of this turn, she uses the Surge, gaining it's effects, and immediately refills to full 40, able to pull both a Barrier and a Blast at the same time. Now, that Dragon is barely even a challenge...

That is, indeed, the correct interpretation of the device effect. Again, I'll head back and make that clearer.


I think that's something Selinia is going to need to answer. Because they're still physical items, unlike Mind Blade, and all of the DMs I've played this with have allowed Mithral versions of costume. Far more importantly I see no reason why you can't make Costume out of magical materials.

And in all honesty, I'll be pushing for it hard - as well as Houseruling it if I have to in the games I run (playtest probably notwithstanding).

Here's the rundown: Short version is that no, you cannot have costumes made out of special materials. You can, however, enchant them normally. A magical girl manifests her device and costume, or is granted them by some higher power - no mortal craftsman could plausibly replicate one, let along remake one in an entirely different material. Even if you rebuilt it down to the finest detail, a replica of a costume would likely be an impractical showpiece at worst, and a mundane but serviceable suit of armor at best. You can enchant what's there, unlike a mindblade... but you can't just up an make new armaments out of whatever you like. I will endeavor to clarify this.

However, I would point out that Costumes, as-is, innately posses many of the qualities of mithril equipment. They are lighter and more flexible than their mundane siblings - for example, compare a Light costume's 10% ACF with the 20% on a chain shirt, it's direct mundane competition. The twilight armor enchant could likely cover that with ease, and it's fairly cheap for the good it does.


Will there be a side bar on converting to pathfinder?

Yes.

...eventually.

Until then, as with most Pathfinder conversions, most of it is common sense.


So I'm in the middle of crafting a Champion. Major problem I'm having is: What's the duration of barriers that don't list a duration? Surges are 1 round effects, Blasts are Instantaneous, but what's a Barrier's duration?

A barrier's base duration is 1 round! I feel incredibly silly for accidentally cutting that out.


Oh, and side note: None of the weapons are light, so they aren't eligible for Weapon Finesse.

Reasons for Versatile and Marksman not being light are given above, but Stance is an unarmed strike - which means that, by definition, it is a light weapon! Between weapon finesse and the Empowered armament enhancement, a magical girl using a Stance can almost entirely eschew Str is she wants to!

KoihimeNakamura
2012-11-15, 12:31 PM
Presently, there is only one device type that is considered Light - the Stance type. Versatile and Marksman weapons are one-handed. I'll try and clarify this with the next batch of tweaks. The lack of a light weapon is actually intentional, for the simple reason that a multiwielding magical girl can have six of her devices active at once, potentially. Yes, One-Handed forces a bit of an accuracy hit on her, but as feats like Rapid Shot have clearly displayed, more hits almost always counteracts lower hit-chance... and then some. You saw what happened to that poor, poor red dragon. Do you really want to do that with more accuracy?:smalltongue:


Yes, actually. Some of us aren't relying on mass hits or are doing SA types. This decision severely hurts both of them. (Or, I suppose, I could just not MC using anything from here.)



Here's the rundown: Short version is that no, you cannot have costumes made out of special materials. You can, however, enchant them normally. A magical girl manifests her device and costume, or is granted them by some higher power - no mortal craftsman could plausibly replicate one, let along remake one in an entirely different material. Even if you rebuilt it down to the finest detail, a replica of a costume would likely be an impractical showpiece at worst, and a mundane but serviceable suit of armor at best. You can enchant what's there, unlike a mindblade... but you can't just up an make new armaments out of whatever you like. I will endeavor to clarify this.

However, I would point out that Costumes, as-is, innately posses many of the qualities of mithril equipment. They are lighter and more flexible than their mundane siblings - for example, compare a Light costume's 10% ACF with the 20% on a chain shirt, it's direct mundane competition. The twilight armor enchant could likely cover that with ease, and it's fairly cheap for the good it does.

That works until higher levels. At that point you're better off not using the feature and buying armor. This is ignoring the fluff about 'not able to make it', because I can think of several builds that disagree with that. It's a .. rather annoying nerf from the original, but I gather that was part of the intent. I assume from this you aren't creating a 'Clothing' option either?

ETA2: Okay, so last time. I can actually see why this would only matter i n certain games more (like gestalt) and not be something you want to design for in an overall class. It's not as bad as I was thinking. I am curious why there is no Clothing option though. (Apologies)



Reasons for Versatile and Marksman not being light are given above, but Stance is an unarmed strike - which means that, by definition, it is a light weapon! Between weapon finesse and the Empowered armament enhancement, a magical girl using a Stance can almost entirely eschew Str is she wants to!

Yes. See my above point about SA.

Included by way of Editing: Why does Light armor reduce movement speed?

I am an idiot. It does not reduce movement speed. c.c

Selinia
2012-11-16, 03:41 AM
Changes! Hodgepodge of stuff here - nothing huge, but I'm chipping away at it.


Assorted formatting and wording tweaks to make the classes less ambiguous and easier on the eyes. Infinite gratitudes to everyone who was pointing these out.
Zodiac now gains Scribe Scroll as a bonus feat when she gains her Radiant Schemata class feature. I thought on how to handle this for a good while (thanks to sreservoir for bringing it to my attention and providing so many suggestions to fix it, by the way!), and eventually settled on this as a compromise between a few different stances. It adds a good deal of utility to the class without breaking it, in my opinion, and immensely adds to a zodiac's out-of-combat utility.
Zodiac capstone now protects all (Su) abilities granted by the class.
The Ancients barrier augmentation now costs 3m/rank, down from 4m/rank. Further, Champions may make use of it along with the other classes.
Added the Returning barrier augmentation. Tactical positioning, ho!
Added the Silence barrier augmentation. Currently holding the record for most expensive non-ranked augmentation, but AMF effects are pretty potent... particularly given Evoker flexibility.
The Prism blast effect now allows elements to be set on preparation, rather than crafting.
Clarified that Radiant Armaments don't wink out in an AMF - though costume effects do.

Owrtho
2012-11-16, 04:00 AM
Presently, there is only one device type that is considered Light - the Stance type. Versatile and Marksman weapons are one-handed. I'll try and clarify this with the next batch of tweaks. The lack of a light weapon is actually intentional, for the simple reason that a multiwielding magical girl can have six of her devices active at once, potentially. Yes, One-Handed forces a bit of an accuracy hit on her, but as feats like Rapid Shot have clearly displayed, more hits almost always counteracts lower hit-chance... and then some. You saw what happened to that poor, poor red dragon. Do you really want to do that with more accuracy?:smalltongue:

On this, I'd note that at present it seems a poor method of balancing. Using the stance that some girls might get six weapons and take advantage of the light weapon in this way is not a good reason to penalize any magical girl who wants to use light weapons for other reasons. Really if that is an issue, it should mean that the penalty to attacks is brought on by having the extra weapons rather than preventing light weapons as a whole. This could be accomplished by simply adding in that for every 5 mote invested into twinned device the magical girl gets a cumulative -1 penalty to attack along with the extra copy of her device.
If you don't want to do that, you should still allow some of the device types to be applicable for weapon finesse despite not being light, thus allowing some weapon wielding magical girls to use dexterity for attack rolls. This would at least alleviate one of the main issues with there not being light weapons available for devices.

Owrtho

Owrtho
2012-11-16, 04:31 AM
Presently, there is only one device type that is considered Light - the Stance type. Versatile and Marksman weapons are one-handed. I'll try and clarify this with the next batch of tweaks. The lack of a light weapon is actually intentional, for the simple reason that a multiwielding magical girl can have six of her devices active at once, potentially. Yes, One-Handed forces a bit of an accuracy hit on her, but as feats like Rapid Shot have clearly displayed, more hits almost always counteracts lower hit-chance... and then some. You saw what happened to that poor, poor red dragon. Do you really want to do that with more accuracy?:smalltongue:

On this, I'd note that at present it seems a poor method of balancing. Using the stance that some girls might get six weapons and take advantage of the light weapon in this way is not a good reason to penalize any magical girl who wants to use light weapons for other reasons. Really if that is an issue, it should mean that the penalty to attacks is brought on by having the extra weapons rather than preventing light weapons as a whole. This could be accomplished by simply adding in that for every 5 mote invested into twinned device the magical girl gets a cumulative -1 penalty to attack along with the extra copy of her device.
If you don't want to do that, you should still allow some of the device types to be applicable for weapon finesse despite not being light, thus allowing some weapon wielding magical girls to use dexterity for attack rolls. This would at least alleviate one of the main issues with there not being light weapons available for devices.

Owrtho

jamieth
2012-11-16, 05:12 AM
The main issue, I believe, is sadly with the Twinned Weapon design, not Weapon Finesse; the ability to wield six weapons at once is abusable, no matter how heavily penalised. With MWF and GMWF, you have 14 attacks in a round, add surge of Battles, it becomes 16. At this point, you can have minus infinity to your attack rolls, and still hit more or less regularly with nat20 alone... and stall the combat to the point of unplayability.

I say, limit it to three weapons, granted at 6 motes infused; sure, that disables Tomoe Mami builds, but would probably be more balanced overall.

Just for fun: use Unlimited Gun Works. Congratulations, you now have a BAB of
+16/+16/+16/+16/+16/+16/+16/+16/+16/+16/+11/+11/+11/+11/+11/+11/+6/+1.

Snowfire
2012-11-16, 08:00 AM
Quite aside from the Weapon Finesse issue, I am going to be coming back to materials here. Because at higher levels, this is important.

That aside, there is an issue which likely needs addressed in the Blast Illumination augment list. Specifically Volatility. Because at present it's broken to the point of ridiculousness.

I will give an example.

Let's go with a level 20 Zodiac here.

So. Complex Formula. Effective EL of 26 - 52 motes to play with.

Blast: Tears of Heaven.

Explosion 22, Tactics 1, Volatility 1, Clinging 6

22 + 5 + 7 + 18 = 52

So. This is a 110' radius 30d6 untyped blast that does not target your allies, deals half damage for six rounds if anyone hit by it fails a fortitude save, and - oh, this is the kicker - can be continually re-evoked as it knocks people out/unconscious using the incapacitated/dead person as its origin point.

You evoke this in the middle of a city and the city ceases to exist. You evoke this at an army and the army ceases to exist. You evoke this in the general direction of a nation and the nation ceases. To. Exist.

Yes, I am aware that it gives a reflex save for half. But if you fire this at an area with even a handful of people in it, one of them is going to blow their save. And unless they all have evasion, Clinging will likely kill any who fluff Fort. And then you get to re-evoke the blast. Using the corpse as the origin point.

For free.

If this is as intended, then the Zodiac flat out is THE most powerful battlecaster I have ever come across if all you're going for is utter obliteration. And they can pull of a lesser version of this - with the same consequences - at level 8.

Luckily, fixing this is rather easy. Make Volatility a shape. Lower the cost slightly - maybe to 5 - and make the number of times you can re-evoke scale with the number of times you took the augment. Otherwise...well, a level 8 character can wipe a nation off the map.

jamieth
2012-11-16, 08:38 AM
Eh... Complex Formula doesn't give you 52 motes in a single Illumination; cost of the Illum is limited by effective EL, and the Stargazer only pays number of motes equal to her real EL. So, at L20, you can evoke level 26 Illuminations, paying 20 motes.

But I agree that Volatile needs to be a Shape.

And I repeat my earlier concern; it feels wrong that Champions can evoke more powerful Illuminations then Stargazers, even though they do it with lower effective EL.

upd: Also, I believe Volatile should only be re-evoked if it kills with initial Blast, not additional Clinging damage. At least, that's how I would rule it.

Snowfire
2012-11-16, 08:44 AM
Eh... Complex Formula doesn't give you 52 motes in a single Illumination; cost of the Illum is limited by effective EL, and the Stargazer only pays number of motes equal to her real EL. So, at L20, you can evoke level 26 Illuminations, paying 20 motes.

But I agree that Volatile needs to be a Shape.

And I repeat my earlier concern; it feels wrong that Champions can evoke more powerful Illuminations then Stargazers, even though they do it with lower effective EL.

Actually, it does.


When evoking this illumination, the zodiac gains an effective +1 increase to evoker level for all purposes, and the illumination may be crafted using this increased evoker level for the purpose of determining mote limits. Any mote cost above the zodiac’s unmodified evoker level is paid for by this ability – she receives the full effect of the illumination, but will never pay a number of motes greater than her unmodified evoker level. A zodiac may use her complex formula once per encounter.

At level 20, you have a +6 bonus. So an EL of 26 for the purposes of mote limits. Which means an illumination can have a mote cost of 52 (EL x 2). Which yes, as stated, you pay only 20 motes for as the ability pays the additional mote cost for you.

And definitely agreed. Entire issue of weapons things aside, the Stargazer desperately needs something more than what it's got right now. I'm not sure what, but I'm thinking about it hard.

jamieth
2012-11-16, 08:52 AM
Actually, no, it doesn't.

A magical girl may not craft any illumination with a cost greater than her evoker level in motes.
So, a Stargazer 20 can craft Illums with cost 20 normally, 26 with Complex Formula, paying 20 motes in either case.

ZeroNumerous
2012-11-16, 08:53 AM
At level 20, you have a +6 bonus. So an EL of 26 for the purposes of mote limits. Which means an illumination can have a mote cost of 52 (EL x 2). Which yes, as stated, you pay only 20 motes for as the ability pays the additional mote cost for you.


Regardless of the number of motes or actions available, an evoker may only use spend a number of motes up to her evoker level on illuminations of a given base type (Blasts, Barriers, and Surges) in a round.

So you have a hard limit of 26 on a blast in a round.

EDIT: Ninja'd.

Snowfire
2012-11-16, 08:56 AM
Ah, ok, my apologies I somehow missed that :smallredface:

The point, however, stands - as you agreed. Volatility needs a rewrite into a shape. At present it's Repeating without limit or downside.

KoihimeNakamura
2012-11-16, 12:56 PM
Ah, ok, my apologies I somehow missed that :smallredface:

The point, however, stands - as you agreed. Volatility needs a rewrite into a shape. At present it's Repeating without limit or downside.

I explained it to a friend, and his response was: "Chain Lightning Breath is banned by all nations that observe the Hague Conventions. Including this setting."

Snowfire
2012-11-16, 12:58 PM
I explained it to a friend, and his response was: "Chain Lightning Breath is banned by all nations that observe the Hague Conventions. Including this setting."

...

*claps*

Actually made me burst out laughing. Tell your friend good job.

Owrtho
2012-11-17, 03:24 AM
Volatility needs a rewrite into a shape. At present it's Repeating without limit or downside.

That volatility should become a shape is incorrect. Doing so would drastically reduce its usefulness and essentially make it a more expensive and arguably weaker version of the chain shape (aside from when dealing with groups of enemies that are easily killed with a single shot where the lack of limit or weakening subsequent shots makes it quite useful). However, you are correct it is presently overpowered. My suggestion for correcting this would be twofold. First, don't allow clinging to trigger it. Second, make it similar to the chain augment, in which each rank of it only allows one step. So if you add it once, the first shot you fire can trigger (if it has an area, any creatures that die in the area trigger it, if it's chain, each creature hit in the chain of the first shot could trigger it). However, for those shots to be able to trigger the effect, you need to add another rank of it. This would allow it to be more in keeping with the original intent (which seemed to intend for it to be combine with various shapes) while still reducing the power to a more manageable level.

Owrtho

Qwertystop
2012-11-17, 12:03 PM
At this point, you can have minus infinity to your attack rolls, and still hit more or less regularly with nat20 alone... and stall the combat to the point of unplayability.

I just want to point out, though, that if your only way to hit is on a natural 20, you're basically paying 100 motes for one guaranteed-hit attack, unless there's something I'm missing that would let you use Twinned for less.

jamieth
2012-11-17, 12:41 PM
1. It's not a 100 motes, "only" 20 :-)

2. I said, "even with infinite penalies"; as is, you can have 16 attacks, 8 of them at your max attack bonus -4. Taking a Red Dragon as an example again, they'll hit on a 2 with sufficiently optimized build :-)

Edit: I guess I have to clarify my math a bit.
You have 4 attacks as a Chm20, plus 2 for surge of battles
Then, you have 20 motes invested into Twinned device, giving you 4 additional weapons to two you get from TD, for a total of six; with Greater Multi-Weapon Fighting you have two attacks from each of them, for a total of 10.

Of these 16 attacks, you have first attack from each weapon, and 2 from Surge, total of 8, at your max bonus (-4 for multi-wield). Rest are iterative attacks, 6 at -5, one at -10, and last at -15.

Of course, you can only use Surge when you need a bit of extra edge, using "only" 14 attacks, 6 of them primary, on other rounds, and having 20 motes open for Blasts or Barriers or whatever...

Owrtho
2012-11-17, 02:32 PM
with Greater Multi-Weapon Fighting you have two attacks from each of them, for a total of 10.

Just thought I'd note that you are wrong here. Improved two weapon fighting gives you two attacks with each weapon. Greater multiweapon fighting give you three attacks with each weapon. As such you would have 21 attacks, not 16.

Edit: Also, while it wouldn't show up until epic there is Perfect Multiweapon Fighting (from EL) which lets you get off hand attack for every attack (from itterative attack bonuses) you get with the main hand, meaning the magical girl would have 26 attacks.
Also more relevant to the builds as they level up is Multidexterity (from MM2) which gets rid of penalties for using off-hands for anything. This would remove the -4 penalty to attack rolls suffered from wielding multiple weapons.
Alternatively you could go with Oversized Two-Weapon fighting which makes one-handed weapons count as light weapons for the penalty of using them in the off hand.

Owrtho

jamieth
2012-11-17, 03:01 PM
Ah, yep, you're correct. For some reason, I was sure two attacks from each off-hand was the maximum you can get pre-epic... That just makes my build even more ridiculous...

(Offtopic, Perfect MWF seems almost useless... since BAB doesn't increase past 20, you can't ever have more than 4 main attacks, right? So, it only gives you one more attack from each off-hand weapon, and at -15...
Oh, monks do get more than four main attacks, but they don't have off-hand at all, right?)

Snowfire
2012-11-17, 03:10 PM
Greater gives you three attacks per weapon. Perfect gives you 4 attacks per weapon. So that example you gave before becomes even crazier. There's also the rather interesting question of this: Does the Battles surge apply to all your weapons if you have multi-weapon fighting?

As without:

+16/+16/+16/+16/+16/+16/+16/+16/+16/+16/+11/+11/+11/+11/+11/+11/+6/+6/+6/+6/+6/+6/+1/+1/+1/+1/+1/+1

(28 attacks)

As opposed to with:

+16/+16/+16/+16/+16/+16/+16/+16/+16/+16/+16/+16/+16/+16/+16/+16/
+16/+16/+16/+16/+16/+16/+16/+16/+16/+16/+16/+16/+16/+16/
+11/+11/+11/+11/+11/+11/+6/+6/+6/+6/+6/+6/+1/+1/+1/+1/+1/+1

(48 attacks)

jamieth
2012-11-17, 03:39 PM
When the recipient of the surge makes a full attack, she may make an additional attack at her highest base attack bonus for each rank of this augmentation.
I'm pretty sure that means one attack per rank, not one attack per weapon per rank; but, of course, only Selinia can clear that for us. But nevertheless, I stand my point: Twinned Device's infusion effect should be redisigned...

Snowfire
2012-11-17, 03:57 PM
I'm pretty sure that means one attack per rank, not one attack per weapon per rank; but, of course, only Selinia can clear that for us. But nevertheless, I stand my point: Twinned Device's infusion effect should be redisigned...

Agreed. The above was just an example of how ridiculous it could get.

NineThePuma
2012-11-17, 05:29 PM
Could you, like, delete the chunk of text that stretches the page?

Snowfire
2012-11-17, 05:34 PM
Could you, like, delete the chunk of text that stretches the page?

Gah! Sorry. Fixed.

NineThePuma
2012-11-17, 07:42 PM
Thanks! I actually have it zoomed out, with a fairly wide screen, and it didn't like it x3;;

Snowfire
2012-11-17, 07:45 PM
Thanks! I actually have it zoomed out, with a fairly wide screen, and it didn't like it x3;;

I think that, in itself, kinda brings home the silliness inherent here :smallbiggrin:

Selinia
2012-11-18, 03:31 AM
Changelog! Night of the Living Nerfs, unfortunately, but a side new Enhanced Armaments effects might help make it up.


Twinned Device has been hit with the nerfbat in a single, simple respect. You are no longer provided with the means to wield all the weapons you summon. It is still quite possible to go crazy multiweapon mode, but you need to go outside the class itself to find some way of getting extra arms or wielding extra weapons the simplest is likely playing a multi-armed race (something much easier to pull off in gestalt), but there are other options.
Volatile is no longer a WMD. Though it still utterly shreds crowds of weak enemies.
Extra Enhancement feat added. More options for champs, and opens up a new school of customization to zodiacs/stargazers interested in it.
Conduit added as an Enhanced Armaments option for costumes. There seems to be a lot of demand for a 'clothing' costume type without any ASF. Rather than add an entire new costume archetype, this single Enhancement ought to make casters quite comfortable in medium or light costumes.
Effortless added as an Enhanced Armaments option for devices. With the Twinned Device nerf, no reason to not allow this.
Technical added as an Enhanced Armaments option for devices. Trip, trip, trip like there's no tomorrow! Oh right, also disarms and sunders. Effects like this make me yearn for Pathfinder's CMB, they really do.
Blazing added as an Enhanced Armaments option for devices. Nothing says all enhancements have to be about brute force - particularly now that stargazers can access them to a limited extent.




HOLY MOTHERS OF VIVO, THAT IS A LOT OF ATTACKS.

I have actually been sitting on some concerns about this for some time, but you guys really drove home how potentially messed up those routines could get.


1. It's not a 100 motes, "only" 20 :-)

2. I said, "even with infinite penalies"; as is, you can have 16 attacks, 8 of them at your max attack bonus -4. Taking a Red Dragon as an example again, they'll hit on a 2 with sufficiently optimized build :-)

Edit: I guess I have to clarify my math a bit.
You have 4 attacks as a Chm20, plus 2 for surge of battles
Then, you have 20 motes invested into Twinned device, giving you 4 additional weapons to two you get from TD, for a total of six; with Greater Multi-Weapon Fighting you have two attacks from each of them, for a total of 10.

Of these 16 attacks, you have first attack from each weapon, and 2 from Surge, total of 8, at your max bonus (-4 for multi-wield). Rest are iterative attacks, 6 at -5, one at -10, and last at -15.

Of course, you can only use Surge when you need a bit of extra edge, using "only" 14 attacks, 6 of them primary, on other rounds, and having 20 motes open for Blasts or Barriers or whatever...

Most points I touched on above, but I'd like to thank you for providing an abbreviation for the Champion! It may sound silly, but I hadn't found a good one yet - Cha is out for obvious reasons, Cpn sounds overly nautical, and Cmp just tickles me the wrong way.


Quite aside from the Weapon Finesse issue, I am going to be coming back to materials here. Because at higher levels, this is important.

I am wracking my brain, but I honestly cannot think of why materials would be vital. There is overcoming DR for weapons, and a number of minor boosts for armor (mithril being the most notable of the lot). This isn't discounting your point - in fact, please elaborate. I feel I'm probably missing something here. I'm actually working on some magical material based additions to the class, and want to make sure I'm not overlooking anything glaringly obvious.

Regalus
2012-11-18, 09:09 AM
Uhm Selina, I think the forum ate your edits. The new feat, and enhancements are missing. :/

Selinia
2012-11-18, 11:41 AM
Uhm Selina, I think the forum ate your edits. The new feat, and enhancements are missing. :/

...well, what do you know. That it did.

They should be up properly now.

KoihimeNakamura
2012-11-18, 05:45 PM
Eh. Conduit is kinda interesting, and does negate some of my complaints, so yeah.

ETA: Oh, someone pointed out a problem with Twinned as if:

So. .you have weapons that aren't light. Can't be thrown. Don't break. Don't Reload. Why would you ever have more than 1?

ETA2: Last time, but:

I appreciate Voltatile no longer being a WMD. Did you realize you made it per/rank? A 1d6 Volatile blast is 8 motes. 2d6 is 16, so on. By the time you can get higher damage it won't shred anything.

ETA3: Ignore that. I was a bit dumb misreading the illumination section. It doesn't really matter, as I'm really kinda at a loss to figure out what a Champion does in Illuminations.

Also: WHY are components class limited? If you'e a Champion you have very little options.

jamieth
2012-11-18, 11:49 PM
Also: WHY are components class limited? If you'e a Champion you have very little options.

Well, perhaps for the same reason Paladins and Rangers don't get 9-th level spells; Illuminations are supposed to be secondary feature for a Champion, at best. That, of course, is strictly IMHO.

Selinia
2012-11-19, 03:13 AM
Changelog! A couple of costume effects here, and tweaks on a couple of illuminations.


Subtle costume effect added. Sometimes smashing face is not the answer. Sometimes smashing face is the answer, but you'd be better off doing it while nobody can see you. Subtle has you covered either way.
Warded costume effect added. It is now official punch-a-caster day. Punch them. Go ahead. They've earned it.
Beam and Storms have gained a minor buff - they are now 1m augmentations, and offer less range per rank and slightly slower damage decay. This should offer a few more options at low levels while I work on more augmentations. Particularly surges. We need more low-level surges.



Eh. Conduit is kinda interesting, and does negate some of my complaints, so yeah.

ETA: Oh, someone pointed out a problem with Twinned as if:

So. .you have weapons that aren't light. Can't be thrown. Don't break. Don't Reload. Why would you ever have more than 1?

A few reasons. Most direct is that you have more than two arms - playing a Kreen, for instance, though there are other ways. If you're facing a disarm-happy enemy, you can also conjure up a copy or two to grab and avoid having to run over and pick your weapon back up (or just burn a swift to invest 2m and conjure a replacement on the spot). And heck, if you're just chilling, having a cloak of floating armaments just plain looks cool.

Is it super-powerful? No, not really. But for most characters, the lightforge investment is going to be secondary to the freebie device - which shares all the awesome of your primary device. Including enchantments. In effect, you're cutting the enchantment costs on your weapons in half, compared to wielding your device in one hand and a normal weapon in your other. Weapon enchantments are pricy. And that's before you get into how twinked out a device can be after a few Enhanced Armaments effects.



ETA3: Ignore that. I was a bit dumb misreading the illumination section. It doesn't really matter, as I'm really kinda at a loss to figure out what a Champion does in Illuminations.

Also: WHY are components class limited? If you'e a Champion you have very little options.

Well, perhaps for the same reason Paladins and Rangers don't get 9-th level spells; Illuminations are supposed to be secondary feature for a Champion, at best. That, of course, is strictly IMHO.

Jamieth answers this pretty spot-on. Champions don't get some illumination augments for the same reason that Zodiacs don't get Cartridges. It just isn't their forte. I wouldn't quite call champions' illuminations a secondary feature, but they use them differently than a zodiac does, and they supplement them with quite a few other tools zodiacs lack. Not every class can do every thing - if they could, there'd be no reason to make them separate classes in the first place!

Owrtho
2012-11-19, 05:33 AM
ETA: Oh, someone pointed out a problem with Twinned as if:

So. .you have weapons that aren't light. Can't be thrown. Don't break. Don't Reload. Why would you ever have more than 1?

I'd note that there is an Enhanced Armaments that makes the weapon light.

That said, looking at that, and the Conductive enhanced armament, it occurs to me that there is something of an issue with some of these being things you'd quite likely want at first level (such as Effortless for someone who plans to duel wield, conductive for those who find it important and likely will lack any non-feat granted Enhanced Armaments, or Reach for those building around that). Given that, it seems it may be worth granting a single enhanced armament to all of the classes when they gain their enhanced armaments.

On a related note, I suspect that upon gaining enhanced armaments you select from either device or costume, as opposed to getting one of each, but this isn't entirely clear. That said, it is quite possible that at later levels dex based builds will find they have higher AC without the costume as a result of focusing their enhancements on the device and not upgrading the costume.

Also related, KoihimeNakamura brought up a good point about thrown weapons. It may be worth adding an enhancement to make the weapon able to be thrown. Possibly with a ten or fifteen foot range increment that goes up by five each additional time you add the enhancement.

Owrtho

KoihimeNakamura
2012-11-19, 05:43 AM
Changelog! A couple of costume effects here, and tweaks on a couple of illuminations.


Subtle costume effect added. Sometimes smashing face is not the answer. Sometimes smashing face is the answer, but you'd be better off doing it while nobody can see you. Subtle has you covered either way.
Warded costume effect added. It is now official punch-a-caster day. Punch them. Go ahead. They've earned it.
Beam and Storms have gained a minor buff - they are now 1m augmentations, and offer less range per rank and slightly slower damage decay. This should offer a few more options at low levels while I work on more augmentations. Particularly surges. We need more low-level surges.




A few reasons. Most direct is that you have more than two arms - playing a Kreen, for instance, though there are other ways. If you're facing a disarm-happy enemy, you can also conjure up a copy or two to grab and avoid having to run over and pick your weapon back up (or just burn a swift to invest 2m and conjure a replacement on the spot). And heck, if you're just chilling, having a cloak of floating armaments just plain looks cool.

Is it super-powerful? No, not really. But for most characters, the lightforge investment is going to be secondary to the freebie device - which shares all the awesome of your primary device. Including enchantments. In effect, you're cutting the enchantment costs on your weapons in half, compared to wielding your device in one hand and a normal weapon in your other. Weapon enchantments are pricy. And that's before you get into how twinked out a device can be after a few Enhanced Armaments effects.




Jamieth answers this pretty spot-on. Champions don't get some illumination augments for the same reason that Zodiacs don't get Cartridges. It just isn't their forte. I wouldn't quite call champions' illuminations a secondary feature, but they use them differently than a zodiac does, and they supplement them with quite a few other tools zodiacs lack. Not every class can do every thing - if they could, there'd be no reason to make them separate classes in the first place!


Point.

-snip-

ETA2: So... you may want to space out how you can take enhanced armaments feats. Like Oversize.

Draken
2012-11-19, 08:56 AM
ETA2: So... you may want to space out how you can take enhanced armaments feats. Like Oversize.

Feats are an opportunity cost and the Enhanced Armament feat isn't really good enough to be taken as more than filler or build necessity, in lieu of more standard choices.

KoihimeNakamura
2012-11-19, 09:28 AM
mm. I can see that. On a side note, what happens when you put more motes into the enchantment han the weapon can use (more than +5) Is it capped period, or are you able to put in more motes to take effect with the cartridge boost and they're ignored until then?

Waddacku
2012-11-19, 11:15 AM
How does Tremors interact with Shapes? Does it still apply even if it's an AoE, not a hit, and if so, does it force a second Reflex save or would you use the save for half to determine if your enemies get launched?

Selinia
2012-11-26, 12:47 AM
Changelog: Illumination Workshop update!


Changed the way illuminations are put together! The new system is slightly more restrictive, but it will make it a lot easier to make new effects in the long run, and makes assembling illuminations a little more intuitive.
Added several illuminations, renamed a few, and edited a healthy majority to some small extent. I recommend that you view the list of components as an entirely new entity in its new usage context.
The Radiant Armaments class feature now innately grants a single Enhanced Armaments effect on aquisition.
Minor clarifications.



I'd note that there is an Enhanced Armaments that makes the weapon light.

That said, looking at that, and the Conductive enhanced armament, it occurs to me that there is something of an issue with some of these being things you'd quite likely want at first level (such as Effortless for someone who plans to duel wield, conductive for those who find it important and likely will lack any non-feat granted Enhanced Armaments, or Reach for those building around that). Given that, it seems it may be worth granting a single enhanced armament to all of the classes when they gain their enhanced armaments.

You make a good point. While lots of builds have 1st level feat taxes, evokers don't gain bonus feats, and demanding a feat that early seems a tad harsh. Armaments effect added to initial acquisition.


On a related note, I suspect that upon gaining enhanced armaments you select from either device or costume, as opposed to getting one of each, but this isn't entirely clear. That said, it is quite possible that at later levels dex based builds will find they have higher AC without the costume as a result of focusing their enhancements on the device and not upgrading the costume.

Also related, KoihimeNakamura brought up a good point about thrown weapons. It may be worth adding an enhancement to make the weapon able to be thrown. Possibly with a ten or fifteen foot range increment that goes up by five each additional time you add the enhancement.


Regarding Dex-based builds - this is true of Dex based builds and pretty much any sort of armor whatsoever, and Costumes are more forgiving than most. In order to be better off AC-wise with clothing than a costume, a magical girl would need a Dex of 32. That is a godlike score. Within the realm of possibility? Certainly. But as you say, only a handful of dex-based builds are going to hit scores like that, and even then, only at high levels. If AC is so important to her that she can't live without those few points, she can pick up a copy or two of Agile (or simply Durable, which is more efficient on the pure-AC front). If she has such an offense-skewed build that she can't afford those Enhancements, then I see no problem with missing out on a few points of potential AC - that's a build choice, and you can't have everything. And I'd bank that such a magical girl will still wear her costume though. Firstly, because it is still the best light armor around. With an AC of +4 and max Dex of +7, there is a total possible AC bonus of +11. That is on par with the best core armor option (Mithril Full-Plate), and an objective step up from the best light armor option (Mithril Chain Shirt, at +10 total bonus possible). Second, I think the potential of Costume Effects outweigh the benefits of a couple points of AC by a hefty margin.

Regarding thrown weapons - simply take Marksman or Bolt, and fluff it as a returning thrown item. This is actually specifically called out as an example in the description of Marksman. That said, I am leaning towards adding an enhancement for those two that allows them to be used in melee without provoking AoOs, so as to better facilitate switch-hitter builds.


mm. I can see that. On a side note, what happens when you put more motes into the enchantment han the weapon can use (more than +5) Is it capped period, or are you able to put in more motes to take effect with the cartridge boost and they're ignored until then?

The Enhanced effect is a fully external modifier to the normal enhancement bonus of a magic weapon. Simply put, it allows weapons to break the usual cap. With 12m invested in the Enhanced effect, and a +5 weapon as the base, the evoker is essentially wielding a +10 weapon. The ability to create weapons that are literally impossibly sharp and powerful is the biggest perk of the element, and honestly the only reason a non-champion would take it at later levels. I'll add this clarification.


How does Tremors interact with Shapes? Does it still apply even if it's an AoE, not a hit, and if so, does it force a second Reflex save or would you use the save for half to determine if your enemies get launched?

Tremors still applies to AoEs - the knockback applies from the origin point of the effect. For lines and cones, it doesn't really change anything. For a burst, it knocks the target away from the center of the burst - which means that a clever evoker can actually knock enemies towards her with a well-placed explosion. Regarding saves, the update to illumination renders the question moot, I think. If I'm missing something, let me know.

Garryl
2012-11-26, 02:06 AM
Any chance the table of # of costume elements by level can be moved into the specific class tables? It's the one thing based solely on your level in specific classes that isn't with those classes.

Some (not all) of the Blast Shape components still have the [Shape] tag. None of the other illumination types have that tag on the Shape components.

No shape for the classic 60' ranged touch attack Blast? It seems to have been lost since it was baseline before and didn't have a component dedicated to it.

Prism is missing a bit where it connects multiple damage types to amalgam damage effects (it talks about amalgam damage, but neither defines it nor indicates that when multiple ranks are applied, the Blast deals amalgam damage combining the chosen damage types).

For the Shelter Barrier Foundation, did you mean total cover for 12m, or improved cover? Total cover is rather extreme (no line of effect means virtual immunity to anything other than the explicitly-allowed melee attacks) compared to improved cover (improved evasion, essentially). I have no problem with it as-is since nothing is unidirectional (yet), but I particularly noticed certain options referring to the possibility of affecting individuals, rather than areas, so beware.

Rather few secondary Surge effects for Champions, are there? Just the range booster and Promises.

Battles + Pulses is like a mass version of Swift Haste starting at level 1, btw. Tone down Battles a bit, maybe? There are many other foundations that have no effect with few enough motes, or you could move it to a secondary effect.

Draken
2012-11-26, 07:56 PM
Rank 0 Cascade is the default 60 foot ranged touch attack.

I should know, I made sure Selinia made that explicit in Cascade's text when she first showed it to me.

And pulses plus battles is, at least at character level one, roughtly equivalent to the Snake's Swiftness spell, just with much more limited range. It is a potent buff and somewhat balanced after flurry of blows.

Garryl
2012-11-26, 09:19 PM
I see. The rank 0 think is a bit hidden in there. How about instead having a cost of 0m + 3/rank beyond the first (similar to many other shapes), thus putting it up top with the 0m shapes instead of hidden at the bottom with 3m shapes. This also lets you remove the +1 target thing and the special case for 0 ranks. It would look something like this:



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 1 creature per rank 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.


Regarding Battles, Snake's Swiftness is a standard action spell (the Mass version as well, which is still Drd 2, Sor/Wiz 3), not swift. It's one thing to give up your turn to give all of your allies an extra attack, it's another thing entirely to do it while still doing something awesome with your standard action as well. At least at low levels, anyways. I don't much mind it at level 7+, like it was before.

sreservoir
2012-11-27, 08:53 PM
I can't help but think that horizon, pilgrimage, amplitude scale far too quickly, unless by "double" you mean +100%, in which case ... well, possibly there are better ways to spell that out. because otherwise, well, that gets a bit far out quite quickly; just 20 ranks gets half the circumference of this earth, after all, for a cascade blast (and dominion barrier, while not quite, gets close!), and the moon is within reach of a champion 20.

which are allies and which are enemies is p much an arbitrary distinction, isn't it? seems silly to choose that on illumination crafting for the pulses shape.

borders and ramparts could totally do with being able to be turned to a slope >|||

Morcleon
2012-11-27, 08:56 PM
I can't help but think that horizon, pilgrimage, amplitude scale far too quickly, unless by "double" you mean +100%, in which case ... well, possibly there are better ways to spell that out. because otherwise, well, that gets a bit far out quite quickly; just 20 ranks gets half the circumference of this earth, after all, for a cascade blast (and dominion barrier, while not quite, gets close!), and the moon is within reach of a champion 20.

Unless otherwise specified, in D&D math, a "doubling" is +100%. Although I would agree that stating 100% is better.

Garryl
2012-11-27, 10:11 PM
Unless otherwise specified, in D&D math, a "doubling" is +100%. Although I would agree that stating 100% is better.

That's only true for abstract units. For real-world values (like time and distance), you use real math (2x2=4).

ZeroNumerous
2012-11-28, 03:06 PM
Regarding Battles, Snake's Swiftness is a standard action spell (the Mass version as well, which is still Drd 2, Sor/Wiz 3), not swift. It's one thing to give up your turn to give all of your allies an extra attack, it's another thing entirely to do it while still doing something awesome with your standard action as well. At least at low levels, anyways. I don't much mind it at level 7+, like it was before.

I have to agree that getting what is effectively Haste pre-5th level(which is the point where Wizards get 3rd level spells, and thus actual Haste) isn't good.

Yes, it's comparable to flurry of blows, but flurry is balanced by the monk sucking whereas Battles is flurry of blows on a full BAB chassis that isn't MAD as hell. (Battles + Pulses, or Battles + Bolts)

Alternatively, a Stargazer with battles is capable of buffing his/her allies with what is effectively a swift-action Snake's Swiftness. (Battles + Bolts)

Finally, I'm sure an Empath won't have better things to do with his/her swift action than giving the BSF another attack. (Battles + Bolts again)

Essentially what I'm saying is: I feel that Battles is so strong that there's no reason to not take it, whether you're a Stargazer, Champion, or Empath.

KoihimeNakamura
2012-12-03, 06:40 AM
That's only true for abstract units. For real-world values (like time and distance), you use real math (2x2=4).

Yeah. Someone's running around in a game I'm in with a 3840' ray.

jamieth
2012-12-04, 11:44 AM
It seems I finally got to actually play the class, and I have a couple of serious rules questions... and one not so serious one.

1. How do Tremor Blasts interact with Area shapes? Do the creatures who made their saves negate both throwback and damage completely?

2. Is there a way, under current Illumination rules, to have a barrier that surrounds the evoker and moves with her? I don't see any shapes that mention anchoring a Barrier to a creature, rather then a ground.

3. Considering this...

In most cases, this effect modifies a costume to be sleeker and more aerodynamic: excess material is cut away, and that which remains hugs close to its wearer’s body. When infused with motes, this progresses dramatically, and this costume effect has gained a degree of infamy in some circles for the enthusiasm with which some evokers designate portions of their attire as ‘excess’.
and this...

The Weightless effect tends to add ribbons, tassels, and long, flowing cuts of cloth to a costume, whirling about with the evoker’s movements.
, is it viable to assume that the costume formed by boosting both effects up to 20 motes would consist exclusively of strategically placed ribbons? On the other hand... no, don't answer that one.

Snowfire
2012-12-04, 11:46 AM
3. Considering this...

and this...

, is it viable to assume that the costume formed by boosting both effects up to 20 motes would consist exclusively of strategically placed ribbons? On the other hand... no, don't answer that one.


Yes. :smallamused::smalltongue:

Durazno
2012-12-12, 12:57 AM
I don't see anything against it offhand, so I assume it's possible to take Twinned Device when you have Stance as your device? Taking it once would represent laying in a devastating punch and then attacking with your other hand, I suppose, but what if you take it four times? Are you spawning shadow clones? Surrounded by points of light that pummel your foes as you throw punches?

Draken
2012-12-12, 01:12 AM
I don't see anything against it offhand, so I assume it's possible to take Twinned Device when you have Stance as your device? Taking it once would represent laying in a devastating punch and then attacking with your other hand, I suppose, but what if you take it four times? Are you spawning shadow clones? Surrounded by points of light that pummel your foes as you throw punches?

Twinned device does not allow you to multiweapon fight if you are not innately capable of such*. When applies to stance, it merely gives you a second unarmed attack boosted by the device benefits.

* No, legs don't count for unarmed strikes in this case.

But these are mechanical considerations. The second part of your question pertains to visuals, and that is something entirelly different. The visuals are not set by the class, they are very much individualized and left for the player to decide.

jamieth
2012-12-12, 06:06 AM
Actually it's a moot point anyway, since Twinned is explicitely for Versatile, Marksman and Implement devices only; so, no, you can't take it with the Stance - for the same reason monks can't get an off-hand attack. Still, +Cha to damage seems quite a nifty bonus to justify picking Stance as a weapon... possibly.

Lix Lorn
2012-12-12, 05:50 PM
Actually it's a moot point anyway, since Twinned is explicitely for Versatile, Marksman and Implement devices only; so, no, you can't take it with the Stance - for the same reason monks can't get an off-hand attack. Still, +Cha to damage seems quite a nifty bonus to justify picking Stance as a weapon... possibly.
Actually, most DMs I've seen do let you TWF with a monk.

Snowfire
2012-12-12, 05:53 PM
Actually, most DMs I've seen do let you TWF with a monk.

....

What?

Lix Lorn
2012-12-12, 06:04 PM
It's just a terrible idea, since they'll never hit anything.

GFawkes
2012-12-14, 03:09 PM
I've been thinking about Epic levels for the Champion and Stargazer (mostly because I'm applying for a game with a Champion in epic levels), and I've come up with this for what happens to each of them:

Champion:
Illuminations: DC is still modified by evoker lever, but no new Illuminations are learned or able to be readied, just like how other spellcasting classes don't get any more spells when they hit epic.
Cartriges: You may have one additional cartridge existent at a time every 5 levels (25, 30, etc)
Enhanced Armaments: Every 4 levels (24, 28, etc), gain another Enhanced Armament.

Gain a bonus epic feat every 4 levels

Stargazer:
Illuminations: As Champion
Complex Formula: Every 4 levels, the Effective Evoker Level boost goes up by 1 (+7 at 24, +8 at 28, etc). Starting at level 24, and every 8 levels thereafter, gain another Complex Formula (32, 40, etc)
Luminous Reservoir:Every odd numbered level, the reservoir increases by 3 (33m at 21, 36m at 23, etc)

Gain a bonus epic feat every 4 levels

For Epic feats specifically for both classes, I have a couple ideas, but I need to flesh them out a bit more.

sreservoir
2012-12-14, 11:57 PM
so, for those features which allow illuminations to be used with lowered mote cost, champion capstone and stargazer's complex formulae, how do those interact with resplendent device effect? does the number of motes invested need to equal the illumination's actual cost, or just the cost paid? and how does this interact with the zodiac's per-encounter use limit?

(it slightly amuses me that the champion's capstone includes an illumination or greater magnitude than anything stargazers ever manage to produce, even though the latter is the more ... illumination-fixated, of the classes.)

sreservoir
2012-12-17, 09:49 PM
perhaps resplendent should specify the action (same as illumination, I'd assume); the "at any time" makes it a bit unclear.

does use of an illumination through resplendent count toward the per-round limit on mote use on particular classes of illumination?

is it not ... slightly silly that the stargazer capstone, i.e. the feature which prevents all its supernatural features from being disabled in AMF, is, itself, supernatural, i.e. disabled in AMF? (RAI is clear, of course, and perhaps this falls under specificity precedence, but still.)

proposal: strongholds (and maybe dominions) barrier shapes can target a creature or object, and move with that creature or object? (I must say, incidentally, that the reason for "or object" is so that I don't have PETRA at my doorstep for stapling <1 hd diminutive animals onto things :&). or, well, make a new shape for it ??

being able to bolts surge and automatically affect allies on the moon is ?? this is essentially still the problem with the range-increasing augmentations scaling exponentially instead of linearly due to being real-world units, though.

barricades barrier, so, um, options are a) use up 10+5*m/3 ft. b) strength check of illumination DC + 2*m/3 (so ... 10 + 1/2m + 2/3m + Ability modifier, so it scales at a rate of +7/6 per mote, an ability check, such that at 12m, the DC is 24, which is ... hard to pass, before accounting for things like resplendent and the enhanced armaments effect and ability modifier (for we we might assume parity with strength), so the barrier alone pretty much shuts down any anything that needs to move around and do something with its non-swifts) or c) use a full-round action? except if m>=12, then only (b) and (c) are allowed, and since (b) has a ridiculously high DC probably, (c) is the only reasonable action short of teleporting or something.

if something else is pushing the creature against the barrier, do we have a) the creature splats against it, b) the creature chooses whether to splat or to move into the barrier, c) the creature just moves through the barrier, d) ???

if the creature is being moved by some external force and we are not using interpretation (a) above, is ... distance reduced?

if a creature is unaware of the quasisolidity of the barrier, does it still choose, or does it just move through? or perhaps the barrier is just treated as solid automatically?

my recommendation is either hits the barrier as any solid object; or will save to realise/react to the qualisolidity of the barrier in time to choose whether to pass through (reducing distance travelled on the other side?). this produces a nice interaction with tremor blast s.t. at the cost of the move action and a few motes, allow for tremor to do just as much damage as power, plus prone, for single-target.

(the will save option is especially appealing, since a successful save against the barrier will actually reduce the tremor blast's damage due to less distance travelled.)

I assume all objects treat barricades barrier as not there? (and, uh, I guess shoes sink into the barrier until feet reach the barrier and get stopped if you walk on the barrier! fun!)

wait, does the "length can be shaped in any manner the evoker deems fit" clause allow for borders, ramparts barriers to be, like, shaped in a circle?

hm, there's no option to use an illumination at less than full effectiveness, I don't think? like, FULL POWER is the only available setting without having crafted another, less full-power, illumination? ... this is probably intentional, I guess, what with the genre.

say, is it possible to store an illumination in the resplendent effect, take five minutes to switch to a different set of illuminations, and keep the resplendent effect's illumination as effectively a 1/encounter effect?

jamieth
2012-12-20, 07:37 AM
[B]11/26/12:
The Radiant Armaments class feature now innately grants a single Enhanced Armaments effect on aquisition.

I can't find mention of this in the Radiant Armaments feature, neither in the class features description, nor in the Radiant Armaments section... was it left out by mistake?

sreservoir
2012-12-20, 09:07 PM
comments for this read-through.

occasionally trying my hand at rewriting things I dislike (mostly for aesthetic reasons, more, than anything, but)

Champion

font of life needs to prevent unconscious for hit point reasons, too, probably.

"Upon awakening to the radiance within her soul, a champion establishes a bond with a particular weapon and suit of armor – respectively referred to as her Costume and her Device." this sentence is still nonsense.

"becomes a Native Outsider with one alignment subtype" afaict "Native Outsider" is unusual language; "becomes an Outsider and gains the native subtype and one alignment subtype of her choice," perhaps -- the type is Outsider, and native is a subtype.

Stargazer

"may at times fall of deaf ears" I'm still not sure whether the "of" is a typo. I think it is.

"passes through them. stargazers, however" capitalisation.

I'm not sure I quite understand why luminous reservoir begins at 3rd with 6m and increases 3m at every odd level, and doesn't just start at 1st with 3m, but okay.

Blasts

[Shape] tag can go from assault, explosion, storms, eruption, cascade, chains.

suggest rewrite cascade:


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 a number of creatures within a 60' base range up to the number ranks of this component with a ranged touch attack. The evoker makes only a single attack roll, comparing it to the touch AC of each of her targets.

which creates no exceptions.

tremors Bugs Me with the distance varying with the damage potential instead of the actual amount of damage done ... and also that a reflex save shape causes it to deal no damage on save instead of half as normal.

this is not necessarily a problem, but I'll try and rewrite that, too


Tremors [Champion, Empath, Stargazer]
Imbuing her blast with pure kinetic force, a magical girl can use this illumination to literally blow her enemies away. A blast with this foundation deals 1d6 damage for each mote of the illumination's cost; this damage may be reduced by a successful Reflex save in the case of area blasts, or by resistance in the case of elemental blasts, and so on. However, a creature struck by the blast is knocked back 5 ft. for every 4 points of damage the blast would deal, unless such motion is somehow blocked (such as by a wall), and the damage is reduced by 2 points for every 5 ft. the creature travels as a result of the blast. Afterward, a creature which takes damage from the blast is rendered prone.

original is 1d6 damage per 2 motes, 5 ft. movement per mote, and +1d6 per 10 ft. stopped by a wall (two times 1d6 per 5 ft., minus 1d6 for the damage appropriate to the 10 ft. stopped by the wall), so 2d6 per 2 motes..

this is base 1d6 damage per motes, moves an average of 35/8 (4 + 3/8) ft. per mote (or, 5 ft. per 8/7 (1 + 1/7) motes), which is close enough for government work, and with damage thus reduced an average of 7/4 (1 + 3/4) per mote, yielding an average damage of 7/4 damage per die, and thus per mote, which is exactly equal to the average damage of 1d6 per two dice, albeit with a harder, more centre-tending curve due to the higher degree. when stopped by a wall, the damage is 1d6 per mote, without penalty. This makes this version slightly better on odd-numbered levels, but. (less variability is also, in general, probably advantageous on the player end, but the effect of that should be essentially negligible. except, uh, the actual distance moved is a bit variable, too, and that might be a bit less advantageous.)

(but really the point is just, this has average-case performance roughly equivalent to the original, but does not Bug Me quite as much. it might Bug someone else, of course ??)

Barriers

barricades is weird, I've mentioned, see my previous post.

silence augmentation's "If a barrier with this effect is placed upon a targeted creature, rather than an area, that creature may attempt a new Will saving throw at the beginning of each of their turns." clause indicates there is a way to target a creature. there isn't. fix!

hm, I'd expect a champion, being most likely to actually get into melee, would be the most likely to need returning for tactical teleportation, but.

I see that that temphp barrier no longer exists?

Surges

suggest remove the "radiant" bonus type from courage surge? p sure it's a unique bonus type anyway.

it's slightly more efficient (and safer) to bring one's own key ability score, or one's allies', up lots through might, than to use denunciations to bring down a save: the latter needs the target to be there to target; it usually requires getting close enough to target (unless you spend more motes on extending ranges); it's possible to miss with it. it advantages are mainly that denunciations allow for to tack on all the debuffs that can go with a surge, whereas there ... aren't many buffs that can on a surge, actually, since they're seemingly mostly now fundamental components; and that, if multiple allies use different key ability scores for their DC, it's possible to benefit them all at the same time; and, it doesn't overlap with an existing enhancement bonus; to be sure, this latter makes denunciations probably give a better deal than might from level 6-ish onward, but the lack of non-fundamental buffs to go with surges I would see as a bug, and the general utility of might for skill checks, ability checks, &c. probably makes might generally better.

it's also ugly that it's per 4m instead of per 3m as sanctity is when the two are inverse effects, but.

"to a minimum penalty of -1" is strangely worded, incidentally.

suggest:


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. The target of the effect suffers a -1 penalty to all saving throws. For every 3m of the illumination's cost, the penalty to saving throws increases by -1.

the fact that only courage and denunciations and sanctity have no effect at 1m; even battles has an effect. I propose that either all fundamental surges scale floor proportionally to mote consumption (so battles and might don't have "base" effects) or courage and denunciations and sanctity gain a base +1/-1 in addition to mote costs.

naturally, I prefer the latter, so propose


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. The target of the effect receives a +1 bonus to AC. For every 2m of the illumination's cost, the bonus to AC increases by +1.


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. The target of the effect receives a +1 bonus to all saving throws. For every 3m of the illumination's cost, the bonus to saving throws increases by +1

actually, since might has a bonus type, maybe other things should also have bonus types? tbh I'd make courage, denunciations, mockery, sanctity all morale modifiers, though that would leave the awkward situation of might having a different modifier than everything else? but might being morale would make it stack with all the enhancement modifiers, which is also not necessarily a good thing.

courage, denunciations, and mockery should probably all be morale effects per fluff, of course, although highly mutable fluff by design ... bah, idek.

after that, I'd rejiggle the surge effects by pairing counterpart effects; innocence/prosecution has that sort of a thing going on already, and, uh, I guess resolve is hard to mirror because that would should be a blast effect, and battles doesn't really, and diamonds' inverse is on a blast effect.

mockery is ... strange. does the penalty ... apply to attacks and skill checks in that round until an attack roll (but not a skill) fails? see, the first time I read it, I read it and went "wait, the penalty persists past the duration of the illumination until an attack misses?" that didn't make much sense. ... the will save also seems a bit out-of-place when it's an effect which provides a penalty and denunciations, for example, isn't requiring a slave, but okay. suggest:


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. The target of the effect must make a Will save or suffer a -1 penalty for every 1m of the illumination's cost to all attack rolls and skill checks until it misses an attack.

and here goes nothing, but I'll try my hand at writing a counterpart to it:


Esteem [Champion, Empath, Stargazer]
A little respect goes a long way; sadly, it often tends to be very much lacking in the world. But with an appropriate amount of support and encouragement (and not a small investment of radiant power), even the most otherwise pathetic sort of creature can accomplish something of value. The target of the effect receives a +1 bonus for every 1m of the illumination's cost to a single attack roll or skill check. The choice to use this bonus must be made before the roll it is to modify is made.

it is, uh, modelled off of moment of prescience and true strike? would say it might be best to tack on an insight bonus type?

I mean, quickened true strike is available from 9 and is +20 insight, while moment of prescience is +CL insight to p much anything. and then there's divine insight which is +5+CL insight to a skill (max +15) and guidance of the avatar is +20 competence, both from 3, but the latter is ridiculous by consensus, while the former ... ?? I don't know; one one hand, evoker level isn't anywhere near as easy to boost to +ludicrous as caster level; and in any case, +large to something mostly binary doesn't seem a huge deal; on the other hand, power attack; but then, an assault blast is +ELd6, and this is just +2EL, essentially, but before other modifiers.

(such a bonus is ... probably a really bad idea without a bonus type, in any case. anyway. insight would be my first choice, because wrt both skills and attack, the most ludicrously large single-use bonuses do tend to be insight, but then, competence is the equivalent of enhancement for skills, in that it's most likely to overlap with items. also, guidance of the avatar is a competence bonus. (so is wieldskill, I guess.) why does that spelle exist again, remind me.)

I have to concur that battles base effect is a bit excessive, in any case, but I have no good suggestions for how to improve that.

suggest reworking which surges are fundamental and which are augmentations, though, the augmentations are a bit loaded with debuffs.

also pulses selecting allies or enemies a bit ... arbitrary. "ally" supposedly means "A creature friendly to you" ... but friendly, what, as in attitude, as in the thing you deal with with Diplomacy? and an "enemy" is "A creature unfriendly to you." it's a bit of a mess, really, and uh, possibly:


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. The evoker may choose to exclude any particular creatures from the illumination's effect.

Radiant Armaments

okay crit-range expansion with precise is amusing. (never mind that it's more efficient to let precise ranks approach three fewer than brutal, let's build a champion 16/human paragon 3/fighter 1 with improved critical and spending all the other feats on precise! that's five from being a champion, seven from standard feats, one for being a human, and one from being human paragon, and, uh, two flaws. with a keen marksman device. critical on a 1! er, crit threat on a 2!)

Rokku
2013-01-06, 09:13 PM
I'm reading through this for the first time since somebody's looking to use it in a game (http://www.giantitp.com/forums/showthread.php?p=14484940#post14484940) and I have an important question about the Stargazer: does Luminous Reservoir ever refill? I understand that it doesn't refill with normal mote refresh on a turn by turn basis, but as written, it appears that once you've used those motes they're gone forever, which is pretty rough for a class feature. Did I just miss the refill method? If so I assume it's meant to refresh on a daily basis.

Draken
2013-01-06, 09:37 PM
I'm reading through this for the first time since somebody's looking to use it in a game (http://www.giantitp.com/forums/showthread.php?p=14484940#post14484940) and I have an important question about the Stargazer: does Luminous Reservoir ever refill? I understand that it doesn't refill with normal mote refresh on a turn by turn basis, but as written, it appears that once you've used those motes they're gone forever, which is pretty rough for a class feature. Did I just miss the refill method? If so I assume it's meant to refresh on a daily basis.

It refreshes at the beggining of each encounter.

sreservoir
2013-01-06, 09:40 PM
I'm reading through this for the first time since somebody's looking to use it in a game (http://www.giantitp.com/forums/showthread.php?p=14484940#post14484940) and I have an important question about the Stargazer: does Luminous Reservoir ever refill? I understand that it doesn't refill with normal mote refresh on a turn by turn basis, but as written, it appears that once you've used those motes they're gone forever, which is pretty rough for a class feature. Did I just miss the refill method? If so I assume it's meant to refresh on a daily basis.


At 3rd level, a stargazer gains a reservoir of bonus motes at the beginning of each encounter.

at the beginning of an encounter.

what's an encounter? ... well, you have them, as long as what you're doing isn't time-critical.

Lix Lorn
2013-01-06, 10:10 PM
Couple of minor things I noticed building a charrie.
-There didn't seem to be many costume elements applicable to medium armour. Possibly this was just me being fussy, though.
-There's no way to get a /wide/ beam/. You can make it longer, but you can't seem to get one more than one square wide.
-More feats would really be nice. But I imagine you're working on that right now. :smallsmile:

sreservoir
2013-01-06, 10:55 PM
there is no spell shape which would function as a wide beam, either; the closest is the cylinder shape, but only for the down direction (which is ... very arbitrary, really, but).

... that could be worked from, though.

NineThePuma
2013-01-06, 10:57 PM
I've never understood the fascination with thicker energy beams. Wouldn't cones be more useful?

Lix Lorn
2013-01-06, 11:03 PM
Well, here it's because a lot of magical girls seem to produce energy beams wider than themselves.
For example, Lux's ult is at least 10ft wide, and she's a magical girl if there ever was one.

Rokku
2013-01-06, 11:52 PM
It refreshes at the beggining of each encounter.

Aha! See, I knew I should have learned to read.

Durazno
2013-01-08, 03:23 AM
A thicker energy beam could be handy when you're trying to blow a hole through a wall without bringing it down, I suppose.

NineThePuma
2013-01-08, 03:40 AM
Thicker than 5ft around though?

Durazno
2013-01-08, 05:02 AM
If you want to bring your Brass Dragon buddy along, sure!

kestrel404
2013-01-08, 11:53 AM
Well, I've been directed to this thread recently, and I've got some ideas. I'd like to fill in the blanks, as it were. So here's one of the bigger blanks:


Empath


"In many ways, my path is the path of imagination. To imagine yourself in the place of another is to understand that person as well as you understand yourself. Once you empathize with a person, it is simple to show them the light."
-Selune, an Empath

The light of the moon shines down on all living things, changing with days and seasons as the the trees and flowers change, in cycles. The empath recognizes that life, in all its varied forms and functions, is merely an extension of the Light given form. While individuals may choose good or evil or any other path, their very existence is premised on their first being innocent children, and becoming what the world and the life around them has made them.

Empaths understand life and people on a fundamental level, seeing all life as something to be guarded and protected. They tend to take a longer view than either of the other kinds of champion, focusing on tomorrow while dealing with the problems of today. This and their understanding of the world around them give them a sense of calm serenity in the face of any odds, making them formidable and capable.

Making an Empath:
Abilities: An empath's power is born of understanding and imagination, drawn forth with a will of iron and a supple mind. Thus, a high Wisdom will allow them to most effectively wield their Illuminations and know the hearts of both their friends and enemies. A good Constitution score will also likely be important to an empath, as they often find themselves holding the middle ground, defending those less capable.

Role: An empath has to fulfill many roles on the battlefield, and as such she comes with a variety of tools. She is shield to those more fragile, nurse to the hurt, lioness when battle is called for and peacemaker when it is not. For this reason she has some aspects of champion, some of stargazer, more skill than either and her own abilities to adapt to circumstance.

Races: Members of any race can take up the mantle of an empath, but they are most common among races with a strong tie to nature. Understanding life in all of its forms and phases is essential to being an Empath.

Alignment: Perhaps the most morally flexible of the Evokers, the Empath is able to understand all others, to set aside her own morality and considder that of another with truly open eyes. While almost no Empath ends up walking the path of evil, neither are they always good. A starting empath is usually within two alignment steps of neutral good.

Starting Gold: As druid

Starting Age: Most empaths come into their power early, perhaps out of the innocence of childhood. When rolling for age, roll as a Bard - but subtract the total from adult age rather than adding it (to a minimum of half an adult’s age). If rules are in place that would reduce the statistics of child characters, the stargazer is exempt from them.

Class Skill List: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature) (Int), Knowledge (History) (Int), Knowledge (Nobles) (Int), Knowledge (Religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha)
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Empath

Hit Dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Illuminations Known|Illuminations Readied

1st|
+0|
+2|
+0|
+2|Radiant Armaments, Merciful, Understanding (1 target)|
5|
2

2nd|
+1|
+3|
+0|
+3|Power of Friendship|
6|
3

3rd|
+2|
+3|
+1|
+3|Mooncalled Illumination 1/day|
6|
3

4th|
+3|
+4|
+1|
+4|Lunar Companion|
7|
3

5th|
+3|
+4|
+1|
+4|Moonlit Transformation (Humanoid) 1/day|
8|
4

6th|
+4|
+5|
+2|
+5|Understanding (2 targets)|
8|
4

7th|
+5|
+5|
+2|
+5|Mooncalled Illumination 2/day|
9|
5

8th|
+6/+1|
+6|
+2|
+6|Enhanced Armaments|
10|
5

9th|
+6/+1|
+6|
+3|
+6|Moonlit Transformation (Fey, Tiny, SLA) 2/day|
10|
5

10th|
+7/+2|
+7|
+3|
+7|Understanding (3 targets)|
11|
6

11th|
+8/+3|
+7|
+3|
+7|Mooncalled Illumination 3/day|
12|
6

12th|
+9/+4|
+8|
+4|
+8|Cloaked in Moonlight|
12|
7

13th|
+9/+4|
+8|
+4|
+8|Moonlit Transformation (Monstrous Humanoid, SU) 3/day|
13|
7

14th|
+10/+5|
+9|
+4|
+9|Understanding (4 targets)|
14|
7

15th|
+11/+6/+1|
+9|
+5|
+9|Mooncalled Illumination 4/day|
14|
8

16th|
+12/+7/+2|
+10|
+5|
+10|Enhanced Armaments|
15|
8

17th|
+12/+7/+2|
+10|
+5|
+10|Moonlit Transformation (Outsider) 4/day|
16|
9

18th|
+13/+8/+3|
+11|
+6|
+11|Understanding (5 targets)|
16|
9

19th|
+14/+9/+4|
+11|
+6|
+11|Mooncalled Illumination 5/day|
17|
9

20th|
+15/+10/+5|
+12|
+6|
+12|Moonlight Apotheosis|
18|
10[/table]

Weapon and Armor Proficiency: Empaths are proficient with all simple weapons and one martial weapon of their choice, and with light and medium armor and all shields except tower shields.

Illuminations: Infused as they are with the power of light, a stargazer is capable of crafting and calling upon powerful manifestations of radiant energy known as Illuminations. An empath knows a fixed number of illuminations, and may change any number of her known illuminations freely each time she gains a level in this class. To use her known illuminations, an empath must first prepare them – preparing illuminations is a simple process requiring five minutes of introspection, weapons drills, or some other mentally relaxing activity. Once her preparation is complete, the empath may choose a number of her known illuminations to ready. Readied illuminations remain readied until the empath prepares new ones.

Illuminations are explained more completely in their own section.

Radiant Armaments (Su): Upon awakening to the radiance within her soul, a stargazer establishes a bond with a particular weapon and suit of armor. How an empath finds the armaments that are hers by right varies widely; she may stumble upon them in a dream, only to awake clutching them in hand, or she might find them in the crater left behind by a falling star, but they always appear within a week of attaining her first level in this class.

Radiant Armaments are described more completely in their own section.

Merciful (Ex): Whenever an empath deals damage with an attack or an Illumination, she may choose to deal non-lethal damage instead with no penalty to attack or damage rolls.

Understanding (Ex): The empath has learned to understand the hearts and minds of those around her, both her friends and her enemies. Once per turn as a swift action, she may make a Sense Motive check, with a DC equal to 10 + the target's hit dice. If she fails, she cannot attempt this check on the same individual again for 24 hours. If successful, she can understand the target better. Treat the target as though the empath had that individual as a ranger's favored enemy, with the addition that the effect of all Illuminations, whether healing or damaging, are at +2 as well. The empath may have one target of understanding at 1st level, and an additional target at 6th level and every 4 levels after that, to a maximum of 5 targets at one time at 18th level. A target of Understanding remains targetted so long as they are on the same plane as the empath, or until the empath decides to target someone or something else. When an empath gains a new target of understanding and is already at her limit, she chooses which of her current targets is no longer affected. An individual may only be targetted by an empath once.

The Power of Friendship (Ex): An second level empath is capable of swaying the alignment of captured foes, as described in the Power of Friendship section below.

In addition, an empath is remarkably skilled at couching her arguments in terms her target can understand. Appealing to each individual specifically, the empath may use her Wisdom score, rather than her Charisma score, when making redemption checks. In addition, when making redemption checks on a target of her Understanding power, she is at a +2 bonus.

Mooncalled Illumination (Su): The third level empath has learned to shape her illuminations in a more spontaneous manner. Once per day, she may use any illumination she knows, even if it is not readied. She may use this ability a second time at 7th level, and an additional time per day every four levels after that, to a maximum of five times per day at 19th level.

Lunar Companion (Su): At fourth level the empath has learned enough about light and life to create a companion for herself. Treat this companion in all ways as a Druid's animal companion, with her druid level equal to her empath level minus 2. However, because of the nature of her companion, it gains the Lunar Spirit template described below.

Moonlit Transformation (Su): A fifth level empath gains an ability similar to the druid's wild shape. Once per day, the empath chooses a single humanoid form of small, medium or large size and up to 5 hit dice. This may be the form of an individual, or the generic member of a specific race. By investing half of her motes, she may assume that form for as long as she continues to expend motes. She is treated as though she is using the Alter Self spell for determining the benefits the new form grants. Her armaments transform to suit her new form, but all other equipment is subject to normal rules for that spell.

At 9th level, the empath may use this ability a second time per day, and the transformation acts as a Polymorph spell instead of Alter self. In addition, she may choose the form of a fey, and the form may be tiny, with up to 9 hit dice. Finally, she may choose a single spell-like ability that that a member of that race normally has as a racial ability, and may use that ability 1/day as though she were a member of that race.

At 13th level, the empath may use this ability a third time per day, and the transformation acts as a Polymorph Any Object spell (except for duration). Additionally, she may choose the form of a monstrous humanoid, with up to 13 hit dice. In addition to choosing a single spell-like ability that race can use, the empath also chooses a single Su ability, and may use that ability as a creature of the chosen type for as long as she wears her new form. For example, if the empath chose a creature with a breath weapon with a 1d4 round cooldown, then she could use that breath weapon every 1d4 rounds for as long as she keeps the motes invested to maintain her new form.

At 17th level, the empath may use her ability a fourth time per day, and the transformation acts as a Shapeshift spell (for this one form only). Additionally, she may choose the form of an outsider, with up to her level in hit dice.

Enhanced Armaments (Su): An eight level empath may enhance her armaments, as the Champion class ability. She gains a second enhancement at level 16.

Cloaked in Moonlight (Su): A twelfth level empath has learned to emulate the varying illumination of the moon, always shedding just enough light to accomplish her task. Once per encounter as a free action, the empath chooses one of the following: To hit, damage, fortitude save, reflex save, will save, armor class. For the remainder of that encounter, the empath gains a luck bonus to her chosen ability equal to her wisdom modifier.

Moonlight Apotheosis (Su): The barrier between the empath and the radiant power she channels has all but dissolved. She is likely a very different person from the one who first set foot on her long adventure, but her blazing spirit has preserved against all odds in the darkness of the world, beaming forth with a fury that angels and demons might envy. At 20th level, an empath forevermore becomes a Native Outsider with one alignment subtype of her choice and an Augmented subtype pertaining to her previous type, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.

Additionally, the empath’s powers have grown so versatile and precise that she is able to improvise exactly the correct response to the situation at hand. Once per day as a full round action, the empath may expend any number of motes, up to her class level. For each mote expended in this way, each person she currently targets with Understanding either takes 1d6 damage or is healed for 1d6 damage - each effect is chosen individually by target at the time this ability is used. Further, the type for the damage is chosen individually for each target, such that a target who is vulnerable to fire damage will take fire damage, while a target who is immune to fire damage would instead take force damage. Additionally, each target either is affected by or cured of one of the following status conditions: blinded, deaf, stunned, nauseated, frightened or exhausted. A successful will save DC 20+wisdom modifier allows the target to overcome this condition, but does not prevent the damage. When using this ability, the empath knows in advance all of the immunities, resistances, vulnerabilities and current conditions of each target, allowing them to craft the perfect response. This attack hits regardless of distance or targetting conditions, so long as the intended target is still on the same plane.

New template:
Lunar Spirit
The Lunar Sprit template can be applied to any animal which could be a druid's companion. The animal gains the traits of a Native Outsider, as well as the following: DR 5/cold iron, Immunity to Silver, At-will - Gaseous Form. The gaseous form is that of a silver mist which immediately moves into the same square as the Empath who created the Lunar spirit. While in Gaseous form, the lunar spirit must be in the same square as his mistress, or his mistress' armaments, or moving towards that square at full speed. A Lunar spirit in gaseous form may reside within those armaments and remain hidden with full cover, regardless of the relative sizes. If the empath who created a Lunar Spirit is killed and her armaments destroyed, the Lunar Spirit is also killed and fades back into moonlight.

(Yes, it's a pokemon template)

Draken
2013-01-08, 12:01 PM
Selinia isn't having trouble with the concept of the empath, the class is just really big.

Reaaaally big.

Snowfire
2013-01-08, 01:04 PM
Well, that really is what happens when you decide to go for that scale of Aspects.

Empath is - I believe - almost done. Just needs full writeup. Which Selinia is getting done.

kestrel404
2013-01-08, 01:10 PM
::Shrug::
This is what happens when I get interested in homebrew. I add to it.

Either Selinia likes my suggestion (it could easily just be a 4th class as well, I very nearly tossed out the moon references and left it referring to the 'light of life') or not. I leave my version there for people to critique or consider as they wish.

Also, since Snowfire's latest game is using this homebrew right now, I thought it would be nice if the 3rd base class were available while people were still creating characters.

sreservoir
2013-01-08, 06:27 PM
Well, that really is what happens when you decide to go for that scale of Aspects.

Empath is - I believe - almost done. Just needs full writeup. Which Selinia is getting done.

aspects, eh?

(clearly it is perfectly justifiable to grumble about editing though right)

jamieth
2013-01-08, 11:43 PM
Well, I've been directed to this thread recently, and I've got some ideas. I'd like to fill in the blanks, as it were. So here's one of the bigger blanks:

Nice class, one small nitpick - evokers tend to get "/enc" abilities, rather than "/day".

Also, on Lunar Spirits... on the first read, I somehow though they retain their silver-misty appearance at all times, and my first though was less Pokemon, more "Expecto... PATRONUM!" Which is nice by itself, I have to say)

The-Mage-King
2013-01-10, 03:15 AM
So, building a character for Snow's game.


It seems odd that the most melee-y of the classes can't extend their own buffs- or even do anything but apply the most basic form of buffs.

I'd expect Champions to at least get some form of secondary effect aside from range increasing.

EDIT: and de-aggroing, I mean.

Qwertystop
2013-01-22, 08:20 PM
I had an idea:

Having finally watched Madoka, and seeing the... distinct fighting style therein (summoning disposables), I realized that there was another way to handle the massive amounts of weapons currently unusable:

There are rules for volley archery, right? Basically makes it an AoE?

Why not implement that?

sreservoir
2013-01-22, 09:12 PM
I had an idea:

Having finally watched Madoka, and seeing the... distinct fighting style therein (summoning disposables), I realized that there was another way to handle the massive amounts of weapons currently unusable:

There are rules for volley archery, right? Basically makes it an AoE?

Why not implement that?

is that different from using a standard area and fluffing as appropriate?

(incidentally, hm, if you're any good at anal.ytical geometry, I suppose cones are really useful.)

Draken
2013-01-22, 09:38 PM
Change that word. For all that is good and holy, change that word.

What ever made you think that making that contraction was a good idea.

sreservoir
2013-01-22, 09:40 PM
Change that word. For all that is good and holy, change that word.

What ever made you think that making that contraction was a good idea.

oh, right, we're not playing fatal.

Qwertystop
2013-01-22, 09:41 PM
...

Oooooohhh...

Okay, now it makes more sense.

Except I still have no idea what you're talking about.

But yeah.

NineThePuma
2013-01-22, 09:42 PM
Cones are fun.

Draken
2013-01-22, 10:29 PM
...

Oooooohhh...

Okay, now it makes more sense.

Except I still have no idea what you're talking about.

But yeah.

He is talking about making an illumination using the Cone blast shape and fluffing it as a hail of arrows/bullets/ducks at your preference.

That is the point of the illumination crafting system. It is not just supposed to craft the mechanics, you are also supposed to craft the visuals, preferably within a theme specific to the character.

Qwertystop
2013-01-22, 10:37 PM
He is talking about making an illumination using the Cone blast shape and fluffing it as a hail of arrows/bullets/ducks at your preference.

That is the point of the illumination crafting system. It is not just supposed to craft the mechanics, you are also supposed to craft the visuals, preferably within a theme specific to the character.

Ah.

Okay.

Lix Lorn
2013-01-23, 06:48 AM
I used 5ft bursts of Battles to create an AC bonus for my magical centaur and her rider. ^^

Selinia
2013-02-07, 01:30 AM
So. I'm still here. A busy schedule, combined with biting off waaaaay more than I could properly chew led to me falling much further behind with this project than I'd like. There is... a ton I need to respond to in this thread since my last update, including a lot of really solid ideas and input. I'll be getting to those.

But for now, rather than delay it further, a rather simple changelog I think everyone here has been waiting on for entirely too long:


Empath Base Class added!


Was it worth the wait, and the (frankly, staggering) amount of time and effort I dumped into it? I have no clue. This class taught me a few extremely important things about tempering my ambitions into something reasonable, but the byproduct was something... that I think I can safely say is unique, even within this subsystem.

Having this done is an enormous relief - the greatest remaining gap in the Tome of Radiance is filled. I got in way over my head and gave myself a positively miserable time by sticking to an idea that was originally just fancy, but I like to think that the finished product was worth the wait.

Questions, comments, and suggestions are - as usual - more than welcome. Just having this monster of a project done and downed is invigorating, and I'm enormously looking forward to resuming my regular updates here. :smallsmile:

NineThePuma
2013-02-07, 02:09 AM
I would just like to say that you're awesome, and I'm glad you're back.

I'll read through the Empath in a moment.

jamieth
2013-02-07, 02:19 AM
OK, I am a bit confused... Empath table has a columns for Personas Known and Persona Capacity, yet I don't see any explanation of how it works... I can assume that Personas Known is the number of different Personas an Empath can have by this level, and Capacity is the number of aspects each Persona can include, but would love the clarification. Also, do aspects have to be selected at the levels they are gained? For example, Empath gains Lesser Aspects at level 5; is it possible to, at level 3, leave the aspect slot you gain empty, and then fill it with a Lesser aspect at Level 5?
Also, the description mentions Aspects grant Empaths the ability to wield Illuminations (and Moonlight Apotheosis specifically mentions Illumination lists not stacking), but what are these Illumination lists?
Also, if you have several aspects that boost the same save, do they stack? I 'm afraid having 7 "+1/3 levels" bonuses to the same save is a bit out of hand :-)

caledscratcher
2013-02-07, 02:28 AM
@Jamieth: Persona Capacity is the number of Illuminations that each Persona has. You craft the Illuminations normally and assign them to each individual Persona. I got a bit confused too, haha. :3

@Selinia: This will always be one of my favorite Homebrews ever. And it's awesomeness is now through the moon. Not the roof - it went through that way long ago! :3

jamieth
2013-02-07, 02:45 AM
Ah, I see. So, then every Persona has one Aspect selected as it (persona) is gained? OK, much more manageable :-) (and saves max out at +12 with persona boost, just a point shy of a good progression. Still terrible saves at the low levels, you're stuck with three +0's at the Level 1 no matter how you spec... but that's an issue with the way saves work in d20 inn general.). Does that mean that every Persona has all the Illuminations assigned to it available at all times?
Nice! Also, Lain might provide the quote, but for me, it would always be a "Hinamori Amu" class.

Also, at the subject of Selinia's awesomeness - I left that out of my post, feeling that stating the obvious serves little practical purpose :-)

Garryl
2013-02-07, 03:22 AM
If you want the saves to work out a bit more evenly, how about the personas granting +2, +1 at 2nd and every 6 levels thereafter? It's a lot closer to the usual good save progression from 1st through 20th (and even more so beyond, although it shouldn't actually progress beyond 20th due to epic save bonuses). Or, just use the same mechanics for base saves that personas already use for base attack bonus (switching your Empath BAB to work with a different class's progression), which would be even more consistent, both mechanically and numerically.

I'm still reading through all of the different persona abilities, but everything looks good so far. Awesome as always.

Have you ever tried building a character using these classes? I usually find that making a character is a great way to identify a lot of issues that my homebrew has that I may have missed over the course of writing it. Even without actually playing the character through anything, building one is a great way to approach the same ideas from a different and necessary perspective.

jamieth
2013-02-07, 04:02 AM
Well, there was at least a couple of campaings using these classes already (sans Empath, obviously), I applied to one featuring a gestalt characters with one Evoker side though my Catgirl Champion/Barbarian didn't make the cut. I also playtested a couple of Magical Girls through a goblin raid on Sandpoint in the very beginnning of the Rise of the Runelords. Commando really was a tough one, but, 1. there was only 2 PCs instead of four, and, 2. Champion never rolled anything over 8 on her attacks... and the Commando nat-20'ed the save against the one AoE I had. They still managed to persevere through :-)

Serafina
2013-02-07, 07:22 AM
Yes, "Persona Capacity" definitely has to be defined somewhere.

Also, you should clarify what happens to persistent Persona-powers if you dismiss that Persona. For example, whether the Mindlink formed by The Lovers stays active if you switch into some other Persona.

In addition, it might be good to rework the way saves work.
Change the table to say "Good Saves" and "Bad Saves", and then just have Aspects say "These saves become Good saves".
Works much better - the save progression will be equal to that of everyone else, and it needs less math to boot.


Other than that, well done :D
And i'd like to note that an Empath will have a HUGE selection of effectively-readied Illuminations, which will give them a lot of flexibility :)

kestrel404
2013-02-07, 11:02 AM
Typos found in Empath:
Races: Members of any race can take up the mantle of a stargazer (copy/paste error)

Other comments:
Overall an interesting class, but unbalanced (in comparison to the other two).
First, while the class starts out with 2 illuminations (painfully few), it ends up with 42 (effectively readied!). This is almost twice as many readied illuminations as a Stargazer has known.
The personas themselves are underpowered, having only a single ability (besides BAB/Save buffs, which are kind of a pain to track in combat if you're switching madly between them).

To balance the class, I'd change the Persona Capacity as follows:
Starts at 2, +1 at level 8 & 16. You start with as many 'readied' illuminations as a Champion, and in the end you know fewer Illuminations total than the Stargazer (24 vs 25 @ level 20), but you can acces any of them with a swift action.

Then I'd add a bit more to some of the aspects to make your 'class feature' more interesting. Balance them along the lines of Vestiges (Binder, Tome of Magic) - while you end up getting more at once in the long term (6 vs 4) and you get Illuminations besides, the ones you choose are permanent and you don't get any more. So, each one should really be a bit less powerful than a Vestige.

I'll add suggestions on the aspects themselves in a bit.

Here's how I'd add to the aspects:

LeastThese should get some abilities that either level up well or else remain relevant regardless of level, so that the least aspects actually see use beyond illumination capacity at later levels.

The Fool - Add evasion & weapon finesse.

The Magician - This is a creater of things, not a wielder of magic (at least no more so than any other aspect). Add Trapfinding and grant a bonus to search and knowledge(architecture & eng) checks as well - creating mundane items is nice and all, but Shapesand is better and only costs GP.

The High Priestess - Since this is a defensive aspect have all good saves, and change skill bonus from Balance (?) to Spellcraft (for identifying the spell to be countered, which is step one of counterspelling). Otherwise great.

The Empress - Add status effect removal (see Pathfinder's Paladin).

The Emperor - Nice, I like the mind-effect reversal! I'd add Combat Expertise, with a note that you qualify as having Combat Expertise (and 13 int) at all times when qualifying for feats when you take this mantle.

The Hierophant - I like it, but I'd add a mass fascinate at level 12 (fascinate up to class level targets at once), and add bonuses to Bluff skill as well.


LesserYou only ever get one lesser aspect, and it comes at the level where most heroes grow up from 'gawky' to 'heroic'. This is when your people should start to become capable of things like flight and +Stat to damage and creating zombie minions.

Lovers - Grants proficiency with all martial ranged weapons, and the ability to deal non-lethal damage at range with weapons. May also spend up to 1/2 class level (round up) in motes when using a ranged weapon to add 1d6 non-lethal damage per mote.

Chariot - While awesome, this is a 'combat aspect' with no combat abilities. Add a fly speed equal to base land speed with Perfect maneuverability, fly speed doubles at level 12. Also add the Flyby attack feat.

Strength - I expected this to be in some way related to combat, but leadership/fortitude is also appropriate. However, the aspect is far too situational and rather underpowered in comparison (aside from healing ability burn, you can accomplish the same with scrolls/wands easily). All good saves, full BAB, add in a 30' aura of Death Ward (constant), and an advancing DR N/- (1/4 levels should do).

The Hermit - I'm tempted not to mess with this, as it's a VERY handy utility/divination aspect. However, since I'm boosting all the other aspects, give this aspect Knowledge Devotion.

The Wheel of Fortune - OK, that's unique. And potent. And as a PC I'd love it and hate it. ...And it still needs a bit more to be on par with the others. How about 1/encounter (i.e. 5 minute rest), after rolling a D20 but before finding out if you succeeded or failed, you may immediately re-roll (like having a 1/encounter luck blade). This is not quite as potent as Balam's (5th level vestige) re-roll ability so should be good for a Lesser aspect.

jamieth
2013-02-07, 11:14 AM
Hm, I'm under the impression that you only have 1 aspect active at once, 2 with Apotheosis...

kestrel404
2013-02-07, 11:31 AM
Hm, I'm under the impression that you only have 1 aspect active at once, 2 with Apotheosis...

When you can switch between them with a swift action, they are effectively simultaneous. You just don't get all the bonuses at the same time.

Edit: And here's the rest of my ideas.

GreaterOnce again, you only get one of these.

Justice - While nicely in-theme, I'm not seeing any real utility for this aspect at all. Mark of Justice is incredibly situational (it's got a 10 minute casting time, and the target must be restrained or willing), easily cast from a scroll or by an NPC, and while good for punishing the enemy is not especially good for ensuring Justice. I'm going to go for a complete change here. Instead of Mark of Justice, you get a constant Zone of Truth effect (DC of 10+1/2 level+wis) that affects you & allies as well, Know Alignment, and Smite Opposition (as smite evil, but works against anyone who's alignment is at least 2 steps from your own). Smite Opposition may be used 3/encounter, and is based on Wis mod instead of cha. Additional uses of smite at levels 15 & 20. Also grants the Tracking & City Tracking feats and +wis to survival & gather information checks.

The Hanged Man - Interesting ability. I would add that any illuminations that deal damage used while in the Hanged Man aspect may be enhanced to also deal 1d4 points of ability damage to an ability of the empaths choice. At 15th level, this increases to 2d4 points of ability damage, and at 20th level 3d4. This ability may be used once per minute.

Death - That's a really nifty thing. Deathly healing. Change the good save to Fort (more thematic). Have the minute timer on the negative levels reset whenever they get hit by this again (otherwise, you're capped at -10 levels if you hit with 10 consecutive touch attacks), and anyone killed by this power is raised as a shadow under the Empath's control (as the Shadowdancer class feature). The empath may control a number of such shadows up to their wis mod at any time. The number of negative levels this power bestows when used increases to 2 at 14th level, and 3 at 18th. At 16th level, those killed by the power become Greater Shadows instead.

Temperance - OK, this, right here, is the only power really worth taking at this level as written. I add nothing to it. It's good just where it is.

The Devil - While sloth is one possible interpretation of the devil, I've always considdered it a representation of self-harm and mental issues. I'd add the ability to use Dominate Person 1/encounter, with no more than Wis Mod dominated at a time.


SublimeWell, technically you get two of these, though the second one is at 20th level. This is where I'd put the really niche/specialty abilities, while still making the powers of a level potent enough to keep up with 7th & 8th level spells.

The Tower - Wow, this is kind of painful to use - you take 50% more damage! To balance it out, you should grant Level*Wis Mod additional (max, not temp) HP while using this aspect. Yes, this means that switching out could kill you. Also grants the Blade of Blood spell at-will.

The Sun - Also grants immunity to one of the following elements when manifested: Fire, Cold, Electricity, Sonic, Force (acid is deliberately not on that list). As a standard action, you may make a breath weapon attack by spending up to your class level in motes. You deal 1d8 damage + 1d8/2 motes spent to a 60' cone (reflex half) of the energy type to which you're immune. Cannot be used again for 1d4 rounds.

The Moon - Alter self at will to any Humanoid, monstrous humanoid, animal or magical animal (regardless of HD). Only lasts while using this aspect. (For Pathfinder equivalent, you get Alter Self, Monstrous Physique II, and Beast Shape III)

The Star - You also gain Regen 5, bypassed by cold iron, as well as a constant Sanctuary (as the cleric spell) effect with a will Save DC equal to 10 + 1/2 class level + wis mod.

Judgment - This one is almost good enough, but replace see invis with true seeing. Also, a number of times per day equal to her Wis Mod, may cast Clairvoyance - must target a person, and that person get a clairvoyance to you. Any magical means that would prevent the Clairvoyance from happening prevents both connections.


Well, that's a quick attempt at re-balancing so that all the options are good ones. Hope you take some of my suggestions.

sreservoir
2013-02-07, 05:19 PM
so. other changes (based on a diff on this plaintext rendering (http://sprunge.us/eUEf?diff)).

(my previous copy was a bit ... old, mind, as we can see.)


Additionally, the champion may craft a single, special illumination,
binding it to the unfathomable wellspring of radiance that she has become.
- This illumination may possess a mote cost of up to [the champion's evoker
- level * 1.5], rounding down. The champion may evoke this illumination once
- per encounter, and invariably pays 20m for it, regardless of its actual
- cost.
+ This illumination calculates the effect of its Foundation component as if
+ it possessed a mote cost of [the champion's evoker level * 1.5], rounding
+ down. The champion may evoke this illumination once per encounter, and
+ invariably pays 20m for it, regardless of its actual cost. The champion may
+ alter or replace this illumination whenever she gains a permanent evoker
+ level.

so, uh, I guess no augmentations past 20 ?? or does it only have the foundation effect ??

actually, that's the only other real change, I think.

Draken
2013-02-07, 05:29 PM
so. other changes (based on a diff on this plaintext rendering (http://sprunge.us/eUEf?diff)).

(my previous copy was a bit ... old, mind, as we can see.)



so, uh, I guess no augmentations past 20 ?? or does it only have the foundation effect ??

actually, that's the only other real change, I think.

Foundation components have their power dependant on the mote cost of the illumination. That line merely states that the Champion's ultimate illumination works as if it had a cost of 30 motes (for a non-epic, 20th level champion), it has nothing to do with what extra effects those motes actually pay for.

sreservoir
2013-02-07, 05:47 PM
Foundation components have their power dependant on the mote cost of the illumination. That line merely states that the Champion's ultimate illumination works as if it had a cost of 30 motes (for a non-epic, 20th level champion), it has nothing to do with what extra effects those motes actually pay for.

the new line is
Additionally, the champion may craft a single, special illumination, binding it to the unfathomable wellspring of radiance that she has become. This illumination calculates the effect of its Foundation component as if it possessed a mote cost of [the champion's evoker level * 1.5], rounding down. The champion may evoke this illumination once per encounter, and invariably pays 20m for it, regardless of its actual cost. The champion may alter or replace this illumination whenever she gains a permanent evoker level.

as far as I can tell, this indicates that the illumination's foundation component functions as if at cost 1.5×level, but the illumination itself costs 20m. it is not clear how this relates at all to the extra effects of motes: must they total to at most 20m? can they also total up to 1.5×level? are they not permitted, s.t. only the foundation takes effect? are they unbounded, since there doesn't seem to be a limitation on the most cost of an illumination beyond that the mote cost cannot exceed evoker level, and mote cost is fixed at 20m?

Selinia
2013-02-07, 06:40 PM
So, first up, changelog! Lots of tweaks to get through, so here's the first batch:


Twinned Device has gained new functionality! Using a variation of the volley rules, stand at the center of a veritable maelstrom of weaponry.
Blazing Aegis has gotten a significant buff to its ally-shielding capabilities. Sword and board builds are underused and unappreciated, and can really use the help doing what they're supposed to be good at.
Added the Radiant Arsenal feat.
Nerfed the effect of the surge of Battles slightly - it no longer functions with less than 7m worth of cost, though it is unchanged beyond that point.
Nerfed the Champion capstone slightly - it now only amplifies Foundation effects. Stargazer's complex formula are still weaker in terms of raw power, but they allow for significantly more finesse now.
The Stargazer's capstone is now (Ex), so their immunity to suppression cannot be itself suppressed. That would be silly and borderline paradoxical.
Empath illumination progression has been re-worked significantly. They now possesses vastly fewer total illuminations, but they've gained a small pool of innate illuminations in exchange - allowing them a compliment of abilities they can reliably use without worrying about changing aspects
Empath formatting has been shuffled to more intuitively display their Good and Bad saves, given the highly mutable nature of those progressions.
Assorted minor clarifications and typo fixes - continual thanks to people spotting these and pointing them out. I'm chisling away at them, bit by bit.




Well, I've been directed to this thread recently, and I've got some ideas. I'd like to fill in the blanks, as it were. So here's one of the bigger blanks:


Empath


"In many ways, my path is the path of imagination. To imagine yourself in the place of another is to understand that person as well as you understand yourself. Once you empathize with a person, it is simple to show them the light."
-Selune, an Empath

The light of the moon shines down on all living things, changing with days and seasons as the the trees and flowers change, in cycles. The empath recognizes that life, in all its varied forms and functions, is merely an extension of the Light given form. While individuals may choose good or evil or any other path, their very existence is premised on their first being innocent children, and becoming what the world and the life around them has made them.

Empaths understand life and people on a fundamental level, seeing all life as something to be guarded and protected. They tend to take a longer view than either of the other kinds of champion, focusing on tomorrow while dealing with the problems of today. This and their understanding of the world around them give them a sense of calm serenity in the face of any odds, making them formidable and capable.

Making an Empath:
Abilities: An empath's power is born of understanding and imagination, drawn forth with a will of iron and a supple mind. Thus, a high Wisdom will allow them to most effectively wield their Illuminations and know the hearts of both their friends and enemies. A good Constitution score will also likely be important to an empath, as they often find themselves holding the middle ground, defending those less capable.

Role: An empath has to fulfill many roles on the battlefield, and as such she comes with a variety of tools. She is shield to those more fragile, nurse to the hurt, lioness when battle is called for and peacemaker when it is not. For this reason she has some aspects of champion, some of stargazer, more skill than either and her own abilities to adapt to circumstance.

Races: Members of any race can take up the mantle of an empath, but they are most common among races with a strong tie to nature. Understanding life in all of its forms and phases is essential to being an Empath.

Alignment: Perhaps the most morally flexible of the Evokers, the Empath is able to understand all others, to set aside her own morality and considder that of another with truly open eyes. While almost no Empath ends up walking the path of evil, neither are they always good. A starting empath is usually within two alignment steps of neutral good.

Starting Gold: As druid

Starting Age: Most empaths come into their power early, perhaps out of the innocence of childhood. When rolling for age, roll as a Bard - but subtract the total from adult age rather than adding it (to a minimum of half an adult’s age). If rules are in place that would reduce the statistics of child characters, the stargazer is exempt from them.

Class Skill List: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Nature) (Int), Knowledge (History) (Int), Knowledge (Nobles) (Int), Knowledge (Religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha)
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Empath

Hit Dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Illuminations Known|Illuminations Readied

1st|
+0|
+2|
+0|
+2|Radiant Armaments, Merciful, Understanding (1 target)|
5|
2

2nd|
+1|
+3|
+0|
+3|Power of Friendship|
6|
3

3rd|
+2|
+3|
+1|
+3|Mooncalled Illumination 1/day|
6|
3

4th|
+3|
+4|
+1|
+4|Lunar Companion|
7|
3

5th|
+3|
+4|
+1|
+4|Moonlit Transformation (Humanoid) 1/day|
8|
4

6th|
+4|
+5|
+2|
+5|Understanding (2 targets)|
8|
4

7th|
+5|
+5|
+2|
+5|Mooncalled Illumination 2/day|
9|
5

8th|
+6/+1|
+6|
+2|
+6|Enhanced Armaments|
10|
5

9th|
+6/+1|
+6|
+3|
+6|Moonlit Transformation (Fey, Tiny, SLA) 2/day|
10|
5

10th|
+7/+2|
+7|
+3|
+7|Understanding (3 targets)|
11|
6

11th|
+8/+3|
+7|
+3|
+7|Mooncalled Illumination 3/day|
12|
6

12th|
+9/+4|
+8|
+4|
+8|Cloaked in Moonlight|
12|
7

13th|
+9/+4|
+8|
+4|
+8|Moonlit Transformation (Monstrous Humanoid, SU) 3/day|
13|
7

14th|
+10/+5|
+9|
+4|
+9|Understanding (4 targets)|
14|
7

15th|
+11/+6/+1|
+9|
+5|
+9|Mooncalled Illumination 4/day|
14|
8

16th|
+12/+7/+2|
+10|
+5|
+10|Enhanced Armaments|
15|
8

17th|
+12/+7/+2|
+10|
+5|
+10|Moonlit Transformation (Outsider) 4/day|
16|
9

18th|
+13/+8/+3|
+11|
+6|
+11|Understanding (5 targets)|
16|
9

19th|
+14/+9/+4|
+11|
+6|
+11|Mooncalled Illumination 5/day|
17|
9

20th|
+15/+10/+5|
+12|
+6|
+12|Moonlight Apotheosis|
18|
10[/table]

Weapon and Armor Proficiency: Empaths are proficient with all simple weapons and one martial weapon of their choice, and with light and medium armor and all shields except tower shields.

Illuminations: Infused as they are with the power of light, a stargazer is capable of crafting and calling upon powerful manifestations of radiant energy known as Illuminations. An empath knows a fixed number of illuminations, and may change any number of her known illuminations freely each time she gains a level in this class. To use her known illuminations, an empath must first prepare them – preparing illuminations is a simple process requiring five minutes of introspection, weapons drills, or some other mentally relaxing activity. Once her preparation is complete, the empath may choose a number of her known illuminations to ready. Readied illuminations remain readied until the empath prepares new ones.

Illuminations are explained more completely in their own section.

Radiant Armaments (Su): Upon awakening to the radiance within her soul, a stargazer establishes a bond with a particular weapon and suit of armor. How an empath finds the armaments that are hers by right varies widely; she may stumble upon them in a dream, only to awake clutching them in hand, or she might find them in the crater left behind by a falling star, but they always appear within a week of attaining her first level in this class.

Radiant Armaments are described more completely in their own section.

Merciful (Ex): Whenever an empath deals damage with an attack or an Illumination, she may choose to deal non-lethal damage instead with no penalty to attack or damage rolls.

Understanding (Ex): The empath has learned to understand the hearts and minds of those around her, both her friends and her enemies. Once per turn as a swift action, she may make a Sense Motive check, with a DC equal to 10 + the target's hit dice. If she fails, she cannot attempt this check on the same individual again for 24 hours. If successful, she can understand the target better. Treat the target as though the empath had that individual as a ranger's favored enemy, with the addition that the effect of all Illuminations, whether healing or damaging, are at +2 as well. The empath may have one target of understanding at 1st level, and an additional target at 6th level and every 4 levels after that, to a maximum of 5 targets at one time at 18th level. A target of Understanding remains targetted so long as they are on the same plane as the empath, or until the empath decides to target someone or something else. When an empath gains a new target of understanding and is already at her limit, she chooses which of her current targets is no longer affected. An individual may only be targetted by an empath once.

The Power of Friendship (Ex): An second level empath is capable of swaying the alignment of captured foes, as described in the Power of Friendship section below.

In addition, an empath is remarkably skilled at couching her arguments in terms her target can understand. Appealing to each individual specifically, the empath may use her Wisdom score, rather than her Charisma score, when making redemption checks. In addition, when making redemption checks on a target of her Understanding power, she is at a +2 bonus.

Mooncalled Illumination (Su): The third level empath has learned to shape her illuminations in a more spontaneous manner. Once per day, she may use any illumination she knows, even if it is not readied. She may use this ability a second time at 7th level, and an additional time per day every four levels after that, to a maximum of five times per day at 19th level.

Lunar Companion (Su): At fourth level the empath has learned enough about light and life to create a companion for herself. Treat this companion in all ways as a Druid's animal companion, with her druid level equal to her empath level minus 2. However, because of the nature of her companion, it gains the Lunar Spirit template described below.

Moonlit Transformation (Su): A fifth level empath gains an ability similar to the druid's wild shape. Once per day, the empath chooses a single humanoid form of small, medium or large size and up to 5 hit dice. This may be the form of an individual, or the generic member of a specific race. By investing half of her motes, she may assume that form for as long as she continues to expend motes. She is treated as though she is using the Alter Self spell for determining the benefits the new form grants. Her armaments transform to suit her new form, but all other equipment is subject to normal rules for that spell.

At 9th level, the empath may use this ability a second time per day, and the transformation acts as a Polymorph spell instead of Alter self. In addition, she may choose the form of a fey, and the form may be tiny, with up to 9 hit dice. Finally, she may choose a single spell-like ability that that a member of that race normally has as a racial ability, and may use that ability 1/day as though she were a member of that race.

At 13th level, the empath may use this ability a third time per day, and the transformation acts as a Polymorph Any Object spell (except for duration). Additionally, she may choose the form of a monstrous humanoid, with up to 13 hit dice. In addition to choosing a single spell-like ability that race can use, the empath also chooses a single Su ability, and may use that ability as a creature of the chosen type for as long as she wears her new form. For example, if the empath chose a creature with a breath weapon with a 1d4 round cooldown, then she could use that breath weapon every 1d4 rounds for as long as she keeps the motes invested to maintain her new form.

At 17th level, the empath may use her ability a fourth time per day, and the transformation acts as a Shapeshift spell (for this one form only). Additionally, she may choose the form of an outsider, with up to her level in hit dice.

Enhanced Armaments (Su): An eight level empath may enhance her armaments, as the Champion class ability. She gains a second enhancement at level 16.

Cloaked in Moonlight (Su): A twelfth level empath has learned to emulate the varying illumination of the moon, always shedding just enough light to accomplish her task. Once per encounter as a free action, the empath chooses one of the following: To hit, damage, fortitude save, reflex save, will save, armor class. For the remainder of that encounter, the empath gains a luck bonus to her chosen ability equal to her wisdom modifier.

Moonlight Apotheosis (Su): The barrier between the empath and the radiant power she channels has all but dissolved. She is likely a very different person from the one who first set foot on her long adventure, but her blazing spirit has preserved against all odds in the darkness of the world, beaming forth with a fury that angels and demons might envy. At 20th level, an empath forevermore becomes a Native Outsider with one alignment subtype of her choice and an Augmented subtype pertaining to her previous type, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.

Additionally, the empath’s powers have grown so versatile and precise that she is able to improvise exactly the correct response to the situation at hand. Once per day as a full round action, the empath may expend any number of motes, up to her class level. For each mote expended in this way, each person she currently targets with Understanding either takes 1d6 damage or is healed for 1d6 damage - each effect is chosen individually by target at the time this ability is used. Further, the type for the damage is chosen individually for each target, such that a target who is vulnerable to fire damage will take fire damage, while a target who is immune to fire damage would instead take force damage. Additionally, each target either is affected by or cured of one of the following status conditions: blinded, deaf, stunned, nauseated, frightened or exhausted. A successful will save DC 20+wisdom modifier allows the target to overcome this condition, but does not prevent the damage. When using this ability, the empath knows in advance all of the immunities, resistances, vulnerabilities and current conditions of each target, allowing them to craft the perfect response. This attack hits regardless of distance or targetting conditions, so long as the intended target is still on the same plane.

New template:
Lunar Spirit
The Lunar Sprit template can be applied to any animal which could be a druid's companion. The animal gains the traits of a Native Outsider, as well as the following: DR 5/cold iron, Immunity to Silver, At-will - Gaseous Form. The gaseous form is that of a silver mist which immediately moves into the same square as the Empath who created the Lunar spirit. While in Gaseous form, the lunar spirit must be in the same square as his mistress, or his mistress' armaments, or moving towards that square at full speed. A Lunar spirit in gaseous form may reside within those armaments and remain hidden with full cover, regardless of the relative sizes. If the empath who created a Lunar Spirit is killed and her armaments destroyed, the Lunar Spirit is also killed and fades back into moonlight.

(Yes, it's a pokemon template)



Calling this out specifically - it is an excellent class that has a fun niche as a nature-themed evoker, and a lovely flavor to it. While I obviously can't have two empaths listed, I'd very much like to include it with some minor refluffing. Is there any particular flavor you'd like to shoot for here?


Aspects are underpowered for a primary class feature, sic.

You raise a lot of very sound point here, and give some good examples for potential fixes. At least some of these are likely to be incorporated into the aspects, once I have more time to properly analyze them and consider how they compare to what the other ToR classes bring to the table.

EDIT, missed this the first time:


the new line is

as far as I can tell, this indicates that the illumination's foundation component functions as if at cost 1.5×level, but the illumination itself costs 20m. it is not clear how this relates at all to the extra effects of motes: must they total to at most 20m? can they also total up to 1.5×level? are they not permitted, s.t. only the foundation takes effect? are they unbounded, since there doesn't seem to be a limitation on the most cost of an illumination beyond that the mote cost cannot exceed evoker level, and mote cost is fixed at 20m?

The new version of the champion's capstone essentially overrides the Foundation value with [evoker level * 1.5]. So a 20th level champion would count the effect's foundation component as being worth 30m. It also fixes the cost at 20m, so regardless of evoker level, you'll always pay 20m for it. Otherwise, it is built exactly as any other illumination - you could have an empty effect if you wanted, with nothing but the foundation, but there's nothing preventing you from buying shapes and secondaries as usual.

sreservoir
2013-02-07, 08:00 PM
might I suggest a rewrite to, say


Additionally, the champion may craft a single, special illumination, binding it to the unfathomable wellspring of radiance that she has become. This illumination calculates the effect of its Foundation component as if its mote cost were increased by half the champion's evoker level, rounded down. The champion may evoke this illumination once per encounter. The champion may alter or replace this illumination whenever she gains a permanent evoker level.

or, alternatively,


Additionally, the champion may craft a single, special illumination, binding it to the unfathomable wellspring of radiance that she has become. This illumination calculates the effect of its Foundation component as if it possessed a mote cost equal to 1.5 times the number of motes the champion pays for it, rounded down. The champion may evoke this illumination once per encounter. The champion may alter or replace this illumination whenever she gains a permanent evoker level.

either of these is equivalent for the 20m illumination case, and scales better into epic levels.

even if not, I'd suggest explicitly stating that the illumination can be augmented however up to a maximum of 20m, because otherwise, the only limitation on an illumination is its cost, and while the computed cost of a champion's 20 illumination might be something else, its real cost is always 20 and never greater than the evoker level, and by such strained reading, one might argue that the champion can ... well, the most obvious cases where ridiculous stacking could happen are the duration augmentations, range augmentations (which ... are still ridiculous, even without it), the shape augmentations affecting number of targets, purity (although that one's not so ridiculous except with ridiculous duration stacking), returning (which would actually be p neat, but), volatility.

(a different approach might be, 1/encounter, the champion may increase the effect of an illumination as if by increasing its mote cost when computing the effects of its foundation component. but, well.)

Q. is intent for cascade shape to allow to hit the same target multiple times? clarify.

ed: empath still has more illuminations known than the zodiac, a quicker readying mechanic, and the addition of innate illumination actually probably cuts out most of the redundancy which would otherwise exist between personas, allowing the empath to make perhaps nearly full use of that versatility.

since empath doesn't prepare illuminations, it can't change its costume effects.

kestrel404
2013-02-07, 08:14 PM
Calling this out specifically - it is an excellent class that has a fun niche as a nature-themed evoker, and a lovely flavor to it. While I obviously can't have two empaths listed, I'd very much like to include it with some minor refluffing. Is there any particular flavor you'd like to shoot for here?


Now that the actual empath is out, I was thinking of re-fluffing as a 'Guardian'. Perhaps even have tie-ins as the magical girls's classic talking animal companion.

TherianTheorist
2013-02-07, 08:56 PM
I'm going to have to try one of these in a campaign, maybe after the prestige classes go up.

Proud Tortoise
2013-02-07, 09:09 PM
Oh cool, empath is based on tarot! :smallbiggrin::smallbiggrin::smallbiggrin:

Snowfire
2013-02-08, 08:17 AM
So, I've been working on this on and off for a while now, and with it fully finished and checked over a few times I thought it might be a good idea at this point to throw it up here where it can be checked over by everyone involved in this project. So, this is - I think - the first fully completed ToR PrC. It's had...mixed reactions in all honesty, hence why I'm putting it here so that you all can have a look at it. Anyways. Here it is.


Listener to Light

The Light says many things. It whispers secrets long lost, from worlds that have passed from the pages of history. And I remember for them.
- Sara, Listener to Light

If one thing could ever be said of the Light, it would be that it is truly, utterly, eternal. Light existed before the heavens formed, before gods and demons played, before it all. And it will still be there, underneath it all, when the universe has fallen once more to dust. So Light is eternal. But what, then, might it know? What secrets of worlds fallen and times lost might it whisper, if only one could hear it speak?

Listeners to Light learn to sharpen their internal senses, using the Light they wield to amplify their 'hearing' to tap into the eternal, all-encompassing knowledge of the Light. To a lost world, a Listener stands as a furious beacon of enlightenment to all seeking it. And to so-called ‘enlightened’ cultures, Listeners are sages without peer. For none but them can tap the eternal memory of the universe in their search for truth. Their Light sees through lies, casts aside the shadows of subterfuge, and in the end makes them something rather more than a simple scholar.

Requirements
To become a Listener to Light, you must fulfill all the following criteria.
Skills: Knowledge (Any three) 8 ranks
Special: Merciful class feature

Skill Focus (Any Knowledge) had been suggested as a pseudotax for this class, but I decided against it as it didn't really fit the nature of what the Listener is. Merciful is there to make it at least marginally locked to MGs - although I am considering changing that pre-req to Power of Friendship.

Class Skill List: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Intimidate (Cha), Knowledge [All skills, taken separately] (Int), Listen (Wis), Perform (Cha), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)

Skill Points at Each Additional Level: 4 + Int modifier.

Now here's one of the interesting things - that'll show up later on. Yes, you have access to a lot of skills, but in all honesty, Int isn't actually as huge a required stat for this class as you might suspect. Hence the reasonably generous skill points for a list that large considering that they'll be using them a lot.

Listener to Light
Hit Dice: d6

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialIlluminations
1st
+0
+0
+2
+2Listener to Light (Words), Inner Voice, Remembered Weaving
---
2nd
+1
+0
+3
+3Light Guides
+1 level of existing class]
3rd
+1
+1
+3
+3Piercing Memory
+1 level of existing class
4th
+2
+1
+4
+4Listener to Light (Whispers)
+1 level of existing class
5th
+2
+1
+4
+4The Present is Eternity
---
6th
+3
+2
+5
+5Guiding Voice
+1 level of existing class
7th
+3
+2
+5
+5Listener to Light (Secrets)
+1 level of existing class
8th
+4
+2
+6
+6No Shadows
+1 level of existing class
9th
+4
+3
+6
+6Word-Forged Weapons
---
10th
+5
+3
+7
+7Listener to Light (Truths)
+1 level of existing class


It's a good chassis, despite the low BaB, mainly as it gives generous extension on EL and Illuminations, with good saves and some very nice abilities that kick in later on in the class that help cancel out the negatives of the low BaB. This is, arguably, something that a Champion could take and be a reasonable fighter after doing so.

Weapon and Armour Proficiencies: A Listener to Light gains no additional proficiencies.

Pretty obvious, but needs to be said I think.

Illuminations: A Listener to Light, whilst still a potent Evoker, loses some of her power in exchange for her uniquely close bond to the Light that speaks to her from within. Her access to Illuminations from her Evoking Class, as well as her Evoker Level, progresses at the listed rate. If she has more than one Evoking Class, then she must choose one of them when she takes her first level in Listener to Light. Once made, this choice cannot be changed.

Seven tenths progression for EL and Illuminations is very generous considering how strong this class is on its own, but considering you're probably going to be much more a ranged fighter than anything else until you hit later levels, it makes sense to keep them strong.

Remembered Weaving (Ex): A Listener still remembers the bits and pieces of power that her old vocation gave her, and remains fully capable of tapping into their strength. But as with anything, her focus on something beyond the physicality of the universe weakens her.

A Listener to Light gains additional costume elements as her Evoker Level and Illuminations progress. As such, a Champion 10/Listener to Light 10, would have access to four costume elements.

You lose a bit here, slowing down your costume progression, but in the end you level out at either your maximum or just one below it.

Listener to Light (Su): The Light sees everything, hears everything, and knows everything. But to most, even those able to tap its power, that memory is beyond them. To most Champions, Empaths, and even Stargazers, the ancient knowledge held within the Light is never known, the whispers faded beneath the trials of each passing day. A Listener however, is one of the rare few who, one day, finds themselves sensing the Light within them. To many this is a frightening experience, thoughts not of one’s own is rarely a sign of mental stability – but in the end most realise that it is not psychosis they are hearing, but the rarely heard calls of the Light that pulses within them.

At first level, a Listener gains an innate ability to ‘hear’ those memories, reaching within to ask the Light what it knows of the world around them, or those before them. The Listener gains the Bardic Knowledge ability as a bard of twice her class level - this stacks with other sources of bardic knowledge. In addition, she gains the ability to manifest Sensitivity to Psychic Impressions with an effective Manifester Level equal to her Evoker Level. For every three class levels, half the time required to sense a distinct event.

At level 4, the Listener’s inner senses sharpen further, her mind opening to hear the whispers of Light that permeate the world around her and flow from the thoughts of all. She gains a permanent effect as Detect Thoughts. At level 6, this effect bypasses any immunity to mind-affecting effects other than those granted by mindlessness, although it grants any with such immunity a +5 bonus on their saving throw. At level 10, the effect is enhanced to the degree that it permanently acts as the third stage of Detect Thoughts that the Listener may focus on any number of targets up to equal to her Evoker Stat Modifier - these targets need only be within the Listener's line of sight. The save for this effect is based off of her Evoker Stat and gains a +5 bonus to DC at level 10.

At 7th level, the Listener’s senses becomes attuned even to those things that the Light does not say, reaching beyond the said to the realm of the not-said. She innately knows if someone she is conversing with is mundanely disguised – although she cannot tell the person’s true identity. Furthermore, her ability to listen through the screen of words crafted by cons and liars makes the truth they wish to hide ring in her mind with near-perfect clarity. A Listener gains an Insight bonus to Sense Motive equal to her class level, may always roll to detect a lie, and is automatically aware of any magical bonuses to Bluff her target is benefiting from.

And at 10th level, having tapped so far into the very nature of the universe's Light, a Listener may once a week commune fully with the eternal memory of reality and ask questions of it.

Once per week, she may cast a modified Commune, with a caster level equal to her class level. The spell functions as normal except for a few principal differences. The Listener will automatically commune with the Light, regardless of alignment or faith. The Light is always helpful in its answers, and it is always in the Light's interest to answer as fully as possible.

And this feature is basically the meat of the class. You hear, or see or know (or whatever) the Light around you and you can use that to ask questions and know things that you really shouldn't.

Inner Voice (Su): A Listener speaks not only from her own knowledge, but from the knowledge of the eternal Light, the memory that is beyond time acting as a guide for her words, gently steering her – or does she steer it? – towards a greater understanding of the universe.

At 1st level, a Listener to Light may, as a standard action, gain an untyped bonus to a single Intelligence based skill check equal to [Evoker Stat Modifier (to a maximum of Class level) + Class level].

So this is basically Tome of Worldly Knowledge but considerably more powerful - as fits a PrC of this type. Thanks to Selinia for suggesting the change to make it action activated.

Light Guides (Su): The Light remembers everything, when and where it happened is of no consequence to a memory that spans all of time. And a Listener quickly finds that, to their mind, time seems little more than an easily adjustable variable when searching for knowledge that will aid in choosing their path.

Through one minute of meditation, a Listener may connect themselves close enough to the Light for them to hear a whisper of answer when they ask of it if a path is wise. This functions as the spell Augury, cast as if the Listener had a CL equal to her EL. She may use this ability (class level) times per day.

Basic Divination capability. Not much else to say on this.

Piercing Memory (Ex): And as with choosing a path, so too with knowing where to strike upon a being that arrays itself against the power of Light. The Listener gains Knowledge Devotion as a bonus feat, with a single difference. There is no limit to the knowledge of the Light, as there is for any mortal. As such, a Listener to Light doubles the bonus damage granted by Knowledge Devotion up to five or your current Class Level, whichever is more advantageous. This feature may explicitly bypass Knowledge Devotion's normal limitations.

This one took a whole load of time to get the wording right, but I think this current one is pretty solid. It originally scaled up into the 80s, granting +10 to hit and damage at that point, but that was modified to the current version due to what it combined with Inner Voice and Word-Forged Weapons would do to required AC to not get hit.

The Present is Eternity (Su): The whole universe turns in the flickering of a single flame, and in each spark there lies the memory of it all. Connecting deeper into the flow of Light through them, a Listener may search for more than a simple feeling as to an action – but a simple message as to where it might lead if taken (or not taken) now. She gains the ability to cast Divination with a CL of her EL a number of times per day equal to her class level.

More Divination, this time the spell of the same name. This is all the Divination capability that Listeners get access to, although the next class feature gives them a nice boost on them.

Guiding Voice (Ex): All Evokers could be said to hear, or see, or in some way understand the Light that flows through them. But for Listeners, at some point, that ethereal sense becomes something…more. When casting any Divination school spell like Augury or Divination, a Listener my roll twice and take the better result for the validity of the information found by the spell. In addition, the Listener can spend a move action to trigger Inner Voice instead of a standard action.

There's at least one other class that does this, although I cannot for the life of me remember its name. The addition of lowering action cost for Inner Voice was a late one, made after Inner Voice was made an action activated feature.

No Shadows (Su): Light burns away darkness, but in most cases leaves shadow in between. But for Listeners, where it comes to facts? Their radiance burns any traces of shadow and dark out of existence within their sight, letting them see all as it truly is. The Listener gains the effects of a permanent True Seeing effect.

At this point, your Cleric friend has been walking around with this spell for four levels and your arcane buddies have had it for at least one - and that's if you took this for level 6. True Seeing is powerful, no denying that. But it's also reasonable at this level.

Word-Forged Weapons (Su): The words of the Light ring greater than almost any force in the multiverse with their innate truth, weaving through the lies and assumptions created by a reality where almost all is suspect to most. But a Listener, when faced by such, wields those truths of hers as weapons, breaking through the defences of her foes with the backing of multiversal Truth behind her.

At 9th level, a Listener ignores all miss chance, damage reduction (including DR/-) and reduces her target's Deflection bonus to Armor class by up to her class level (max 10).

And this is the class feature that arguably gave me the most trouble. I wanted something that would make Listeners dangerous combatants as, even with Illuminations, at this point Touch AC is going to start getting high and miss chance will have been around for a long while. Negating that goes a long way to helping them, as does nixing a good bit of Deflection boni for AC. The DR bit only really helps melee focused Evokers, but it's a nice thing to give them and not, in my opinion, something too overpowered.

kestrel404
2013-02-08, 10:38 AM
snip
Looks like a nice class, Snowfire. I like it, very flavorful and the 'diviner' role is one that's often overlooked. I've got a few comments and suggestions (I always do), hopefully they'll be helpful.


Eight tenths progression for EL and Illuminations is very generous considering how strong this class is on its own, but considering you're probably going to be much more a ranged fighter than anything else until you hit later levels, it makes sense to keep them strong.
It's 7/10ths progression (you skip 3 of 10). But I think that's spot on.

That said, I'd also recommend a new feat that increases Effective Evoker Level (without granting new illuminations or increasing mote pool) by +4, up to class level. Basically practiced spellcaster for evokers.


Remembered Weaving (Ex):SNIP
I like it.


[B]Listener to Light (Su):...
At first level, a Listener gains an innate ability to ‘hear’ those memories, reaching within to ask the Light what it knows of the world around them, or those before them. The Listener gains the Bardic Knowledge ability as a bard of twice her class level. In addition, she gains the ability to manifest Sensitivity to Psychic Impressions with an effective Manifester Level equal to her Evoker Level. For every three class levels, half the time required to sense a distinct event.
This looks good. Flavorful, interesting. An at-will 2nd level power is about the right level, and StPI is situational enough that it's not going to be a game breaker, while useful enough when used creatively to be a really helpful tool. Only suggestion is to allow this bardic knowldge to stack with other sources of bardic knowledge.

At level 4, the Listener’s inner senses sharpen further, her mind opening to hear the whispers of Light that permeate the world around her and flow from the thoughts of all. She gains a permanent effect as Detect Thoughts. At level 6, this effect bypasses any immunity to mind-affecting effects other than those granted by mindlessness, although it grants any with such immunity a +5 bonus on their saving throw. At level 10, the effect is enhanced to the degree that it permanently acts as the third stage of Detect Thoughts that the Listener may focus on a number of targets equal to her Evoker Stat Modifier. The save for this effect is based off of her Evoker Stat and gains a +5 bonus to DC at level 10.
This, I think, is pretty troublesome. Basing the ability on Detect thoughts wouldn't be so bad if not for the self-stunning aspect that comes with being in the same room as a Lich or similar high-end int-based threat. Instead, I would go for the following:
At level 4, the Listener’s inner senses sharpen further, her mind opening to hear the whispers of Light that permeate the world around her and flow from the thoughts of all. She gains Telepathy with a range of 60', but is effectively mute (may not send via telepathy). As a standard action, she may use this telepathy to emulate the Detect Thoughts spell with a caster level equal to her Evoker level.
This allows the rest of the power to work as usual, gives the ability to understand people speaking to her automatically at the cost of an action-based activation of detect thoughts, and prevents automatic self-stunning unless they user deserves it (like by actively trying to keep Detect Thoughts up all the time). It also allows the Listener to qualify for the Mindsight feat (though they won't be able to take it until 15th level).

At 7th level, the Listener’s senses becomes attuned even to those things that the Light does not say, reaching beyond the said to the realm of the not-said. She innately knows if someone she is conversing with is mundanely disguised – although she cannot tell the person’s true identity. Furthermore, her ability to listen through the screen of words crafted by cons and liars makes the truth they wish to hide ring in her mind with near-perfect clarity. A Listener gains an Insight bonus to Sense Motive equal to her class level, may always roll to detect a lie, and is automatically aware of any magical bonuses to Bluff her target is benefiting from.
That's interesting. Not terribly powerful, but useful.

Finally the Listener may, at 10th level, ask a single question. She will be granted the answer - fully and completely, and without regard to the difficulty or secrecy of such knowledge, imparting a fundamental truth of the universe to the Listener. She may save this singular question for as long as she wishes, but it may only ever be used once, and may not be restored by any means short of the direct intervention of a greater deity.
This either ruins a campaign, is mostly useless, or in very, very rare cases is completely awesome. I'd recommend instead that you make this a simple: Gain the ability to use either Legend/Lore or Commune with Greater Spirit (Wu-jen divination) 1/week. Simple, useful, flavorful and level appropriate.

Inner Voice (Su):...
At 1st level, a Listener to Light may, as a standard action, gain an untyped bonus to a single Intelligence based skill check equal to [Evoker Stat Modifier (to a maximum of Class level) + Class level].
I'd go with just class level and make it a move action. Also, I'd suggest making it an insight bonus - those are rare enough that it's unlikely to not stack while not calling attention to the fact that you've got an 'untyped bonus'. And insight is quite appropriate here.

Light Guides (Su):...
Through one minute of meditation, a Listener may connect themselves close enough to the Light for them to hear a whisper of answer when they ask of it if a path is wise. This functions as the spell Augury, cast as if the Listener had a CL equal to her EL.
This...is too much. As a Wizard, I would considder (strongly) banning divination and dipping 1 level of evoker and 2 levels of this PRC just for at-will Augury. I'd still get 9th level spells, I'd gain a whole host of utility abilities, and at-will Augury means I'd never prepare the wrong spells again. And that's just one example.
Limit it to class level uses/day. Seriously.

Piercing Memory (Ex): And as with choosing a path, so too with knowing where to strike upon a being that arrays itself against the power of Light. The Listener gains Knowledge Devotion as a bonus feat, with a single difference. There is no limit to the knowledge of the Light, as there is for any mortal. As such, a Listener to Light doubles the bonus damage granted by Knowledge Devotion up to five or your current Class Level, whichever is more advantageous.
The wording is still off, because I can't figure out what this does beyond the bonus feat. Does it double all damage bonuses for your KD success level? Does it continue success level progressions?
I'd recommend a simple statement of "The bonus damage granted by Knowledge Devotion is doubled". This is good enough to stand on its own.
Also, add a line that 'If you already have Knowledge Devotion, you may choose any feat you qualify for as a bonus feat' - because with a build like this I'd have the feat before entering the prestige class, let alone 3 levels in.

The Present is Eternity (Su): The whole universe turns in the flickering of a single flame, and in each spark there lies the memory of it all. Connecting deeper into the flow of Light through them, a Listener may search for more than a simple feeling as to an action – but a simple message as to where it might lead if taken (or not taken) now. She gains the ability to cast Divination with a CL of her EL.
Divination at-will means that the GM will never be able to throw a mystery plot at the party again (although given this PRC's other abilities, that's already becoming a very dubious prospect). Again, I recommend adding an upper level on uses, or some other cost.
Also, you've got a "the" in the name of the ability here but not in the table.

Guiding Voice (Ex): All Evokers could be said to hear, or see, or in some way understand the Light that flows through them. But for Listeners, at some point, that ethereal sense becomes something…more. When casting any Divination school spell like Augury or Divination, a Listener my roll twice and take the better result for the validity of the information found by the spell. In addition, the Listener can spend a move action to trigger Inner Voice instead of a standard action.
This is good. I see no problems here.

No Shadows (Su): Light burns away darkness, but in most cases leaves shadow in between. But for Listeners, where it comes to facts? Their radiance burns any traces of shadow and dark out of existence within their sight, letting them see all as it truly is. The Listener gains the effects of a permanent True Seeing effect.
Also good.

Word-Forged Weapons (Su):...
At 9th level, a Listener ignores all miss chance, damage reduction (including DR/-) and Deflection modifiers to AC to a maximum of her class level (max 10).
Very nice ability, but a small tweek. I wouldn't reduce Deflection bonuses, I'd reduce Dexterity bonuses - this represent your future insights into your enemies actions. And the wording might be improved. How about:
At 9th level, a Listener ignores all miss chance, damage reduction (including DR/-) and reduces her target's Dexterity bonus to Armor class by up to her class level (max 10).

That's all I've got. Overall, very well done.
Hope that helps.

jamieth
2013-02-08, 10:52 AM
That said, I'd also recommend a new feat that increases Effective Evoker Level (without granting new illuminations or increasing mote pool) by +4, up to class level. Basically practiced spellcaster for evokers.

There is one, Practiced Evoker, though it only adds +2 to the EL, to the max of HD

Draken
2013-02-08, 10:59 AM
Having a permanent Detect (Something) spell effect won't risk permastunning yourself because those spells rely on Concentration to do their thing.

It's why I told Selinia to change the effect of The Sun from a bunch of permanent Detect effects to a variant of Arcane Sight, because that one is passively active!

Snowfire
2013-02-08, 11:40 AM
Looks like a nice class, Snowfire. I like it, very flavorful and the 'diviner' role is one that's often overlooked. I've got a few comments and suggestions (I always do), hopefully they'll be helpful.

Always appreciated.


It's 7/10ths progression (you skip 3 of 10). But I think that's spot on.

That said, I'd also recommend a new feat that increases Effective Evoker Level (without granting new illuminations or increasing mote pool) by +4, up to class level. Basically practiced spellcaster for evokers.

Thanks for the catch on that.

As stated by jamieth, there's a feat that does this.


This looks good. Flavorful, interesting. An at-will 2nd level power is about the right level, and StPI is situational enough that it's not going to be a game breaker, while useful enough when used creatively to be a really helpful tool. Only suggestion is to allow this bardic knowldge to stack with other sources of bardic knowledge.

Added something in to fit.


This, I think, is pretty troublesome. Basing the ability on Detect thoughts wouldn't be so bad if not for the self-stunning aspect that comes with being in the same room as a Lich or similar high-end int-based threat. Instead, I would go for the following:
At level 4, the Listener’s inner senses sharpen further, her mind opening to hear the whispers of Light that permeate the world around her and flow from the thoughts of all. She gains Telepathy with a range of 60', but is effectively mute (may not send via telepathy). As a standard action, she may use this telepathy to emulate the Detect Thoughts spell with a caster level equal to her Evoker level.
This allows the rest of the power to work as usual, gives the ability to understand people speaking to her automatically at the cost of an action-based activation of detect thoughts, and prevents automatic self-stunning unless they user deserves it (like by actively trying to keep Detect Thoughts up all the time). It also allows the Listener to qualify for the Mindsight feat (though they won't be able to take it until 15th level).

As stated by Draken, permanent versions bypass the permastun difficulties due to simple reason. In all honesty, I'm tempted by the idea to make it telepathy based, but I'm unsure about leveling an action cost against it. We'll see.


That's interesting. Not terribly powerful, but useful.

Was designed to be a useful thing more than anything else. Basically lets a Listener have a much better chance to catch lies and if someone is using Glibness or suchlike to aid them, then they'll know and be able to take the person's 'truth' with a grain of salt.


This either ruins a campaign, is mostly useless, or in very, very rare cases is completely awesome. I'd recommend instead that you make this a simple: Gain the ability to use either Legend/Lore or Commune with Greater Spirit (Wu-jen divination) 1/week. Simple, useful, flavorful and level appropriate.

Yeah, this was why I was asking for advice on this. I knew it was crazy powerful and all over the place on effect, but it was something that just slid in in interim and I never worked out something else for it.

I think I will go with a variant of Commune with Greater Spirit for this - thanks on the suggestion - and make it 1/week unless anyone else brings up problems with it. Thanks. Have changed the text.


I'd go with just class level and make it a move action. Also, I'd suggest making it an insight bonus - those are rare enough that it's unlikely to not stack while not calling attention to the fact that you've got an 'untyped bonus'. And insight is quite appropriate here.

The type of bonus is going to change to Radiant when Selinia clarifies fully what that is and changes the ToR untyped bonuses and such to suit. And class level doesn't quite seem enough to me.


This...is too much. As a Wizard, I would consider (strongly) banning divination and dipping 1 level of evoker and 2 levels of this PRC just for at-will Augury. I'd still get 9th level spells, I'd gain a whole host of utility abilities, and at-will Augury means I'd never prepare the wrong spells again. And that's just one example.
Limit it to class level uses/day. Seriously.

That's fair. Added in that limit.


The wording is still off, because I can't figure out what this does beyond the bonus feat. Does it double all damage bonuses for your KD success level? Does it continue success level progressions?
I'd recommend a simple statement of "The bonus damage granted by Knowledge Devotion is doubled". This is good enough to stand on its own.
Also, add a line that 'If you already have Knowledge Devotion, you may choose any feat you qualify for as a bonus feat' - because with a build like this I'd have the feat before entering the prestige class, let alone 3 levels in.

The thing is, doubling the damage can do horrible things if you get a lucky roll. What the ability is designed to do is double the damage bonus of Knowledge devotion, but only to a maximum of class level of the Listener.

So in the case of a level 4 listener, if she rolled 25 on the table, she would gain +2 to hit, +4 to damage. A 26 would grant her +2 to hit, +5 to damage (the ceiling on the damage being her class level). Does that makes sense, and if so, how would you word it to work properly?


Divination at-will means that the GM will never be able to throw a mystery plot at the party again (although given this PRC's other abilities, that's already becoming a very dubious prospect). Again, I recommend adding an upper level on uses, or some other cost.
Also, you've got a "the" in the name of the ability here but not in the table.


I would, I admit, argue your point here. Mainly as anti-divination magic does exist. All this PrC requires is that your opponents be moderately smart. However, again, I have added a limit here of class level.


Very nice ability, but a small tweak. I wouldn't reduce Deflection bonuses, I'd reduce Dexterity bonuses - this represent your future insights into your enemies actions. And the wording might be improved. How about:
At 9th level, a Listener ignores all miss chance, damage reduction (including DR/-) and reduces her target's Dexterity bonus to Armor class by up to her class level (max 10).

I'm a bit iffy on this one, mainly as I've specifically targeted deflection due to its ability to be quite easily amped through the roof with relatively minimal effort. And working through deflection boni has always felt more divining than dexterity ones. Dex bonuses you're seeing where they're going to be. Deflection, you're seeing into the weaknesses of their protections. Which is more of what this class does in my mind at least. I will change the wording though as you've shown. I'm still getting a firm grasp on that.


That's all I've got. Overall, very well done.
Hope that helps.

Helped a lot. Hope the changes I've made work for you. Oh, and feel free to argue my points if you think I've gone off the rails with them :smallsmile:

kestrel404
2013-02-08, 02:42 PM
As stated by Draken, permanent versions bypass the permastun difficulties due to simple reason. In all honesty, I'm tempted by the idea to make it telepathy based, but I'm unsure about leveling an action cost against it. We'll see.

Concentrating on a spell to maintain it is already a standard action. This is not actually an action tax, just a clarification.


The thing is, doubling the damage can do horrible things if you get a lucky roll. What the ability is designed to do is double the damage bonus of Knowledge devotion, but only to a maximum of class level of the Listener

So in the case of a level 4 listener, if she rolled 25 on the table, she would gain +2 to hit, +4 to damage. A 26 would grant her +2 to hit, +5 to damage (the ceiling on the damage being her class level). Does that makes sense, and if so, how would you word it to work properly?

The damage bonus from this ability (as in how far above KD) is already capped at +5, because knowledge devotion is capped at +5. You get the ability at 3rd level. Capping it at class level is not terribly useful, since by 12th level, +2 extra damage/hit is not going to break anything.


I would, I admit, argue your point here. Mainly as anti-divination magic does exist. All this PrC requires is that your opponents be moderately smart. However, again, I have added a limit here of class level.
Divination, used creatively, can be utterly devestating to an intrigue/mystery plotline.

Say you're looking for an individual whose being hidden by magic from divination. So you use divination to find out where the clothes they're going to wear tomorrow are right now. Or where they're going to pee next. If that doesn't work, you divine who they talk to most often who is not protected from divination spells. The list goes on.

With a limit to uses, there's a hard cap on how many levels of indirection you can use to track someone down in a single day. Without that cap, you can bypass virtually any challenge with a social component.


I'm a bit iffy on this one, mainly as I've specifically targeted deflection due to its ability to be quite easily amped through the roof with relatively minimal effort. And working through deflection boni has always felt more divining than dexterity ones. Dex bonuses you're seeing where they're going to be. Deflection, you're seeing into the weaknesses of their protections. Which is more of what this class does in my mind at least. I will change the wording though as you've shown. I'm still getting a firm grasp on that.
It can be argued either way. I don't know of a lot of monsters with high deflection bonuses outside of incorporeal + charisma. But you get a lot of them with high touch ACs due to dex bonus.

Snowfire
2013-02-08, 02:51 PM
Concentrating on a spell to maintain it is already a standard action. This is not actually an action tax, just a clarification.

And you misunderstand here, that this effect is not one that requires any form of concentration. That's...kinda the point.


The damage bonus from this ability (as in how far above KD) is already capped at +5, because knowledge devotion is capped at +5. You get the ability at 3rd level. Capping it at class level is not terribly useful, since by 12th level, +2 extra damage/hit is not going to break anything.

And this ability doubles the damage bonus granted as long as your class level is high enough. Considering you can take this class at level 5 (where's it's mean to be taken), that's reasonable in my mind.


Divination, used creatively, can be utterly devestating to an intrigue/mystery plotline.

Say you're looking for an individual whose being hidden by magic from divination. So you use divination to find out where the clothes they're going to wear tomorrow are right now. Or where they're going to pee next. If that doesn't work, you divine who they talk to most often who is not protected from divination spells. The list goes on.

With a limit to uses, there's a hard cap on how many levels of indirection you can use to track someone down in a single day. Without that cap, you can bypass virtually any challenge with a social component.

And the issue there being that all a DM has to do is be willing to hang mystic curtains around their big bad or whatever. Which is remarkably simple to do.

By RAW, yes. By RAI - and if used by any sane DM - no, it won't. And I have added a cap :smallwink:

sreservoir
2013-02-08, 03:30 PM
And this ability doubles the damage bonus granted as long as your class level is high enough. Considering you can take this class at level 5 (where's it's mean to be taken), that's reasonable in my mind.

9 ranks limits entry to 7th.

Snowfire
2013-02-08, 03:40 PM
9 ranks limits entry to 7th.

Does it? Oh wait, wups. I was thinking...something. Thank you for catching that, will modify. Thanks. And I meant entry from level five to six, so I also got my wording wrong :smallredface:

Do you have any thoughts on the PrC, if I may ask?

kestrel404
2013-02-08, 04:30 PM
And you misunderstand here, that this effect is not one that requires any form of concentration. That's...kinda the point.

Yep, I'm confused. Either this power requires concentration like a spell which requires concentration (which eats your standard action), or you get the issue of being auto-stunned by creatures with high int being in the same room (which was my original point).


And this ability doubles the damage bonus granted as long as your class level is high enough. Considering you can take this class at level 5 (where's it's mean to be taken), that's reasonable in my mind.

Well, if you're sure, then I'd suggest the following wording:
"After activating Knowledge devotion, your bonus to damage from Knowledge devotion is doubled, with the additional bonus damage from this class feature capped at your class level." Followed by an example.



And the issue there being that all a DM has to do is be willing to hang mystic curtains around their big bad or whatever. Which is remarkably simple to do.

By RAW, yes. By RAI - and if used by any sane DM - no, it won't. And I have added a cap :smallwink:

Not arguing, just showing my reasoning. Besides, that's only the first level of indirection. When you start asking questions about this guy's best friend's cousin's roommate's mistress, there had better be no mystical protections or else the GM is saying the class feature is worthless. :smallbiggrin:

Snowfire
2013-02-08, 05:19 PM
Yep, I'm confused. Either this power requires concentration like a spell which requires concentration (which eats your standard action), or you get the issue of being auto-stunned by creatures with high int being in the same room (which was my original point).

*sigh*

Look. As Detect Thoughts means the following. You gain the first stage as normal all the time (as is the case in Detect Thoughts). You may then concentrate on an area to bring it up to the second level. That level is the one which stuns you. You may then concentrate again to take it to the third level.

That is how Detect Thoughts works. That is how this works. You may concentrate to take it up a level, as Detect Thoughts. Or you may leave it on the permanent first stage.

And at level 10 you can bypass the entire concentration shebang by just being able to go "Third stage on you, you, you, you, etc." until you run out of Evoker Stat modifier.


Well, if you're sure, then I'd suggest the following wording:
"After activating Knowledge devotion, your bonus to damage from Knowledge devotion is doubled, with the additional bonus damage from this class feature capped at your class level." Followed by an example.

This has been fixed.


Not arguing, just showing my reasoning. Besides, that's only the first level of indirection. When you start asking questions about this guy's best friend's cousin's roommate's mistress, there had better be no mystical protections or else the GM is saying the class feature is worthless. :smallbiggrin:

At which point a smart GM goes "His wife's cousin's roommate's mistress is in this city here" when the guy you're going after lives in a totally different city with his wife. In a war between player creativity and DM creativity, players lose.

However to avoid a war over this, I will say that this is my belief and it hinges on a creative DM. Can Divination advance the plot? Yes. Can it break it? No, not if your DM knows what he or she is doing.

sreservoir
2013-02-09, 01:22 AM
offhand, no need to ref commune with greater spirit from a 3.0 nonfree source; it is functionally identical to commune, which is ogc and in the srd.

uh I guess per-day limits seems incongruous compared to p much everything in the base classes which would be qualifying, which are all per-encounter limited or per-round limited or at-will. maybe just give a casting time measured in minutes, or have it refresh when the illumination preparation is triggered.

(well, that last won't work with the empath, but that's more because the empath not having the preparation mechanic is broken within the system as written; either that need to change, or the bit under radiant armaments needs to change, or empaths are intended to never change their costume effects, or empaths should fix costume effects into personas (which is okay, I guess), or something. I think I've mentioned this already)

ed: incidentally, limiting the commune to 1/week seems a bit overkill; it's a powerful divination, sure, but it's also a clr 5 spell you're getting at 15, bottom, six levels behind. I mean, even wizards binder vestige design advice says, "Abilities with the 5-round delay should be about as useful and powerful as the highest-level spell a wizard of the same level as the binder can cast (assuming the vestige grants just one such ability.)" and the binder is generally thought to have turned out p okay.

recommend: let augury and divination each be used with the same action as the corresponding spells; that is, 1 minute for augury, 10 minutes for divination. further extend the function of Guiding Voice to allow, uh, 1/encounter use of either augury as a swift or move action, or divination as a standard action; stipulate that outside of combat, per encounter features also refresh whenever one performs the ritual in which one prepares illuminations.

(you will soon note, if you haven't already, that to my mind, even if it's on a tier 1 spell list, if it's not obviously broken and it's being done after a level at which a bard has access to the same spell level, we can probably afford to improve it somewhat without breaking anything. but.)

I still haven't read through your prc in nitpickful detail, though.

Serafina
2013-02-09, 09:41 AM
The Aerial Mage

The wind is in the sky and the stars are in the heavens and a resolute heart beats within my chest!
Nanoha Takamachi, Aerial Mage

Many Magical Girls represent freedom, and what could be more free than the skies?
The ability to fly is often the most cherished ability of Magical Girls that become Aerial Mages. They embrace it and train hard to move trough the air with utmost grace and speed.

Requirements
To become an Aerial Mage, you must fulfill the following criteria:
Skills: Tumble 5 Ranks
Special: Evoker Level 5

Class Skill List: Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Magic Device (Cha)
Skill Points at Each Level: 4 + Int modifier.

Aerial Mage
Hit Dice: D8
{table=head] Level | BAB | Fort | Ref | Will | Special | Illuminations
1st | +0 | +0 | +2 | +2 | Fliers Costume, Nimble Flyer | +1 level of existing class
2nd | +1 | +0 | +3 | +3 | Aerial Evasion, Winged Speed |
3rd | +2 | +1 | +3 | +3 | Supersonic Flight, Radiant Shockwave | +1 level of existing class
4th | +3 | +1 | +4 | +4 | Improved Aerial Evasion, Sonic Charge |
5th | +3 | +2 | +4 | +4 | Freedom of the Skies | +1 level of existing class[/table]

Fliers Costume (Ex): An Aerial Mages Costume always carries the Weightless Costume effect, in addition to all others. Furthermore, she automatically has 1+class level motes invested into it, without lowering her mote pool and bypassing normal investment limits.

Illuminations: An Aerial Mage is still a potent Evoker, but trades some raw power for her superior flight skills. Her access to Illuminations from her Evoking Class, as well as her Evoker Level, progresses at the listed rate. If she has more than one Evoking Class, then she must choose one of them when she takes her first level in Aerial Mage. Once made, this choice cannot be changed.
Whenever a save against any of the Aerial Mages class features is allowed, it is made at the same DC as against her Illuminations.

Nimble Flyer (Ex): You can add your Evoker Attribute modifier to your Tumble-checks while in flight.

Winged Speed (Ex): For every 4m motes invested into her Weightless costume effect, an Aerial Mages flight-speed increases by 10 feet. This is doubled if 12+motes are invested.

Aerial Evasion (Ex): You gain Evasion while in flight. If you already have Evasion it becomes Improved Evasion instead.

Radiant Shockwave (Su): An Aerial Mages flight often produces brilliant displays of light, dazzling and distracting the enemy. This grants her a special costume effect that is always active and gained in addition to all others
Effect: Whenever the Evoker moves at least 15 feet during her turn, attacks against her have a 25% miss chance.
Essence Boost: Every 3m invested in this effect increases the miss chance by 5%. If at least 6m are invested, the Aerial Mages shockwave becomes persistent. Her movement leaves a area of reduced visibility that imposes the miss chance to any attacks within it (comparable to fog). She ignores that miss chance. This affects an area of 10 feet within any space she has moved through and lasts one round. If at least 12 motes are invested, it grows to 20 feet.
Cartridge: When a cartridge is expended to fuel this effect, the Evoker can move her flight-speed without provoking attacks of opportunity. Everyone within 20 feet of any space she moved through must make a Fortitude-save or be blinded for a number of rounds equal to the Evokers charisma-modifier. Everyone who can visually perceive the Evoker must make a Will-save with equal DC or be Fascinated for the same length of time.

Supersonic Flight (Su): All Aerial Mages are renowned for their speed, but only the best manage to surpass the sound barrier.
Over the course of five rounds (all spent moving forward in a straight line at your running speed) you can accelerate to supersonic speed. While at Supersonic Speed, your maneuverability drops to clumsy and you move 8000 feet per round/about 2500 miles per hour (double if you have at least 12 motes invested into Weightless), and all attacks have a 50% miss chance against you.If you collide with any obstacle, you take 10D6 damage and are stunned for 1D6 rounds. You can drop out of supersonic speed at the beginning of your round, but you must spend the next three rounds moving forward in a straight lineat your running speed in order to slow down.

Improved Aerial Evasion (Ex): At 4th-level, you gain Improved Evasion while in flight.

Sonic Charge (Su): An Aerial Mage flies so fast that the very wake of her passing can be devastating. This effect is activated by paying up to her Evoker Level – but at least eight – motes and either as part of a charge of a full-round action. If used as a full-round action, the Aerial Mage can move up to four times her flight speed in a straight line. Everyone within 20 feet of any square she passes through takes 1D6 sonic damage for each two motes spent and is deafened for a number of rounds equal to her Evoker Attribute modifier. A successful Reflex save halves the damage. If used as part of a charge, the area is reduced to 10 feet, but if the charge hits the target must make a fortitude-save or be stunned for one round.

Freedom of the Skies (Su): Whenever a effect would disrupt your Weightless Costume Effect (such as an Antimagic Field), slow your flight-speed (such as Solid Fog) or prevent you from moving, you can make a Tumble-check. If the result of your check is higher than the caster (Initiator, Manifester, Evoker or similar) level of the effect, you can ignore all of its effects that triggered the Tumble-check for the duration of the encounter. For example, passing the check would keep your Weightless Costume Effect active within an Antimagic Field, but does not allow you to use other supernatural effects within it.
This does not prevent you from being grappled, nor does it prevent status conditions that rob you of your move-action, such as being stunned or dazed.
In additon, you ignore all effects of wind on your flight (but not your attacks or other actions).


Variant: Light Runner
The Light Runner is a Prestige Class that shares most of its attributes with the Aerial Mage. Unless noted below, it works precisely as the Aerial Mage. A character can have levels in both Aerial Mage and Light Runner.
Class Skills: Add Balance (Dex), remove Spot (Wis)
Runners Costume: Alters Fliers Costume, replacing Nimble with Weightless.
Nimble Runner: Replaces Nimble Flier. A Light Runner can add her Evoker Attribute modifier to all Balance- and Tumble-checks.
Vertical Run: Replaces Winged Speed. If a Light Runner has at least six motes invested into her Nimble Costume Feature, she can run up vertical surfaces as if she had a Climb speed equal to half her land speed. If she has at least 12 motes invested, she can run over liquid surfaces, treating them as solid ground.
Evasion: A Light Runner gains Evasion instead of Aerial Evasion.
Magical Parcours: Replaces Supersonic Flight. By gathering speed for two rounds (running in a straight line at your run-speed) you can being a Magical Parkour run. During your Parcours, you can multiply all jump-distances by 10, and your jump-distances are limited by your run-speed instead of your normal land-speed. You do not take damage from falling during your Parkour, but you can not avoid attacks of opportunity. You can also run on any solid or liquid surface, including vertical ones, and are not hindered by difficult terrain. You must move at least double your speed during your Parkour, and can end it by spending a full-round action to land.
Improved Evasion: A Light Runner gains Improved Evasion instead of Improved Aerial Evasion.
Run Free: Alters Freedom of the Skies. Replace “Weightless” with “Nimble”.



Pathfinder
In Pathfinder, the Aerial Mage relies heavily on her Fly-skill, using the following alterations.
Requirements: Fly 5 ranks, Evoker Level 5
Class Skill List: Fly, Perception
Nimble Flier: You can add your Evoker Attribute modifier to all Fly-checks, and you can make Fly-checks instead of Acrobatics-checks to avoid Attacks of Opportunity.
Freedom of the Skies: You make Fly- instead of Tumble-checks.

Serafina
2013-02-09, 09:48 AM
Rewrite of the Aerial Mage has been posted.
Mostly, it needed adjustment to the new Illumination/Costume system. That got the Aerial Maneuvers thrown out, but two of them are still available - one as class-only Costume Ability, the other as a attack option.

I also improved the wording on some abilities, that should make them less confusing.
Oh, and Supersonic Speed now deserves its name - previously it was actually high hypersonic speed, somewhere around mach 15. Now its Mach 5 normally, Mach 10 with proper investemnt (unless i screwed up conversions, i hate working in feet).

Please feel free to throw PEACHes at the class :smallsmile:

sreservoir
2013-02-09, 10:12 AM
the skill prereq is almost certainly wrong (though it make little difference because I don't think we have evoker level shenanigans yet).

Snowfire
2013-02-09, 10:22 AM
the skill prereq is almost certainly wrong (though it make little difference because I don't think we have evoker level shenanigans yet).

We do not. Hopefully we never will.

NineThePuma
2013-02-09, 11:10 AM
I'm bouncing ideas around for a couple races that are compatible with Tome of Radiance stuff.

Unfortunately, my minimal familiarity with Magical Girls makes that hard. I do think that a Animal Tail/Ears race would fit, as well as a "Youthful" template of some kind.

Snowfire
2013-02-09, 07:29 PM
And apparently my homebrew brain has kickstarted out of nowhere. So we have another PrC for y'all. It evolved out of an archetype for the old MG. It's now a full ten rank PrC. And whilst I don't think it can wipe out a city in a round, it comes pretty darn close. So here we are, for men, women, children and...err...other I guess, of all ages. May I present for your viewing pleasure, the wonderful, explosive, and utterly deadly,


Bombardment Mage

Come forth, the wind of snow, and become the fletching which falls from the heavens.
- Hayate, a Bombardment Mage

Many evokers, even if their personal abilities do not fully allow it, prefer the intimacy of close combat. Their Light shines brightest the closer they are to the one they are trying to save, as a sun shines in the sky, or a torch in the dark of night. When they are right before their opponent, their wills meeting in radiant fury, that is where they shine. But that isn’t all there is.

There are others, others whose lambent fire reaches far beyond their person, blazing forth in great blasts of radiant power. These evokers manipulate the Light from afar, granting their blasts range and power far beyond that of their comrades. Against a Bombardment Mage, the question is not ‘how are they going to hit me’, it is when.

Requirements
To become a Bombardment Mage, you must fulfill the following criteria:
Special: Evoker Level 5

In all honesty, I had almost no clue of what to do here. So I went with what I knew would keep this class accessible to Evokers only. And in all honesty, no other class is going to want to take it. That is deliberate.

Class Skill List: Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
Skill Points at Each Additional Level: 4 + Int modifier.

Skills. Not sure if I should keep Spellcraft or not, but as most MGs of this type in genre have a good understanding of the types of attacks thrown about by others I thought it fit. Tell me what you think.

Bombardment Mage
Hit Dice: d6

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialIlluminations
1st
+0
+0
+0
+2Radiant Costume, Blast Weaving (Basic)
+1 level of existing class
2nd
+1
+0
+0
+3
+1 level of existing class
3rd
+2
+1
+1
+3Blaster Armament
+1 level of existing class
4th
+3
+1
+1
+4Blast Weaving (Improved)
+1 level of existing class
5th
+3
+1
+1
+4Blaster System
+1 level of existing class
6th
+4
+2
+2
+5
+1 level of existing class
7th
+5
+2
+2
+5Blast Weaving (Greater)
+1 level of existing class
8th
+6
+2
+2
+6
+1 level of existing class
9th
+6
+3
+3
+6Synchronised Targeting
+1 level of existing class
10th
+7
+3
+3
+7Blast Weaving (Absolute)
+1 level of existing class


So you've got two bad saves, as fitting for a class like this, medium BaB which I'm considering changing to full, and then...look at that, full Illumination and Evoker Level progression. Not as many abilities as Listener, but...they're arguably very strong.

Illuminations: A Bombardment Mage loses none of her power as an evoker, continuing to advance her access to Illuminations from her Evoking Class, as well as her Evoker Level, as shown. If she has more than one Evoking Class, then she must choose one of them when she takes her first level in Bombardment Mage. Once made, this choice cannot be changed.

So, full evoker progression. You do miss out on costume progression with this class but you gain two for free. So I think it's reasonable.

Radiant Costume (Su): A Bombardment Mage’s costume is wreathed in its own unique manifestation of power. In some cases this takes the appearance of drifting motes of light, in others it manifests as shapes of light around the Mage and her device, appearing to focus and concentrate their power. But in all cases, it is something not so much a part of the Mage’s costume as it is a part of her being.

At 1st level, a Bombardment Mage gains a special costume effect that is always active and gained in addition to all others. Furthermore, she automatically has (class level) motes invested into it, without lowering her mote pool and bypassing normal investment limits. This costume effect, however, does not have a base effect more than functioning in conjunction with Blast Weaving. Its Essence and Cartridge Boost effects are described below

Essence Boost: Every 6m invested into this effect increases the dice step of her blasts by one (to a maximum of d12 with 18 invested motes). If 12 motes are invested, she ignores penalties for shooting in or into melee.

Cartridge Boost: When a Cartridge is used to fuel this effect, the motes invested within this effect automatically refresh as if at the start of the Evoker’s next turn.

Mostly stolen idea from Aerial Mage, just with a different slant to it.

Blast Weaving (Su): This is the great power of a Bombardment Mage, allowing them to expend motes from their Radiant Costume to enhance the range, size, and shape of their blasts. At level one, a Bombardment Mage gains the ability to drain motes from their Radiant Costume to enhance the Shape Component of the blast as standard, bypassing the standard maximum mote cost restriction. These motes return at the start of the Bombardment Mage’s next turn. The Foundation effect of the blast is not affected by these additional motes.

At level four, they may also drain motes to apply the Horizon Secondary Component to their blasts. In addition, they gain the ability to shift the Shape Component of any of their blasts to any other Shape they have access to as they evoke it, so long as Radiant Costume would have motes in excess of those automatically granted invested in it after the blast is evoked, as a move action. Finally, motes equal to half the Bombardment Mage’s class level added to blasts via Blast Weaving and Radiant Costume count for the purposes of the blast’s Foundation Effect (for a maximum bonus of +5dx where x is the dice size for the blast as modified by Radiant Costume’s Essence Boost effect).

At level six, the Bombardment Mage gains access to every Shape component in the Blast Shape list for the purposes of both crafting their Illuminations and changing their Shape with Blast Weaving. In addition, adding ranks of Shape Component using Blast Weaving now costs one mote less (to a minimum cost of 1 mote per rank).

At tenth level, a Bombardment Mage’s understanding of Blasts and how to manipulate them has reached such height that they may freely manipulate their Blast Illuminations to a degree that all envy. The cost of their ability to shift the Shape Component of their blasts is reduced to a free action, and every mote invested into their Radiant Costume grants two motes for the purposes of Blast Weaving and other effects based on it. The cost of additional ranks of all Shape Components for the purposes of Blast Weaving is reduced again by 1, for a -2 reduction (to a minimum cost of 1 mote per rank). In addition, the maximum possible bonus to a blast’s Foundation Effect is increased to class level.

And this feature, like Listener to Light, is the real meat of the class. And it gets some really nice things here. Especially when you hit level 10 and can do some truly terrifying things with the size of blasts.

Blaster's Armament (Ex): The Device of a Bombardment Mage resonates with the power of her radiant costume, burning with power in an extension of the Mage’s own Light.
At 3rd level, a Bombardment Mage always carries the Resplendent Device effect, ignoring Device restrictions and in addition to all others.

Flier's Costume but for Resplendent. Nuff said.

Blaster System (Su): Bombardment Mages are the masters of the ‘carpet the area with fire until they fall over’ battle philosophy and it shows none better than in their ability to compress actual blasts into something very similar to cartridges.

At level five, a Bombardment Mage gains the ability to select any blast on her Illuminations Known list (except for Complex Formula and the Champion’s special Illumination granted by Sunlight Apotheosis) and compress it into a Blaster Cartridge. She may create a number of Blaster Cartridges equal to half her class level. These are loaded into her Device as a swift action and can be loaded at the same time as those of a Champion. Triggering one, and releasing the blast within it, is a free action that can only be taken on her turn.

At level ten, she gains the ability to load two Blaster Cartridges into her device - although she may not do so in one swift action. She may, however, trigger both in the same round.

These Blaster Cartridges may be created during the same ritual that the Bombardment Mage uses to change her Illuminations, as with the Cartridges utilised by Champions

This one was a fun one to design - took quite a while and about three different iterations to get it right (finally). So it's basically, at level ten, the ability to launch three blasts in a round if you set it up right.

Synchronised Targeting (Su): Where other evokers are left forced to choose their targets, Bombardment Mages soon attain a level of control over their blasts such that they can unleash a spray of lesser attacks in the place of one

At level nine, a Bombardment Mage may split her blasts into multiple less powerful ones, each doing a portion of the full blast’s damage. She may launch a number of additional blasts identical to the original equal to (class level/3) times, and divides her damage for each blast by the number of blasts launched, including the original blast. All other affects apply as normal.

And this is the point where you get the ability to literally carpet most of a city with blasts in a single round - at least in conjunction with novaing Blaster System.

Lix Lorn
2013-02-09, 07:37 PM
It's awesome, but there's STILL no way to have a wide beam. :smalltongue:

Garryl
2013-02-09, 07:45 PM
Why are you suddenly using yards instead of feet for the Aerial Mage's Sonic Charge?

Snowfire
2013-02-09, 07:49 PM
It's awesome, but there's STILL no way to have a wide beam. :smalltongue:

Fire four each for three beam Shape blasts along one massive line. I think you have a wide beam :smalltongue:

Lix Lorn
2013-02-09, 08:03 PM
Ha, that might work...

sreservoir
2013-02-09, 08:23 PM
prcs don't have slashed BAB; the slashes are there to show iteratives, and, unlike base classes, where one might make the unfounded assumption that the base class accounts for all of a character's levels and thus BAB, prcs almost never provide all of a character's BAB.

also your tables' illumination progression seems borked, got shifted left a space.

Snowfire
2013-02-09, 08:45 PM
prcs don't have slashed BAB; the slashes are there to show iteratives, and, unlike base classes, where one might make the unfounded assumption that the base class accounts for all of a character's levels and thus BAB, prcs almost never provide all of a character's BAB.

also your tables' illumination progression seems borked, got shifted left a space.

Changed the BAB, and I noticed the table borkness when I was changing something. Thanks.

Any thoughts on the rest of it? Or need to think?

Snowfire
2013-02-10, 07:51 PM
And...oh god...not slowing down...why am I somehow writing a PrC a day...

This is basically the melee version of the Bombardment Mage. Oh, and please don't freak out over the capstone (protip: it doesn't come at level 10). Oh, and a cookie to the people who get the genre references.


Heartwielder

This is no mere weapon, nor even a true Device. She is my heart made manifest, so that I may wield its true light against those who would seek to snuff it out.
- Unknown Heartwielder, shortly before proceeding to beat the evil out of her opponent.


To some, they are the utter opposites of Bombardment Mages, wielding the power of their furious souls close up, directly through their Device. To others, they are ignorant, savage wielders of brute strength in all situations, even ones where simple use of other powers of Light would suffice. Both those statements are in fact – to a point – true. But there is a great deal more to Heartwielders than meets the eye – and far more than one not a member of their ranks ever knows.

Heartwielders pour the power that other Evokers use in their Illuminations into their Devices, awakening their Light forged companions to sentient awareness. Those Devices become, in time, something very similar to a literal extension of their souls. In exchange, Heartwielders gain an utterly loyal friend and companion in their struggle to spread their Light across reality. And to all who walk the path of Heartwielder, that has never been said to be less than enough.

Requirements
To become a Heartwielder, you must fulfil the following criteria:
Base Attack Bonus: +10
Feats: Weapon Focus (Device)
Special: Evoker Level 6

This is a level 11 entrance PrC, mainly for reasons of power.

Class Skill List: 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 Additional Level: 4 + Int modifier.

Champion skills. They fit, and I saw no need to change any of them.

Heartwielder
Hit Dice: d10

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialIlluminations
1st
+1
+2
+2
+0Enhanced Weaving, Cartridges, Empowered Costume, Heartforged Device (Awake)
2nd
+2
+3
+3
+0
+1 level of existing class
3rd
+3
+3
+3
+1Light’s Edge
+1 level of existing class
4th
+4
+4
+4
+1Heartforged Device (Aware)
+1 level of existing class
5th
+5
+4
+4
+1Steel is My Body
6th
+6
+5
+5
+2
+1 level of existing class
7th
+7
+5
+5
+2Heartforged Device (Bonded)
+1 level of existing class
8th
+8
+6
+6
+2Fire is My Blood
+1 level of existing class
9th
+9
+6
+6
+3
10th
+10
+7
+7
+3Heartforged Device (Eternal)
+1 level of existing class


It's a nice chassis, equivalent to Champion in most things except that it has good Fortitude progression instead of Will. Made more sense this way really, as you're opening yourself up to another intelligence basically 24/7.

Illuminations: A Heartwielder loses little of her power as an evoker, but she does lose some, pouring so much of her power into her Device has downsides. A Heartwielder continues to progress access to Illuminations from her Evoking Class, as well as her Evoker Level, as shown. If she has more than one Evoking Class, then she must choose one of them when she takes her first level in Heartwielder. Once made, this choice cannot be changed.

7/10ths Progression as Listener. Doesn't affect you where it's really important, but it's a fair cut considering.

Enhanced Weaving: A Heartwielder remembers fully the power and majesty of their costume elements, and lose none of their access to it as they progress in level. Their levels in Heartwielder either stack with their levels in previous Evoking classes, or count as levels in Empath for the purposes of Costume Progression (whichever is more advantageous).

This isn't really that big a thing considering you can't enter this with Stargazer at level 10. But it's there, just in case.

Cartridges (Su): Heartwielders gain a Cartridge at 1st level, and then again at levels 4, 7 and 10.

Fast track cartridge progression. Considering that this class needs them to really shine, yes, you get some.

Empowered Costume: Heartwielders fight with an utter disregard of their own ability to lose, wielding the power of their Device and Costume in glorious combination and with a level of strength that few can hope to match.

At 1st level, a Heartwielder gains a special costume effect that is always active and gained in addition to all others. This costume effect, however, does not have a base effect. Its Essence and Cartridge Boost effects are described below:

Essence Boost: For every mote invested in this effect, up to an investment ceiling of twice your class level, you gain two motes that can be used only to invest into other costume and device effects.
Cartridge Boost: When you expend a Cartridge to boost the effects of Empowered Costume, choose two costume or device effects that you have active and trigger the Cartridge Boost effect for both.

This one's powerful, no question. But for this type of combatant it's also necessary, and doesn't break the system in my opinion. Bend it, maybe a little. But not break it.

Heartforged Device: At the core of the Heartwielder’s power, regardless of what might be said to the contrary, lies their Device. The bond forged between a Heartwielder and her chosen weapon awakens the Device to awareness and, with time, strengthens their connection until it is truly unbreakable.

At first level, the Heartwielder may choose to reshape her current Device as it awakens to sentience, becoming an Intelligent Item with the purpose of Serve and Protect Wielder. Reshaping her device allows her to change her Device Type to any that either they, or an Empath, could select. This can only be done once, when she takes her first level in this class, and once completed the decision can never be changed. She may also at this point freely change her Enhanced Armaments to suit her new Device. In any situation where her Device would – through whatever means – gain dominance over her, it will immediately relinquish that control. A Heartwielder’s Device gains in power at the rate listed below.


LevelMental Ability ScoresCommunicationCapabilitesSenses
1st
Two at 14, one at 10
Speech (1)
One lesser power
60 foot vision and hearing
2nd
Two at 14, one at 10
Speech (1)
Two lesser powers
60 foot vision and hearing
3rd
Two at 15, one at 10
Speech (1,2)
Three lesser powers
120 foot vision and hearing
4th
Two at 15, one at 10
Speech (1,2)
Three lesser powers
120 foot vision and hearing
5th
Two at 16, one at 10
Speech (1,2)
Three lesser powers and one greater power (5)
60 foot darkvision and hearing
6th
Two at 16, one at 10
Speech, Telepathy (2,3)
Three lesser powers and one greater power (5)
60 foot darkvision and hearing
7th
Two at 16, one at 10
Speech, Telepathy (2,3)
Three lesser powers and two greater power(5)
120 foot darkvision and hearing
8th
Two at 17, one at 10
Speech, Telepathy (3,4)
Three lesser powers and two greater powers (5)
120 foot darkvision and hearing
9th
Two at 17, one at 10
Speech, Telepathy (3,4)
Three lesser powers and two greater powers (5)
120 foot darkvision, blindsense and hearing
10th
Two at 18, one at 10
Speech, Telepathy (3,4)
Four lesser powers and three greater powers (5)
120 foot darkvision, blindsense and hearing


1. Like a character, an Intelligent Item speaks common plus one language per point of Intelligence Bonus. It can communicate telepathically with the wielder.

2. The item can also read any languages it can speak.

3. The item can use either communication mode at will, with language use as any speaking item. It can communicate telepathically with the wielder.

4. The item can read all languages as well as use read magic.

5. The Intelligent Item may gain a dedicated power in the place of a greater power. It may only gain one dedicated power.

If her Device is damaged or destroyed, a Heartwielder may restore it to full functionality and existence through a powerful ritual that calls upon the bond between them. This ritual takes one hour if her Device has been damaged, and six if her Device has been destroyed.

For the purposes of spellcasting, the Device's Caster Level is equal its wielder's Evoker Level.

At 4th level, the Heartwielder and her Device have attained connection such that they may never lose each other. She may summon her Device to her, as long as it is on the same plane of existence, as a swift action. If it is not on the same plane of existence as her, she may locate its current planar location as a full round action. She may also, 1/day, restore her Device to full existence and functionality through a one minute long ritual of remembrance. Acting as a pure extension of her body, and the light that burns within her, her Device grants her an effective Evoker Level equal to her character level for the purposes of crafting and evoking Assault Shape Blasts alone. It also grants (class level) motes for the purposes of paying the costs of these blasts. These motes refresh as normal.

At level 7, a Heartwielder has reached a rapport so deep with her device, that the two intelligences may share senses and – in emergencies – even control of their forms. A Heartwielder may treat the senses of her Device as her own. In addition, a Heartwielder may, as an immediate action in response to being subjected to any form of effect that grants mental control over her, surrender control of her body to her Device. She may designate one simple action for the Device to take with her body, such as “kill the mage”, “protect (person)” or simply “flee”. The Device will make every attempt to fulfil the command given to it by its master, but is unable to access any spells or non-Assault Shape Illuminations that she may have and will always flee combat if she is reduced to less than 10% of her hit points.

At level ten, the bond between Device and Heartwielder grows to transcend the very nature of their separation. They count as one creature whenever it would be to their advantage. As such, the Heartwielder may never be disarmed, nor may she have her weapon sundered. If she is ever, by whatever means, separated from her Device, she may call it back to her as a free action. If her Device is ever destroyed or damaged, she may return it to full existence and functionality in a ritual taking one minute. Her once per day ability to restore it becomes a once per encounter ability that requires a standard action. Her Device, regardless of its actual type, may be treated as a one handed, light, finessable weapon whenever it would be to her advantage. In addition, once per week, if the Heartwielder is slain but her Device survives, it returns her to life in her next round as if her Device had cast True Resurrection.

A Heartwielder who reaches these heights may also choose to reshape their Device once more. This process follows the same rules as before, except that the Heartwielder may choose to change her Device Type to any other.

And...this is the big one. I'm not going to go through each effect here. It would take ages and probably wouldn't serve to help much. Most of this, however, is stuff that you would want for to be a passable pure melee combatant.

Light’s Edge (Ex): The weapon of a Heartwielder transcends the usual limits of its material trappings, becoming a potent focus for the Light that burns within its master. Wrapped in Light itself, it becomes a conduit of its master’s power, tearing through defences and burning with glorious power as it brings down those who stand against it.

At level three, a Heartwielder always carries a modified Enhanced Device effect, ignoring Device restrictions and in addition to all others. She automatically has (class level) motes invested into it, without lowering her mote pool and bypassing normal investment limits. For the purposes of a Heartwielder, the Cartridge Boost effect of Enhanced is treated as being permanently active, allowing her to shift the enhancements of their device as a free action.

She gains a new Cartridge Boost effect for Enhanced, granting a number of additional ‘floating’ enhancements equal to those granted by her Enhanced effect or her class level, whichever is lower. This effect lasts for (Evoking Stat Modifier) rounds.

Enhanced Enhanced. It's pretty powerful, but it's not really game-breaking, even with the temporary doubling of boni. Also comes online late enough that dipping is not hugely viable.

Steel is my Body (Ex): The Light of a Heartwielder’s connection to her Device goes both ways. It could not, in fact, do anything but. And whilst she holds her weapon, she shares with it its resilience.

At level five, so long as a Heartwielder is holding her device and makes a successful Will or Fortitude save that would normally reduce the save’s effect, she suffers no effect from the spell at all. Only those spells with a saving throw entry of “partial” or “half” are affected by this ability, and only for purposes of Will and/or Fortitude saves with these descriptors.

Mettle. A level after Champion, and needs you to have your Device in your hand, but come later levels that's not going to be an issue at all.

Fire is my Blood (Ex): At some point along the way, Heartwielders literally transcend the limits of their mortal shell, rising from human (or whatever race they may be), to something…more. Their body pulses with Light itself, fury echoing from their motions, and their blood burns away much that would try to harm them.

At eighth level, a Heartwielder’s body and blood grow so suffused with the Light that her blood simply burns away many things that most have great cause to fear as they attempt to gain a foothold on her. She gains immunity to poison, disease, paralysis, stunning, death effects and necromancy effects.

This is basically construct traits + death ward. As you're not going be able to get this until level 18 minimum, the level of immunities it grants is reasonable when taken in perspective with the HfD (Eternal).


------

Pathfinder Sidebar

In Pathfinder, the Heartwielder functions as normal, with the following differences.

Class Skill List: Acrobatics, Fly

Heartforged Device: Instead of a lesser power, your device can select an intelligent item power costing 10,000 gp or less. Instead of a greater power, you might select a power costing more than 10,000 gp. For Dedicated Powers, the spells are no longer at will. 4th and 5th level spells may be cast 3/day, whilst 6th and 7th level spells may be cast 1/day. This is due to the fact that the item is always fulfilling its dedicated purpose when wielded by its master.

Pathfinder sidebar. Needed to clarify the Intelligent Item stuff for this class, but other than that isn't really much of a thing. Except for ensuring no Dedicated Power shenanigans. An at will 7th level spell is just....insane.

sreservoir
2013-02-10, 08:36 PM
... construct traits, eh?

... you're making me want to write acfs and/or archetypes and/or templates with a one-off miracle or wish effect to turn a magical girl into a zonbi without a soul, if you catch my drift.

Snowfire
2013-02-10, 08:42 PM
... construct traits, eh?

... you're making me want to write acfs and/or archetypes and/or templates with a one-off miracle or wish effect to turn a magical girl into a zonbi without a soul, if you catch my drift.

I'm afraid I don't. I mean, it's not full construct traits, but the basic flavour of the Heartwielder is that you become more a weapon than a person.

I'm curious where that idea of yours comes from actually.

vasharanpaladin
2013-02-10, 11:03 PM
...Why does Heartwielder make me think of Buso Renkin? :smalleek:

Qwertystop
2013-02-11, 09:37 AM
I'm afraid I don't. I mean, it's not full construct traits, but the basic flavour of the Heartwielder is that you become more a weapon than a person.

I'm curious where that idea of yours comes from actually.

He's saying that he wants to make Madoka-esque options. Even though, frankly, the relevant bits other than the wish are basically fluff in most situations, and a pure drawback where they aren't fluff. A free Wish for taking the first level, on the other hand, would just be OP.

kestrel404
2013-02-11, 10:27 AM
He's saying that he wants to make Madoka-esque options. Even though, frankly, the relevant bits other than the wish are basically fluff in most situations, and a pure drawback where they aren't fluff. A free Wish for taking the first level, on the other hand, would just be OP.

I don't know. If it's a prestige class with entry requirements of character level 7+, then a single, one-time, free wish would be a reasonable class feature, as long as it's the only significant benefit (no more than 3/4 BAB, 2 good saves, d8 hd, 4+int skills, no other class features, etc). With additional benefits, it could be reasonable as one of several at level 11 or so.

Of course, if it's a repeatable wish (I'm not familiar with Madoka), then yeah, totally OP.

Danakir
2013-02-11, 10:37 AM
This kind of stuff is best served by being accepted as a plot device, I feel. I mean if your DM wants Madoka-esque Magical Girls, then it's best to accept that part of the class is going to be a direct part of the plot rather than a simple 'Wish' spell.

With that said, a single 'Wish' wouldn't be much of a problem assuming appropriate prerequisites.

sreservoir
2013-02-11, 12:04 PM
(I'm not serious, no. that said, madomagi mechanics really don't work at all with most game systems, I've found.

the being turned into a construct with specific needs part is p relevant, though, must say, but hard to implement in general without breaking things.

also ftr those wishes are really definitely more plot-device than anything which would fit within the bounds of rules. more akin to, eh, player narrative control mechanics, than the spells, and the spells are bad enough as-is.)

Owrtho
2013-02-11, 04:15 PM
So, with all the ToR PRCs going up, I figured I aught to try my hand at it. Thus I grant you the class that I'm sure everyone figured it was only a matter of time before it showed up. Was somewhat hurried near the end, so there may be some things that need tweaking or some balance issues to fix. Feedback is appreciated.


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.

So feats and skills as the requirement. All fit the basic theme. As for the skill list, I slightly modified the champion skill list.

Radiant Armourer
Hit Dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Illuminations

1st|
+0|
+2|
+0|
+2|Enhanced Armoury, Enhanced Weaving, Expanded Arsenal, Standard Issue|

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

3rd|
+2|
+3|
+1|
+3|Enhanced Armoury, Reforged Radiance|
+1 level of existing class

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

5th|
+3|
+4|
+1|
+4|Enhanced Armoury, Cartridges +2, Arsenal Effects|

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

7th|
+5|
+5|
+2|
+5|Enhanced Armoury, Allied Assault|
+1 level of existing class

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

9th|
+6|
+6|
+3|
+6|Enhanced Armoury, Cartridges +3|

10th|
+7|
+7|
+3|
+7|Radiant Arsenal, Effective Arsenal, Mass Assault|
+1 level of existing class[/table]

Two good saves and medium BAB. Given the class can serve a front-line fighter type roll it seems to fit.

Weapon and Armor Proficiency: A Radiant Armourer gains proficiency with all types of Devices and Costumes. This does not make her proficient with the Devices of another magical girl, though does allow her to select them for the Radiant Arsenal feat.

Yes, she gains more proficiencies. That said, without this the class would likely be terrible for Stargazers, and not great for Empaths.

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. A Radiant Armourer continues to progress access to Illuminations from her Evoking Class, as well as her Evoker Level, as shown. If she has more than one Evoking Class, then she must choose one of them when she takes her first level in Radiant Armourer. Once made, this choice cannot be changed.

So, seven tenths illumination progression. Hopefully the other abilities can make up for it.

Enhanced Armoury: Starting at first level, and every odd level thereafter, the Radiant Armourer gains an additional Enhanced Armament. However, unlike normally gaining them, those gained from this class must be split evenly between upgrading costumes and devices. You may put up to one rank more in either of them than the other, from ranks gained from this feature.

You get to make devices and costumes better than most. This is a key feature of the class, so it should come as no surprise.

Enhanced Weaving: A Radiant Armourer is skilled at working with radiant armaments as well as the art of imbuing them. As such Radiant Armourer levels progress costume effects as if levels in champion.

This may be a surprise, but a class focused on costumes and devices does not lose progression for improving costumes and devices, instead getting to use the best progression.

Expanded Arsenal (Ex): When using twinned device to make a copy of her device, the Radiant Armourer may have the copy be selected from any devices she can summon. Additionally, it is no longer limited to only Marksman, Implement, or Versatile devices, though only those types may aid you in combat when not held. You may also invest motes in Twinned Device to create extra costumes, though this does not grant you the capacity to wear them or otherwise benefit from them. If you have the Blazing Aegis feat, you may create additional shields like you would devices, but similarly do not gain benefits for them.
Lastly, for every level in Radiant Armourer, you are 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.

One of the key class features, this enables the Radiant Armourer to have the devices and costumes she needs to properly equip her allies.

Standard Issue (Ex): Unlike other magical girls who primarily use their devices themselves, the Radiant Armourer has learned to make her devices 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 Versatile, Mighty, and Bolt are treated as Martial). Similarly, costumes may be treated as Light, Medium or Heavy armour by one so trained (for light medium and heavy costumes respectively).
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 devices and costumes. 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, devices and costumes used by others are not as effective as those used by the Radiant Armourer herself. As such they only count as having half as many Enhanced Armament points in any given Enhanced Armament as they actually do (in the case of Enhanced Armaments that may only be taken once, they are not halved). Additionally, they do not benefit from any costume effects.

The main meat of the class, letting the Radiant Armourer deck out her party with gear. While it isn't as good as her own, it still can be better than most normal equipment, and some of the drawbacks will eventually be alleviated.

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

Yes, one of the main aspects of this class is being able to make lots of different devices and costumes for people. This lets you do that without wasting all your feats.

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.

So, minor cartridge gain, or advancement. Not much to say there.

Reforged Radiance (Su): Unlike other magical girls, a Radiant Armourer has learned to rework her Radiant Armaments. Starting at third level, once per day she may spend one hour and change the type and enhanced armaments of a single device or costume she can make. She may also count this time toward that needed to prepare her illuminations.

This handy skill is to help the Radiant Armourer who has found the needs of her group have shifted. Rather than having to get a whole new device or costume to fit the new needs, she may just respec the now obsolete one.

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). 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).

So, adding devices in blasts. It was bound to happen sooner or later. For even more fun add it to an assault blast, so you can hit enemies with your device when you hit them with your device.

Arsenal Effects (Su): Starting at fifth level, the Radiant Armourer begins to be able to expand her costume effects to those costumes and devices used by others. She may grant each device or costume used by someone else a single costume effect from among the costume effects she has applied to the device and costume she is using herself. Additionally, for every two motes she has invested into costume effects for her own costume and device, she may treat costumes and devices used by others as having a mote invested. The costume effects need not match those that the motes are invested in.
If the Radiant armourer would always have a given costume effect applied due to a feature from another class, it is always applied to devices or costumes she makes as appropriate. If it would always be treated as having motes invested in it, these motes do not count toward the normal number of motes invested in costume effects for this class feature, but instead treat all devices and costumes she makes as having half that many motes invested in the appropriate effect.

So, the Radiant Armourer finally gets the ability to share costume effects with her friends. About time I say.

Allied Assault (Su): Starting at 7th level, the Radiant Armourer becomes able to imbue her allies attacks with power as well as her own. On any turn she makes an attack, or as a standard action, she may expend motes as if paying for an assault blast. However, rather than using it herself, she may grant it to the attack of an ally using one of her devices made before the start of her next turn. Unfortunately so may not unleash her full power this way. This may not be used with assault blasts that cost more motes than half the Radiant Armourer's evoker level.

Who saw this coming? I know I sure didn't. Strange as it seems so obvious in retrospect.

Effective Arsenal (Su): Upon reaching tenth level, the Radiant Armourer becomes even more skilled at applying costume effects. She may apply a second costume effect to devices and costumes she made being used by others. Motes applied to those devices and costumes may be divided among the effects at her discretion.

So, a capstone of letting her grant allies two costume effects (four if they use both a costume and a device). Not bad.

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.

A second capstone? This time one for the Radiant Armourer fighting alone, or just not lending out her weapons (or with excess ones after lending them I guess). Now you can finally add assault blasts to the volly attack of your extra weapons.

Owrtho

Selinia
2013-02-15, 03:12 AM
Y'all are making me look bad with this rush of content here! I pull back for a couple days to work on some stuff, and suddenly we're almost matching the number of PrCs that came up in the entirety of the Magical Girl 1.0 thread! In any case, changelog for the day:


Indexed existing PrCs into the Prestige Class section for easier access.
In celebration of the holiday, added Soulbond feats! Ten new feats, centered around building an unshakable bond of teamwork and camaraderie with a single, dedicated partner. I've always loved the concept of teamwork feats, but the implementation of the concept in Pathfinder struck me as... lackluster. The soulbond system allows each side of a soulbond to select whatever benefits appeal to them and their playstyle most, without burdening down other characters with useless feat selections.


Nothing huge (though I do have a couple PrCs of my own I hope to have polished up and up here in the next few days), but as always, thoughts are much appreciated. Coming up next is my first PrC for the project, a few patches for the Empath, and a bundle of new Components for illuminations.

Snowfire
2013-02-15, 06:44 AM
Oh, I'm only beginning on the making you look bad :smalltongue:

Got two more PrCs for you, and...something else. Oh, and another PrC about half way done. I don't think I have ideas for any more after this, but we'll see. This one was a lot of fun, it being in effect, the real old school magical girl.


Child of Light

"Key of the Light
With powers burning bright
Reveal the staff
And shine your light!
Release!"
- Ancestor Sakura, one of the great Heroes of Light, upon releasing her seal.

Eons ago, in a distant past that had yet to see the birth of many of our stars, the first generation of children gifted with the Light was born. Before the time of the Evokers came, with their refined understanding of the Light, in the dawn where primal life basked in the gentle glow of young stars rose to emulate this radiance. These progenitors would come to be known as the Heroes of Light. Each of them tall as a titan and creating a legacy that outlasted even the memory of their names and identities.

They spread the Light wherever they went, and in their wake new souls were gifted with Light. These were the seeds from whence Evokers would later bloom. In time, even these living legends perished to the trials of their brave existences and the ravages of time. The world can be unkind to such pure souls.

But even in death, the spark which these chosen children carried does not die. It endures, precious and eternal, and with every cycle of the wheel they return. Their memories may not follow with them, but their wisdom, kindness and the strange nature of their souls which first made this miracle possible very much does.

They are the Children of Light. Bearer of an ancient legacy and inheritors of a legend that transcends space and time. They are the primordial bearers of the Light. And though they cannot hope to fully emulate the power they once used at the origin of time, they grasp the Light in ways which others can barely comprehend and never emulate.

More so than any others, the Light was the fate of these pure and holy souls.

The darkness very much fears them.

Requirements
To become Child of Light, you must fulfill the following criteria:
Alignment: Any Good
Feat: Ancestral Radiant (detailed below)
Special: Evoker Level 6, Power of Friendship.

Level seven entry requiring feat, alignment and full Evoker class up to that point (or truly excessive feat use)

Class Skill List: Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge [History] (Int), Knowledge [Local] (Int), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha)

Skill Points at Each Additional Level: 4 + Int modifier.

Children aren't going to use skills that often more likely than not. But giving them the list shown seemed to fit best with their nature.


Ancestral Radiant:

You are the descendant of one of the Heroes of Light. Your ancestor’s power flows in you like a wild river, and all those on the side of angels recognise within you that ancient legacy and for that you are greatly respected. And when ranged against those who would seek to snuff out that light, your words strike far harder.

Prerequisites: Good Alignment, Evoker Level 1

Benefit: All good aligned creatures treat you as one step more friendly in interactions. This does not prevent you from lowering their relation to you naturally, but gives you a much better start. You also gain a Competence bonus to Intimidate, when used against Evil creatures, equal to half your HD.

Special: You may only take this feat at first level.

Level 1 only feat. It's had some work done on it from the base, but I think this is pretty solid.

Child of Light
Hit Dice: d8


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialIlluminations
1st
+1
+2
+2
+2Enhanced Weaving, Heritage Bound, Incorruptible, Primordial Light, Ancestral Seal (Staff)
2nd
+2
+3
+3
+3
+1 level of existing class
3rd
+3
+3
+3
+3Eternal Grace
4th
+4
+4
+4
+4Ancestral Seal (Body)
+1 level of existing class
5th
+5
+4
+4
+4Hope Never Dies
6th
+6
+5
+5
+5An End to Darkness
+1 level of existing class
7th
+7
+5
+5
+5Ancestral Seal (Mind)
8th
+8
+6
+6
+6Hope Lives On
+1 level of existing class
9th
+9
+6
+6
+6Light Springs Eternal
10th
+10
+7
+7
+7Ancestral Seal (Spirit)
+1 level of existing class


Pretty good chassis. Full BAB, all good saves, but only d8 hd and extremely limited evoker progression. Don't worry there though, it's nowhere near as bad as it looks.

Illuminations: A Child of Light loses little of her power as an evoker, by the primordial power of her ancestor makes it slightly harder for her to craft Illuminations as her sisters do. A Child of Light continues to progress access to Illuminations from her Evoking Class, as well as her Evoker Level, as shown. If she has more than one Evoking Class, then she must choose one of them when she takes her first level in Child of Light. Once made, this choice cannot be changed.

Actually true due to one of their first class features. See below.

Enhanced Weaving (Ex): A Child of Light remains fully capable of weaving her Light into protective shells as she could before awakening her heritage. And the primordial, impossible strength that flows from that heritage grants her great power.

A Child of Light gains additional costume elements as if her levels in Child were levels in her previous evoking class or Empath, whichever is more advantageous.

Magical girls of this era were all about costume to a degree far more than many of the later ones. So this fits.

Heritage Bound (Ex): Once awakened, the heritage of a Child can never be sealed again. It can only be completed. Once a character takes her first level in Child, she may not exit for the full ten levels until her heritage is fully awakened.

Stolen shamelessly from Sublime Chord in terms of basic wording, this is a very good showing for the fact that, once you start down this path, you can't stop. It's just as much a sacrifice of yourself as it is anything else.

Incorruptible (Ex): Children of Light are stalwart in their convictions and pure in their intentions as no others can be. No force may alter their Alignment less than their own freely chosen actions. Any action they may take that may alter their Alignment is fully disclosed to the player by the DM. This comes as a flash of insight to the Child. Whenever any force conspires to make the Child act outside the bounds of her Alignment, she not only disregards the influence but may roll a second saving throw to break out of it. If no saving throw was allowed, then one is allowed at a standard DC.

A Child who ceases to be good or who willfully commits an evil act loses all Child of Light abilities. She may not progress any farther in levels as a Child of Light.

This one got lost in the building of the class - my fault for composite building over several days via Skype, but answers the question of going evil and suchlike quite easily.

You. Don't.

Primordial Light (Su): The Children of Light’s power is that of another age, ancient and unbound unlike that of any other Evoker. Her garb is that of the Light’s own, and it cannot be content with the falsehood of a physical form. It burns with the Light of an ancient beacon, and grants her safety against those that would try to harm her.

At 1st level, a Child of Light gains a special costume effect that is always active and gained in addition to all others. Furthermore, she automatically has (class level) motes invested into it, without lowering her mote pool and bypassing normal investment limits.

Effect: The Child gains 20% concealment. This special concealment grants no other benefits of concealment, such as interfering with line of sight or protecting against precision damage.

Essence Boost: For every 3m invested in this effect, increase the Child of Light’s concealment by 5%, to a maximum of 50%. If at least 12m are invested, the Child gains Regeneration/Evil equal to one third of the motes invested. If 20m or more are invested, all lethal damage dealt to the Child is converted to nonlethal. If the Child is in any way immune to non-lethal damage, the damage counts as lethal for bypassing the immunity.

No Cartridge Boost here. That's extremely deliberate, mainly as Cartridges are definitely a far more modern magical girl thing. And really, this doesn't need a Cartridge Boost effect. It's good enough on its own.

Ancestral Seal (Su): At first level, the radiant heritage of the Child’s past blooms into life, reaching out from beyond the veil of death and finding purchase in the very core of the roaring fire that burns at her heart. This heritage brings many gifts, but it also sets the Child apart as the bearer of an ancient and eternal legacy that will, in time, change her utterly.

At level one, the Child of Light’s device is fundamentally altered, becoming more a trinket than any real weapon. It becomes a potent focus for her Illuminations, allowing her to treat her Child of Light Evoker Level as full progression for all purposes. The nature of the Child of Light is altered too, a manifestation of the innocent purity that marks their kind. She always deals nonlethal damage, regardless of the source of that damage, and even to creatures immune to it. For the purposes of regeneration or fast healing, it counts as lethal damage. Any effect that would instantly kill or destroy a creature (Slay Living, Destruction, etc.) instead knocks the target unconscious or incapacitates them.

The Child of Light crafts her Illuminations as if she was holding her Device whilst doing so, hence at full evoker level.

At level four, the Child’s connection to her ancestral Hero of Light expands further, wrapping her body in protective Light that secures her from many dangers. She gains a permanent effect as Lesser Globe of Invulnerability while wearing her costume, and may add her Evoker Stat Modifier as an Insight bonus to AC.

At level seven, the blazing radiance of the Child’s primordial power twines into being around her mind, securing her thoughts from the influence of those who might try to twist her to their will. She gains a permanent effect as a double strength Magic Circle against Evil.

And as she attains her tenth level, the ancient fire of the Hero she is becoming erupts across her very being, changing her irrevocably into something far more than mortal. She will still age, and wither and die. But for her time amongst the living, she is forever set apart as one of the great forces of mortal Light of her generation.

The Child of Light becomes an Outsider with the Native and Good subtypes. She gains immunity to acid, cold, electricity and petrification as well as Fire Resistance 10 and a +4 racial bonus against poison. In addition, her Magic Circle against Evil effect improves for her alone, granting her the effects of a permanent effect as Holy Aura.

Any creature looking upon the reborn Hero of Light immediately intuits her as a creature of overwhelming and radiant purity. Unless the Child of Light takes explicit measure to conceal her alignment, it is as plain to sight as the glow of dawn over the horizon.

So...yeah. Your EL counts as full so long as you've got your trinket in hand, which is something so absolutely fitting it almost hurts. The rest of this is basically the Saint Template sans stat bonuses and a few other things. Well, and with the addition of permanent Holy Aura.

Eternal Grace (Su): Children of Light are a breed set apart, moving with a grace that speaks of more age then there is in the life of the universe. That grace, enhanced by the Light that courses through them, grants them protection against much that would harm them.

A Child of Light gains a bonus to all saving throws equal to her (Evoker Stat Modifier). This does not stack with Divine Grace, Grace of Eons, or any other class feature that adds a stat modifier to saving throws.

Divine Grace for Evokers. This is one of the main reasons that this class is rather restrictive on entrance and cannot be dipped.

Hope Never Dies (Su): It was hope that was the cornerstone of much of the power that the Heroes of Light came to wield. The belief that, regardless of what they faced, if they faced it with utter determination and refusal to quit, they could never lose. And this bullheaded stubbornness and belief in something better than the world they walked is the seed from which many of their greatest miracles sprouted and flourished.

At level five, the Child of Light is immune to all fear effects, be they magical or otherwise. Furthermore, all allies within 30 feet receive a +4 moral bonus to all saving throws against fear. She and all allies within her 30 feet radius mien may also completely ignore all morale or profane penalties. This defense does not endure if her allies leave this radius but re-establishes itself as soon as they return.

So you're going to try and scare the magical girl and her allies away. Pffffft! Riiiiight. Sure you are.

An End to Darkness (Su): Magical girls can always find the best in those around them, even the darkest of devils and demons. To their sight, even in those monsters of darkness and blood there is the faint spark of Light. Hidden and caged maybe, but there. And whilst most find this spark so very hard to unearth, the reincarnations of Heroes can go one better. A Child does not simply change the alignment of an outsider. Her radiant power is capable of utterly changing them, rewriting their essence into a form fitting for their new view of life and their reality and freeing them from the shackles of their old life.

At level six, the Child of Light ignores any penalties to using Power of Friendship that may stem from their target being an Outsider (or similarly alien creature). Furthermore, should they succeed in bringing their new friend to the side of Good, they immediately go through a miraculous metamorphosis. Encased in a shell of light, they emerge from it as a butterfly, their entire being purified of their former sins and essence as an unique Outsider of the appropriate subtypes. Their appearance changes to suit the aesthetic of their new alignment but they are otherwise unique creatures. The DM should adapt the newly purified Outsider as best suits his campaign and the spirit of this ability.

Furthermore, the purification process is extremely liberating and experiencing this bliss disposes the Outsider rather well toward her new friend. The Outsider is inclined to be helpful and friendly with the Child of Light unless given pressing reason not to be. If the Child of Light has access to cohorts, the Outsider may be chosen as one of their cohorts if they have no more than (HD-2) hit dice.

This ability is primarily fluff, but was a great deal of fun to put together. Nothing really screams this class harder than the ability to go "Yep. that devil? They're now an angel. What'cha gonna do?"

Hope Lives On (Sp): Those who share the heart of a Child of Light may vanish in time, but not before their time has come. Her pure love for them rejects even the cold certainty of death.

Once per day, the Child of Light may use Raise Dead as a spell-like ability with a Caster Level equal to her Evoker Level upon someone with whom she has a previously established positive relationship. This is a full-round action.

Crying upon the corpse of your friend to return them to life (or similar). Stock Magical Girl.

Light Springs Eternal (Su): There was a time once, long ago, when the raw emotion of those gifted with the power of Light could snuff out stars and topple gods from their pedestals on high. And whilst that time may be long past, a shadow of that power remains in the spiritual descendants of those original Heroes.

At level nine, the Child may, once per week, drain their entire mote pool to cast Miracle with a Caster Level of their Evoker Level. Their mote pool remains empty after the use of this ability for one minute. The Child must still provide any material, focus, of the Miracle, and the Miracle cannot be a very powerful request.

In addition, by voluntarily gaining four negative levels, the Child may request a more powerful miracle. In such a case, the Miracle does not cost the usual additional 5000 xp. These negative levels cannot be cured by any means and take effect regardless of any immunity to them. Only one of these negative levels is removed every 24 hours, but they never cause permanent level loss. After using this ability, a Child of Light may not request a more powerful miracle until a month after her last negative level as a result of using this class feature has faded.

These Miracles are requested from the Light, and are approved only if the Miracle would be for the good of all, not just that of the Child alone. Selfish Miracles are always refused.

This one took quite a bit of wording, but I think worked out ok in the end. In the spirit of the fact that Miracle type effects were basically how massive threats in Sailor Moon and other such old shows were resolved, a Child of Light gets the ability to do that. Not without cost maybe, but they can do it.

Snowfire
2013-02-15, 07:55 AM
Light’s Artist

"You don't have to do this. Come, let me show you. You don't have to be afraid anymore."
-Unknown Light’s Artist, opening her Embrace

Many are those drawn to the Light from its power. More are drawn by the hope it embodies, the strength that endures almost any challenge and emerges whole. But it is a precious few who are drawn to the Light for one of its simplest and yet most complex treasures. Its sheer, utterly heart-stopping, beauty. The Light is the embodiment of every wondrous childhood memory, every magnificent moment where love is shared and given forever. It is the feel of that first kiss, the bone deep protective love for one’s child and the endless wellspring from which those feelings perpetually flow.

Light’s Artist’s tap into that love-borne beauty, that particular facet of the Light, and make it what they are. Wherever an Artist walks, that beauty follows. Wherever she works her power, it remains for all time. And when she is forced into conflict, it surrounds her in a weave of protective Light that reaches out to her opponent with an offer of utter safety. She will walk through the fire, the storms, and everything else that might be levelled against her. She will never strike back, only acting to defend herself and her comrades. And, when she is close enough, she will reach out to her foe, and wrap them in the comforting arms of Light’s true embrace.

Requirements
To become a Light’s Artist, you must fulfil the following criteria:
Special: Power of Friendship, Evoker Level 6

Another level seven entry class here, but it really fits to a lot of these.

Class Skill List: Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge [History] (Int), Knowledge [Local] (Int), Knowledge [Nobility and Royalty] (Int), Listen (Wis), Perform (Cha) Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha)

Skill Points at Each Additional Level: 6 + Int modifier.

The skill list for Child actually came from Artist, but Artist has a few more Knowledge Skills to suit their wider base of understanding.

Light's Artist
Hit Dice: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialIlluminations
1st
+0
+0
+2
+2Remembered Weaving, Unbreakable, Light’s Embrace (You Can Be More)
2nd
+1
+0
+3
+3
+1 level of existing class
3rd
+1
+1
+3
+3Radiant Wonder
+1 level of existing class
4th
+2
+1
+4
+4Light’s Embrace (Love Redeems)
+1 level of existing class
5th
+2
+1
+4
+4Shining Path
+1 level of existing class
6th
+3
+2
+5
+5
+1 level of existing class
7th
+3
+2
+5
+5Light’s Embrace (Never Too Late)
+1 level of existing class
8th
+4
+2
+6
+6Triumph of Light
+1 level of existing class
9th
+4
+3
+6
+6
+1 level of existing class
10th
+5
+3
+7
+7Light’s Embrace (One Last Chance)
+1 level of existing class


Good EL progression, two saves, but low BAB and d8 HD. A good chassis, but not as terribly strong as it used to be.

Illuminations: An Artist loses only a little of her power as an evoker, but she does lose some. A Light’s Artist continues to progress access to Illuminations from her Evoking Class, as well as her Evoker Level, as shown. If she has more than one Evoking Class, then she must choose one of them when she takes her first level in Light’s Artist. Once made, this choice cannot be changed.

As per normal. Look at table, work out EL.

Remembered Weaving (Ex): An Artist can still weave bits and pieces of the protective Light her old vocation gave her, and remains fully capable of tapping into their strength. But as with anything, her focus on something beyond the physicality of the universe weakens her.

A Light’s Artist gains additional costume elements as her Evoker Level and Illuminations progress.

Not much really to be said here.

Unbreakable (Su): An Artist is a strange one, but utterly unassailable in their strength of will where it comes to reaching out to those in pain – even those facing her in combat. Weapons blunt themselves on her, bursting into nothing but Light itself in the face of the glory of her Embrace.

At 1st level, an Artist gains a special costume effect that is always active and gained in addition to all others. Furthermore, she automatically has (class level) motes invested into it, without lowering her mote pool and bypassing normal investment limits.

Effect: The Artist gains DR 1/-, as well as 25% fortification, giving her a chance to negate any sneak attack or critical hit and force damage to be rolled normally.

Essence Boost: For every 2m invested into this effect, increase the granted DR by 1. If the evoker has 8 motes or more invested into this effect, she gains Evasion. If another class would grant her evasion, this effect improves to Improved Evasion. If 16 motes or more are invested, she gains Mettle.

Cartridge Boost: When a Cartridge is expended to fuel this effect, the Artist is wreathed in a great mantle of furious light that shields her from harm. She gains the effect of the Starmantle spell (BoED), for rounds equal to her (Evoker Stat Modifier).

I have to admit, I loved writing this one. Starmantle is such an awesomely fluffy and fitting spell for this type of PrC, and the basic effects on their own aren't too good to make it Champion only.

Light’s Embrace (Su): A Light’s Artist is a part of the Light in a way that none of her fellows can ever imagine. She becomes a living conduit of the infinite love and endless forgiveness that is her particular facet of Light. And when faced by foes on all sides, she does not fight them as her sisters would. Instead she reaches within and Embraces those who have lost their way in her loving Light, opening their eyes to themselves and offering them another way out of the hell that has become their life.

At level one, an Artist may make a touch attack against an enemy. If she hits, a ribbon of her Light flares out from her soul, wrapping them in a gentle embrace. Her target must make a will save vs a DC of (10 + ½ HD + Evoker Stat Modifier) or be affected as Calm Emotions, as the memories of her past – and the possibilities of her future – overwhelm her. The Caster Level for the Calm Emotions effect is equal to twice (class level), and it requires concentration as normal. When this effect ends, the Artist may make an immediate Power of Friendship roll, with a +1 bonus for each round that she held her target within her Embrace to a maximum bonus of (class level). She may only Embrace one target at a time and must remain within 5’ of her to hold the Embrace.

Once a target has freed herself from the Artist's Embrace, she is immune to its effects for 24 hours.

At level four, the Light’s Artist’s inner radiance reaches forth to those around her with a graceful ease that would be terrifying if it was not so…right. She can reach out across a battlefield, twining multiple ribbons around those near her, and bringing them peace. The Artist may sustain a number of Embraces equal to half of her class level. Her Calm Emotions effect bypasses immunity to Mind Affecting or Compulsion effects except that granted by mindlessness – although it grants a +6 bonus on their will save to any with such immunity – and gains a range of 5’/every two class levels. She may also make Embraces as iterative attacks in a full attack. Finally, she may sustain her Embraces so long as those targeted by them remain within her range.

On reaching level seven, an Artist has learned to tap deeply enough into the love-channel of Light that those within her Embrace realise that they never truly wish to run. Those Embraced by an Artist must now make two saves against the standard DC. One against the Calm Emotions effect, and one against a Slow effect with a CL equal to twice (class level).
And at level ten, a Light’s Artist attains such a mastery of herself as a conduit of the Love of Light, that her power transcends the limitations of her mortal shell. She reaches beyond the Embrace, to something more, granting even the most desperate and lost soul another chance.

At 10th level, the Artist adds a third effect to her Embrace that is saved against in addition to Slow and Calm Emotions. If her target fails their save, they are rendered dazed by the torrent of memory and possible futures that they can still grasp that floods their mind. In addition, the Artist gains the ability to, when pushed far enough, utterly stop combat with the gravest of sanctions. Once per encounter, she may produce an effect similar to End to Strife (BoED) as a supernatural ability, with a DC as the other effects of Light’s Embrace.

There's some rather nice things in this PrC, but it's also situational enough that it's part of why the Artist's basic chassis is quite strong.

Radiant Wonder (Ex): Light’s Artists exude a strange, yet utterly powerful, aura of safety and love that enfolds all around them. Usually invisible in its effect, an Artist can focus this aura if she so wishes to sway the opinions of those around her to aid them in seeing the Light.

The Artist gains a bonus equal to her class level on Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive. In addition, she gains an at will extraordinary Charm Person effect with a DC of (10 + ½ HD + Evoker Stat Modifier) that she may use as a standard action.

At level seven this effect improves to Charm Monster. At tenth level, any racial immunity which may protect from these effects is negated. Such monsters instead receive a +6 bonus to their saving throw to resist this ability.

At will Charm effects with a bonus to social skills. Makes sense.

Shining Path (Su): The path to those in need of love is sometimes a very hard one. Those who believe themselves unworthy will lock themselves away. Those who are afraid will levy dreadful blood penalties against those who try to give it. But an Artist cares little for such things. The path from her to the one who needs her help will always be clear to her, and nothing can bar it from her.

At level five, once per encounter, an Artist may designate a single opponent as a standard action. When moving towards him, she cannot be held by any means, passes freely through obstructions to her path and does not provoke attacks of opportunity. Not even impenetrable obstacles, such as a wall of force or forcecage, may hinder her path. Once per round, whilst moving towards her target, she may ignore the effects of any effect dealing harm other than hit point damage that would affect her. If her target moves away, she automatically moves the same distance towards him – gaining necessary burrow, swim or fly speeds as necessary for the action. An artist must move a minimum of half her speed towards her designated opponent each round until she is close enough to use her Embrace on the opponent at which point the effect ends and she is required to use her Light’s Embrace on the designated target as her next action. The Path grants her a speed of her base land speed for all types of movement (flight, swim, burrow, etc.) whenever it is necessary.

Almost purely fluff here, the mechanics of this are really quite simple and not particularly powerful. Walking through a Wall of Force and suchlike is nice, but you also have to follow your foe. And that can end...badly.

Triumph of Light (Ex): The other side of the Shining Path, the Triumph of Light is perhaps the most feared of all an Artist’s abilities. Many know the limits of the Shining Path, that it forces an Artist to pursue her target regardless of where they might go and what may be waiting. The Artist’s answer to this weakness is this.

Once per encounter as an immediate action, an Artist may surround herself in an unbreakable shell of radiant power that shields her from anything that attempts to harm her. For a single round, she reflects all attacks and effects that target her directly straight back at their sources. Harmful spells or other effects that would include her in their area of effect exclude her space from their affected area. In addition, any harmful conditions she is currently affected by are suppressed for the round.

At level ten, the Artist gains another per encounter use of this ability.

And to counteract that massive weakness to ambushes, we have this. I'll admit, this one is powerful, but as it's only 1/encounter and will only keep you safe, I wouldn't place on the game breaking end of that scale.