danzibr
2012-11-16, 02:34 PM
Important: Big changes. This project has become much larger than I first expected. I'll make a new thread when I feel ready. Below is an excerpt from what I'll be posting.
General mechanics
- This post contains information not unique to any of the 3 base classes. Rather than repeating it 3 times, it is collected here.
- Mechanically speaking, flux is more like incarnum (or rather essentia, given how essentia is a being's personal store of incarnum) than anything else. Rather than pseudo-solidifying incarnum into soulmelds and making pseudo-magical items, flowists focus their flux to certain parts of their bodies, forming what are called fusions. The more flux they focus, the stronger the effects of the fusion, though every flowist has limits on both how much flux they can focus in a single fusion and how much flux they can focus in all their fusions collectively.
Flux: Flux flows through all living things, which is why Dina called it as such. Flux is similar to incarnum, though while “ncarnum is an amorphous magical substance made up of the soul energies of all sentient creatures—living, dead, and, it is theorized, those even not yet born” and “very literally, the essence of all creatures” and there is a “night-infinite supply in the multiverse” (MoI p. 4), flux is found only in living beings, and only inside of them, though through great mastery of one's flux it is possible to overcome that limitation.
- Each flowist experiences controlling their flux differently. Dina felt her flux like a red hot liquid coursing through her veins. Others see it is a cool, comforting light blue ether-like substance spread throughout their entire bodies. Yet others don't feel anything at all, only utilizing its effects.
- Flowists get a number of flux based on their flowist level and bonus flux based on either their Intelligence, Wisdom or Charisma modifier based on which Path of Mastery they follow in conjunction with their flowist level as described in the tables below.
- The number of flux a flowist may focus into a single fusion is equal to the minimum of her flowist level and one more than twice her Intelligence, Wisdom or Charisma modifier depending on if she follows the Path of the Mind, Will or the Heart, respectively. This may be increased with the feat Increased Flux Limit.
- Fly and Gentle Touch are the only two flux-related abilities which do not require the focus of flux, although flux may be focused into Gentle Touch to enhance its effects.
- At first level all flowists know how to fabricate internal fusions. Contemplative flowists can also fabricate mental fusions. All flowists gain the ability to fabricate surface and external fusions as their levels progress, but external fusions are dangerous and flowists don't have enough command of their flux to even attempt them until higher levels. Flux is related to a person's life force and naturally resides within the body, and as such forcing it outside has possible consequences.
- Every time a flowist attempts to fabricate an external fusion there is a chance of failure, When attempting to fabricate a fusion a flowist rolls 1d20 + her flowist level + twice her ability modifier against a DC of 21 + the amount of flux focused, where modifier is used to mean Intelligence, Wisdom or Charisma modifier depending on if she follows the Path of the Mind, Will or the Heart, respectively. Upon failure she takes 1d6 damage per flux focused into the failed fusion. This damage cannot be prevented. The flux focused into the fusion goes back to its natural state, though it can be used the next time the flowist fabricates fusions.
- For example, a tenth level flowist with an Intelligence of 24 may safely focus up to 2 flux into external fusions but focusing 3 flux into an external fusion has a 5% chance of failure, upon which she takes 3d6 damage, focusing 4 flux into an external fusion has a 10% chance of failure, upon which she takes 4d6 damage, etc.
[i]Focusing flux and fabricating fusions: Flowists are unique in that they can focus their flux to be of use to them, forming fusions. Flowists may form as many fusions as they wish, limited only by their amount of flux. Unlike a psion's power points, flux is not consumed upon being focused into a fusion. A flowist's amount of flux changes with her dominant modifier and level, not needing eight hours of rest.
- First, for a flowist to fabricate fusions and focus her flux (these two actions happen simultaneously: for a fusion to be formed it must have flux focused into it) she needs a certain amount of time based on her class and level. She may do this while fighting or otherwise distracted. She makes a Concentration check (DC 10+flowist level) at the end of the time required to focus her flux. If she succeeds she may fabricate as many fusions as she wishes (which she knows) and focus as many flux into these fusions as she wishes (or the Fly and Gentle Touch abilities), up to her maximum flux, each individual fusion not having more than her flowist level. If she fails her flux goes back to its natural state, flowing throughout her body, and the fusions are not fabricated.
- After a flowist fabricates fusions and focuses her flux she may not do so again until a certain amount of time has passed, based on her class and level.
- All internal and surface fusions are passive. Once fabricated they provide a static bonus until the flowist refocuses her flux. Certain external and mental fusions are active and take effect in one of three ways, detailed in the fusion description: immediately upon being fabricated, discharged when the flowist wishes (in which case it must be fabricated again for further use), or used as many times as desired (essentially granting the flowist an at-will ability).
- After fabricating fusions and focusing flux a flowist may not do so again until the start of her next round.
Table 1: Bonus flux based on ability score
{table=head]Ability Score|1st|2nd|3rd|4th|5th|6th|7th|8th|9th|10th|11t h|12th|13th|14th|15th|16th|17th|18th|19th|20th
10-11|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0
12-13|
0|
1|
1|
2|
2|
3|
3|
4|
4|
5|
5|
6|
6|
7|
7|
8|
8|
9|
9|
10
14-15|
1|
2|
3|
4|
5|
6|
7|
8|
9|
10|
11|
12|
13|
14|
15|
16|
17|
18|
19|
20
16-17|
1|
3|
4|
6|
7|
9|
10|
12|
13|
15|
16|
18|
19|
21|
22|
24|
25|
27|
28|
30
18-19|
2|
4|
6|
8|
10|
12|
14|
16|
18|
20|
22|
24|
26|
28|
30|
32|
34|
36|
38|
40
20-21|
2|
5|
7|
10|
12|
15|
17|
20|
22|
25|
27|
30|
32|
35|
37|
40|
42|
45|
47|
50
22-23|
3|
6|
9|
12|
15|
18|
21|
24|
27|
30|
33|
36|
39|
42|
45|
48|
51|
54|
57|
60
24-25|
3|
7|
10|
14|
17|
21|
24|
28|
31|
35|
38|
42|
45|
49|
52|
56|
59|
63|
66|
70
26-27|
4|
8|
12|
16|
20|
24|
28|
32|
36|
40|
44|
48|
52|
56|
60|
64|
68|
72|
76|
80
[/table]
Fly (Ex): Beginning at first level, all flowists learn how to fly. The speed at which a flowist moves is 5 per two levels of flowist, rounded up, with perfect maneuverability. Doing so requires her to assume a cross-legged stance with her hands on her knees to focus properly. While in this stance a flowist may not attack, cast spells, manifest powers or do any activity requiring the use of hands. This type of movement requires a standard action.
- Similar to Gentle Touch, a flowist may focus flux to improve their ability to fly, increasing the rate at which they fly by 5 feet per 2 flux focused, rounded down. In addition, with 5 flux focused she may fly without assuming the cross-legged stance. With 9 flux focused she may do this type of movement as a move action. With 13 flux focused she may incorporate this type of movement into her normal movement. When taking any action requiring movement, such as a five-foot step or charge, she may fly, using the lesser of the two maximum movements. For example, a level 16 flowist with 13 flux focused into her Fly ability and a base land speed of 50 feet can charge 100 feet on land (twice her land speed) or 70 feet flying (how far she can move with her Fly ability).
- Note Fly does not actually grant the flowist a flight speed and so is not improved by other feats or ability which increase movement speed.
Gentle Touch (Ex): Every flowist learns how to concentrate their flux into the tips of their fingers. Martial flowists also know how to do this to their melee weapons.
- Beginning at first level a flowist may use a standard action to make a melee touch attack against any foe within reach. This does not provoke an attack of opportunity. If she fails to touch her opponent, nothing happens. If she succeeds she deals 1d6 force damage (and so this can damage incorporeal creatures) per flowist two levels, rounded up. She can choose to have this ability deal an equal amount of nonlethal damage instead.
- In addition, she knocks her opponent back 5 feet per 1d6 damage dealt subject to the following constraints: for every size category larger than the flowist, the opponent is knocked back 10 fewer feet, and for every size category smaller than the flowist, the opponent is knocked back an addition 10 feet. If the opponent strikes a wall before being knocked back its full distance it takes an additional 1d4 damage per remaining 5 feet; this damage is bludgeoning if the surface is relatively smooth and piercing or slashing (or any combination of the three) otherwise, subject to the dungeon master's discretion. If she chooses to deal nonlethal damage her opponent is not knocked back.
- The opponent may make a Reflex save (DC 10+1/2 Flowist level+modifier) to reduce the distance knocked back, and consequently the damage received from being knocked back, by half, where modifier is used to mean Intelligence, Wisdom or Charisma modifier depending on if she follows the Path of the Mind, Will or the Heart, respectively (see Path of Mastery below). Exceeding the DC by 5 or more results in no knock back. Creatures with more than two legs or which are otherwise exceptionally stable (such as Dwarves) gain a +4 bonus on this save when standing on the ground.
- Due to the nature of Gentle Touch, the flowist and her opponent must both be on the ground or both be flying. For example, a flowist may not fly over a grounded opponent and Gentle Touch them from above, knocking them into the ground. Furthermore, the flowist and her opponent cannot be in the same square, making Gentle Touch of little use for tiny or grappling flowists.
- For example, Heib, a fifth level human flowist using Gentle Touch would deal 3d6 force damage to any opponent he successfully touches. A medium opponent would be knocked back 15 feet, a large opponent 5 feet, a huge opponent not at all. If Heib is flanking a large opponent with a spiked wall, the opponent would take an initial 3d6 force damage then 1d4 piercing damage because it was not pushed back 5 feet. If the opponent makes its Reflex save then it would not be knocked back at all and so not suffer the 1d4 piercing damage.
- Furthermore, Gentle Touch may be improved by focusing flux into it with the following effects.
For every two flux focused above half the flowist's level, rounded up, Gentle Touch deals an additional 1d6 force damage.
For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6+1 cold damage. If half the flowist's level flux is focused the saving throw to resist being knocked back is a Fortitude save instead of a reflex save. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6+1 cold damage.
For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6 electricity damage. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6 electricity damage and the saving throw to resist being knocked back is increased by 1.
For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6+1 fire damage. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6 fire damage.
For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6-1 sonic damage. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6-1 sonic damage. The sonic damage ignores an object's hardness.
For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6 acid damage. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6 acid damage. The acid, unless somehow neutralized, lasts for another round, dealing another 1d3 points of damage per two flux focused in that round.
Path of Mastery: At first level a flowist must choose her approach to learning how to control her flux. In reality, all flowists use a blend of the three, but one is always their primary method.
-- Mind-Dina, the first flowist, mastered her flux through pure intellect, separating her imagination and feelings from her logic. The Path of the Mind is sometimes called the Path of Intellect or the First Path of Mastery, the latter because it was how the first flowist wielded her flux.
- Flowists who follow the Path of the Mind use their Intelligence modifier to determine their bonus flux. They add the skills Knowledge (arcana), Knowledge (nature) and Knowledge (the planes) to their list of class skills.
-- Will-Dina originally thought the only way to control one's flux was by one's intellect. She tried to teach some exceptionally unintelligent people how to master their flux, not expecting them to ever be able to advance very far. Much to her surprise, some of them did very well, doing much better than her brighter students. It turns out they were using their willpower, perception and intuition. The Path of Will is sometimes called the Second Path of Mastery.
- Flowists who follow the Path of Will use their Wisdom modifier to determine their bonus flux. They add the skills Heal, Sense Motive and Survival to their list of class skills.
-- Heart-The most recent and fewest flowists follow the Path of the Heart. They control their flux not using cold reason and logic nor willpower and intuition but something else. Not even followers of the Path of the Heart can clearly articulate how they wield their flux.
- Flowists who follow the Path of Will use their Charisma modifier to determine their bonus flux. They add the skills Bluff, Diplomacy and Intimidate to their list of class skills.
Flowist
"It burns through my veins like liquid metal."
-Dina, the first flowist
Adventures: Flowists typically adventure for one of two reasons: to perfect themselves or to better those around them. There are outliers interested only in their own gain, from mercenaries selling their skills to those who become wicked tyrants, but a majority behave more like neutral or good monks or even paladins and wouldn't acknowledge the former as true flowists.
- As flowists gain experience and accumulate wealth they naturally are able to handle more challenging encounters, though they main goal remains the same: self-perfection. Most flowists have other aims, such as doing good deeds for their communities, but the path of the flowist is one which demands self-reflective fusion.
Characteristics: Flowists are characterized by their unique ability to control their flux. Their two trademark abilities are Fly and Gentle Touch, allowing them to slowly levitate themselves around and knock foes back with a single touch, respectively. As flowists gain experience they master more methods of using their flux and become more versatile.
Alignment: Taught by Dina, directly or indirectly, most flowists are lawful good, though many neutral good and lawful neutral flowists may be found. Depending on how they approach mastering their flux some are drawn toward chaotic alignments, leading to any alignment being found among flowists.
Religion: While most flowists are naturally drawn to lawful and good deities, there is nothing inherent in learning how to wield one's flux which demands the worship of any deity at all.
Background: The first flowist was Dina. Dina grew up in a monastery, training from a young age to become a monk. Like any group of good monks, they strove to perfect their minds as well as their bodies, and Dina was no different; in fact, Dina's devotion impressed her elders. She surpassed all of her peers, developing abilities no other at the monastery possessed.
- Before long Dina left her childhood home in hopes of perfecting herself. She had many adventurers, gaining fame and followers. She taught others how to control their flux, and they others, leading to the dissemination of flowists into the world.
- Flowists aren't required to wear a certain outfit or worship a certain deity. While many take after Dina and are both lawful and good, the only truly unifying bond they have is their desire for self-perfection. Many people mistake some flowists for monks, though some flowists are nothing like monks. Flowists can be found all over the world.
- Regarding the name flowist, Dina originally called herself a flower until she realized there was an alternate and much more common pronunciation of the word 'flower'. Likewise, she originally called flux flow until she realized flow is common vernacular.
Races: Dina, the first known person to learn how to use flux, was a human living in a monastery of mostly other humans. As such, most flowists are human, though Dina traveled far and wide teaching those willing to learn and so flowists made be found in almost any race. The exception is that only living creatures have flux and can become flowists.
Other Classes: Most flowists interact well with monks as they understand each other, but they don't complement each other's abilities very well. A flowist works best in a party which already has a strong spell caster and skill monkey.
Role: Flowists are primarily melee offense. Their fusions provide them with some moderate utility and respectable defense, but their strongest feature is by far their ability to deal damage.
Game rule information
Flowists have the following game statistics
Abilities: While flowists are primarily a martial class, they may specialize in various forms of combat, some demanding a high Strength, others high Dexterity. To supplement their relatively low hit die, Constitution helps any flowist. All flowists benefit from having at least one high mental stat, chosen at character creation, reflecting their method of harnessing their flux.
Alignment: Any.
Hit Die: d8.
Starting Gold: 3d4x10 gp.
Starting Age: As monk.
Class Skills
A flowist's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Spot (Wis), Swim (Str) and Tumble (Dex). In addition, a Flowist gains access to additional class skills based on her Path of Mastery:
Path of the Mind: Knowledge (arcana) (Int), Knowledge (nature) (Int) and Knowledge (the planes) (Int).
Path of Will: Heal (Wis), Sense Motive (Wis) and Survival (Wis).
Path of the Heart: Bluff (Cha), Diplomacy (Cha) and Intimidate (Cha).
Skill Points at 1st Level: (4+Int modifier)x4.
Skill Points at Each Additional Level: 4+Int modifier.
Class Features
All of the following are class features of the flowist.
Weapon and Armor Proficiency: Flowists are not proficient with any weapons. Flowists are proficient with leather armor, but not with shields.
Table 2: Original flowist class progression by level
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Flux|Fusions Known
1st|
+0|
+2|
+2|
+2|Fly, Gentle Touch, Internal Fusions, Path of Mastery, Unarmed Strike, 10 minute focus|
2|
1
2nd|
+1|
+3|
+3|
+3|Surface Fusions|
6|
2
3rd|
+2|
+3|
+3|
+3| |
10|
3
4th|
+3|
+4|
+4|
+4|1 minute focus|
16|
4
5th|
+3|
+4|
+4|
+4| |
23|
5
6th|
+4|
+5|
+5|
+5| |
32|
6
7th|
+5|
+5|
+5|
+5|full-round action focus|
42|
7
8th|
+6/+1|
+6|
+6|
+6| |
53|
8
9th|
+6/+1|
+6|
+6|
+6| |
65|
9
10th|
+7/+2|
+7|
+7|
+7|standard action focus|
80|
10
11th|
+8/+3|
+7|
+7|
+7| |
96|
11
12th|
+9/+4|
+8|
+8|
+8| |
114|
12
13th|
+9/+4|
+8|
+8|
+8|move action focus|
133|
13
14th|
+10/+5|
+9|
+9|
+9| |
153|
14
15th|
+11/+6/+1|
+9|
+9|
+9| |
176|
15
16th|
+12/+7/+2|
+10|
+10|
+10|swift action focus|
199|
16
17th|
+12/+7/+2|
+10|
+10|
+10| |
225|
17
18th|
+13/+8+3|
+11|
+11|
+11| |
280|
18
19th|
+14/+9/+4|
+11|
+11|
+11|free action focus|
280|
19
20th|
+15/+10/+5|
+12|
+12|
+12|Flow Freely|
309|
20[/table]
Monk-like: Flowist counts as monk for the purposes of racial favored classes.
Flux: As detailed above. Refer to the original flowist's table to determine how long it takes her to fabricate fusions and focus flux.
Fly (Ex): As detailed above.
Gentle Touch (Ex): As detailed above.
Path of Mastery: As detailed above.
Unarmed Strike: At first level, a flowist gains Improved Unarmed Strike as a bonus feat. A flowist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a flowist may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a flowist striking unarmed. A flowist may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
- Usually a flowist’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
- A flowist’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
- A flowist also deals more damage with her unarmed strikes than a normal person would, identical to that of a monk of her level.
Flow Freely: At twentieth level a flowist has complete mastery over her flux. Double her total flux (this includes base flux, bonus flux from a high stat modifier and bonus flux from other sources such as the feat Bonus Flux).
- Also, rather than using Gentle Touch as a standard action, a flowist may incorporate it into her unarmed attacks. For example, when a level 20 flowist charges an opponent she receives the usual +2 bonus to attack for charging. If she hits her foe, she deals damage as normal and may also deal 10d6 force damage and knock her foe back 50 feet (in addition to any extra effects from focusing flux into Gentle Touch), subject to size.
Fusions
When likening fusions to spells, all fusions have a casting time of however long it takes the flowist to focus. The range of all internal and surface fusions are personal (and hence have no area) while the range and area of external fusions vary. For duration, internal and surface fusions persist as long as they have flux focused in them while passive external fusions either last a number of rounds per flowist level, after which the check to see if the flowist successfully fabricates the fusion must be made again (in the case of Antimagic Field) or their duration is instantaneous (in the case of Teleport).
- All fusions are extraordinary abilities.
Internal
Alacrity
Passive, internal
This fusion sharpens a flowist's mind and body, allowing her great speed.
- Fabricating this fusion has several effects. She gets a 5 foot insight bonus to her base speed per 1 flux focused up to a 20 foot bonus with 4 flux. Focusing 5 flux gives her the effects of the Blur spell in addition to the speed bonus. Focusing 6 flux gives an additional 5 foot bonus to speed. Focusing 7 flux gives her all the effects of the Haste spell except for the speed bonus. Focusing 8, 9 or 10 flux gives additional bonuses to speed at 5 feet per flux focused.
- Focusing 11 flux gives her an extra swift action. Focusing 13 flux gives her an extra move action. Focusing 15 flux gives her an extra standard action. Focusing 17 flux gives her an extra full action. Unlike other fusions, a flowist may get an extra action this way only once per encounter, and once flux is focused to attain an extra action it remains focused for the rest of the encounter.
- For example, a seventeenth level flowist may focus 10 flux to receive a 40 foot insight bonus to her speed and the effects of Blur and Haste. If she focuses 7 more flux into this fusion she receives a single extra full action but the 7 flux may not be focused into a different fusion until the encounter is over.
Flowing Initiative
Passive, internal
While often calm and contemplative, flowists realize acting first can mean the difference between life and death, and fortunately by sharpening their senses and bodies they can act more quickly than normal.
- A flowist may focus flux into this fusion to get a +1 insight bonus to her initiative per 2 flux focused.
Flowing Recovery
Passive, internal
One's flux is directly tied to their life energy. A flowist may use her flow to stimulate her body into recovering at an incredibly rapid rate.
- A flowist may focus x flux into this fusion to get fast healing x/4, rounded up.
Increased Strength
Passive, internal
A basic use of flux which all flowists learn is to make themselves stronger. Unlike spells and other effects which simply give the user bigger muscles, fabricating this fusion makes the muscles more effective, helping them to realize their true potential.
- A flowist may focus flux into this fusion to get a +1 insight bonus to Strength per 3 flux focused.
Increased Dexterity
Passive, internal
Like the fusion Increased Strength, flowists know how to make themselves swifter.
- A flowist may focus flux to get a +1 insight bonus to Dexterity per 3 flux focused.
Increased Constitution
Passive, internal
Like the fusion Increased Strength, flowists know how to make themselves hardier.
- A flowist may focus flux to get a +1 insight bonus to Constitution per 3 flux focused.
Increased Intelligence
Passive, internal
Like the fusion Increased Strength, flowists know how to make their minds clearer and work more efficiently.
- A flowist may focus flux to get a +1 insight bonus to Intelligence per 3 flux focused.
Increased Wisdom
Passive, internal
Like the fusion Increased Strength, flowists know how to grant themselves greater willpower, intuition and perception.
- A flowist may focus flux to get a +1 insight bonus to Wisdom per 3 flux focused.
Increased Charisma
Passive, internal
Like the fusion Increased Strength, flowists know how to improve their personality, persuasiveness and physical attractiveness.
- A flowist may focus flux to get a +1 insight bonus to Charisma per 3 flux focused.
Mental Bastion
Passive, internal
Flowists are known for great mental strength, whether intelligent, wise or charismatic. From early on in their training they learn to protect their minds from certain adverse conditions.
- Fabricating this fusion provides the flowist with immunities to certain mental status effects. By focusing 2 flux into this fusion she becomes immune to being dazzled. By focusing 4 flux she becomes immune to being shaken. 6 flowists gives her immunity to being fascinated, 8 to confused, 10 to dazed, 12 to frightened, 14 to feebleminded, 16 to panicked, 18 to any form as scrying (as per the spell Mind Blank). The effects are cumulative.
Powerful Strike
Passive, internal
Another offense-oriented fusion, by focusing their flux into their fists, knees, elbows and whatever else they strike with, this helps flowists strike harder.
- A flowist may focus flux into this fusion to get a +1 insight bonus to melee damage per 2 flux focused.
Sure Strike
Passive, internal
Primarily a martial class, flowists can fabricate numerous fusions which help them in combat. This fusion sharpens their mind and body for the purposes of striking unerringly.
- A flowist may focus flux into this fusion to get a +1 insight bonus to attack rolls per 2 flux focused.
Tough Stomach
Passive, internal
The chief concern of most flowists is self-improvement, both mental and physical. One thing all flowists are capable of is using their flux to protect their bodies from physical ailments.
- Fabricating this fusion provides the flowist with immunities to certain physical status effects. By focusing 2 flux into this fusion she becomes immune to being fatigued. By focusing 4 flux she becomes immune to being sickened. 6 flowists gives her immunity to diseases, 8 to exhausted, 10 to blinded/deafened, 12 to poisons, 14 to nauseated, 16 to paralyzed, 18 to stunned. The effects are cumulative.
Surface
Absorb Blows
Passive, surface
Not naturally the physically toughest of people despite often being thick in melee, this important fusion allows a flowist to shrug off considerable damage.
- A flowist may focus flux to get damage reduction x/-, where x is the number of focused flux. This does not allow her natural weapons to overcome damage reduction.
Amplified Offense
Passive, surface
One of flowists most impressive abilities, fabricating this fusion allows their fists, knees or other body parts function just like magical weapons.
- A flowist may focus flux into her fists, or whichever part of her body she wishes to make her unarmed strikes with, to get a +1 weapon bonus to her fists weapons per 2 flux focused. This bonus may be distributed among an enhancement bonus, up to +5, and special abilities such as Flaming or Speed, subject to DM approval.
- As usual, a weapon must have an enhancement bonus of +1 before it can have special abilities. However, this does not mean a flowist must spend flux to do so; for example, a flowist wearing a +1 Amulet of Mighty Fists +1 could spend 2 flux to make her fists +1 flaming fists.
- This fusion may also be used on other natural weapons, but for every natural weapon after the first it requires one more flux to be focused. For example, a Kobold using the web enhancement with six levels of flowist may focus five flux into this fusion making one her claws a +1 flaming claw and her bite a +1 keen bite or six flux into this fusion making all three of her natural attacks +1 flaming.
Fire Resistance
Passive, surface
By focusing their flux to the surface of their bodies, flowists are able to make themselves able to tolerate great amounts of heat.
- A flowist may focus flux to get fire resistance 2x, where x is the number of focused flux.
Cold Resistance
Passive, surface
Similar to Fire Resistance, fabricating this fusion allows a flowist to better handle cold.
- A flowist may focus flux to get cold resistance 2x, where x is the number of focused flux.
Acid Resistance
Passive, surface
Similar to Fire Resistance, fabricating this fusion allows a flowist to better handle acid.
- A flowist may focus flux to get acid resistance 2x, where x is the number of focused flux.
Electricity Resistance
Passive, surface
Similar to Fire Resistance, fabricating this fusion allows a flowist to better handle electricity.
- A flowist may focus flux to get electricity resistance 2x, where x is the number of focused flux.
Sonic Resistance
Passive, surface
Similar to Fire Resistance, fabricating this fusion allows a flowist to better handle sonic.
- A flowist may focus flux to get sonic resistance 2x, where x is the number of focused flux.
Power Resistance
Passive, surface
Somewhat similar to Spell Resistance, fabricating this fusion grants the flowist some defense against powers.
- A flowist may focus flux to get power resistance 2x, where x is the number of focused flux. This overlaps (does not stack with) other sources of power resistance.
Spell Resistance
Passive, surface
Similar to how flux flowists through all living things, magic can be found everywhere. They're not the same, but flux interacts with magic to a certain degree. This fusion grants the flowist some defense against magic.
- A flowist may focus flux to get spell resistance 2x, where x is the number of focused flux. This overlaps (does not stack with) other sources of spell resistance.
Tough Skin
Passive, surface
Like the fusion Absorb Blows, flowists can make their bodies tougher, but rather than using their flux to shrug off some damage, they toughen their skin, making them less likely to receive any damage.
- A flowist may focus flux to get a +1 insight bonus to her natural armor class per 2 flux focused.
External
Antimagic Field
Passive, external
With this fusion a flowist creates a bubble around herself which most magic can't penetrate and inside of which doesn't function.
- A flowist may focus x+12 flux to get an antimagic field of radius x/3 rounded down feet centered on her (a circle of radius 0 is the square(s) which the flowist occupies). This fusion lasts a number of rounds equal to her flowist level, after which she must either end the fusion or again attempt the check associated with external fusions.
Flowing Armor
Passive, external
This fusion turns a flowist's flux into an armor-like, invisible substance surrounding her body.
- A flowist may focus flux to get a +1 insight bonus to her deflection armor class per 2 flux focused. This fusion lasts a number of rounds equal to her flowist level, after which she must either end the fusion or again attempt the check associated with external fusions.
Gentle Ray
Active, external
With Gentle Strike a flowist focuses flux into her fingertips. It is possible to fabricate a fusion similar to Gentle Strike but rather than ending at her fingertips the flowist extends her flux outside of her body.
- This fusion works like Gentle Touch but with the following differences:
It is a ranged touch attack with a range of close (25 ft. + 5 ft./2 flowist levels) rather than a melee touch attack.
It deals 1d6 force damage per flux focused, up to a maximum of half her flowist level, rather than 1d6 force damage per two flowist levels.
In addition to focusing flux into this fusion to deal extra fire, cold, electricity, sonic or acid damage, a flowist may focus 2 flux to increase the range to medium (100 ft. + 10 ft./flowist level), though with a -2 penalty to attack. The flowist must be able to see her target.
It takes a standard action to make the aforementioned ranged touch attack. A flowist may do this as often as she wishes so long as this fusion is fabricated. To determine which direction the opponent is knocked back, extend the line segment centered on the center of the flowist and the center of the foe.
Gentle Blast
Active, external
By forcing her flux out in all directions, a flowist can damage and knock back all enemies within a certain range. This fusion works like Gentle Ray with the following differences:
It deals half as much damage (that is, 1d6 force damage per four flux focused, extra fire, cold, electricity, sonic or acid damage per four flux focused) and consequently has half the knock back.
The flowist makes a ranged touch attack against all foes within a range of close. This cannot be increased.
The flowist does not need to see her opponents.
It is consumed upon use and the flowist must refabricate it to use it again.
Telekinesis
Active, external
Similar to how Gentle Touch may be used at a range, a flowist may use the force of her flux to move objects.
- A flowist may focus x flux into this fusion to move an object weighing up to 5x pounds within close range (25 ft. + 5 ft./2 flowist levels). This movement is identical to the Sustained Force entry under the Telekinesis spell. It takes a standard action to do so and the fusion is consumed upon use; that is, if the flowist wishes to teleport again she must refabricate this fusion.
Teleport
Active, external
The connection between a flowist and her flux is very deep. In fact, they are near inseparable, though with intense training and much experience a flowist learns how to project their flux outside of their body. Her body and flux naturally wish to be reunited.
- A flowist may focus x+10 flux into this fusion to teleport 5x feet to a vacant square with which she has line of sight. It takes a standard action to do so and the fusion is consumed upon use; that is, if the flowist wishes to teleport again she must refabricate this fusion.
Mental
Hereditary Knowledge
Passive, mental
***???blurb about knowledge being in flux from parents
- Upon learning this fusion choose two skills. A flowist may focus x flux into this fusion to be treated as having an extra x/2 ranks, rounded up, distributed among the two skills. These ranks may exceed the natural skill rank cap but may not be used to satisfy prerequisites.
- This fusion may be learned multiple times. Every time it is learned after the first choose two more skills.
Reanimate
Active, external
Corpses have no flux in them. When a person dies and their soul departs, their flux dissipates. However, flux itself is the stuff of life and by putting some of her flux into a corpse a flowist can animate a corpse, making something similar to a zombie.
- ???
1 flux per HD, can do more to buff them
***??? say mental can be internal or external, has to do with knowledge, like for the Reanimate it's programming them or something
Also say all mental flows have to deal with mental stuff, like knowledge, but they're not necessarily contained in the body. Like Reanimate. In fact, you could call them like non-mental flows (3 subbranches) and mental flows (3 subbranches). So it's not like 4 branches.
???
Passive, mental
***???
- text
General mechanics
- This post contains information not unique to any of the 3 base classes. Rather than repeating it 3 times, it is collected here.
- Mechanically speaking, flux is more like incarnum (or rather essentia, given how essentia is a being's personal store of incarnum) than anything else. Rather than pseudo-solidifying incarnum into soulmelds and making pseudo-magical items, flowists focus their flux to certain parts of their bodies, forming what are called fusions. The more flux they focus, the stronger the effects of the fusion, though every flowist has limits on both how much flux they can focus in a single fusion and how much flux they can focus in all their fusions collectively.
Flux: Flux flows through all living things, which is why Dina called it as such. Flux is similar to incarnum, though while “ncarnum is an amorphous magical substance made up of the soul energies of all sentient creatures—living, dead, and, it is theorized, those even not yet born” and “very literally, the essence of all creatures” and there is a “night-infinite supply in the multiverse” (MoI p. 4), flux is found only in living beings, and only inside of them, though through great mastery of one's flux it is possible to overcome that limitation.
- Each flowist experiences controlling their flux differently. Dina felt her flux like a red hot liquid coursing through her veins. Others see it is a cool, comforting light blue ether-like substance spread throughout their entire bodies. Yet others don't feel anything at all, only utilizing its effects.
- Flowists get a number of flux based on their flowist level and bonus flux based on either their Intelligence, Wisdom or Charisma modifier based on which Path of Mastery they follow in conjunction with their flowist level as described in the tables below.
- The number of flux a flowist may focus into a single fusion is equal to the minimum of her flowist level and one more than twice her Intelligence, Wisdom or Charisma modifier depending on if she follows the Path of the Mind, Will or the Heart, respectively. This may be increased with the feat Increased Flux Limit.
- Fly and Gentle Touch are the only two flux-related abilities which do not require the focus of flux, although flux may be focused into Gentle Touch to enhance its effects.
- At first level all flowists know how to fabricate internal fusions. Contemplative flowists can also fabricate mental fusions. All flowists gain the ability to fabricate surface and external fusions as their levels progress, but external fusions are dangerous and flowists don't have enough command of their flux to even attempt them until higher levels. Flux is related to a person's life force and naturally resides within the body, and as such forcing it outside has possible consequences.
- Every time a flowist attempts to fabricate an external fusion there is a chance of failure, When attempting to fabricate a fusion a flowist rolls 1d20 + her flowist level + twice her ability modifier against a DC of 21 + the amount of flux focused, where modifier is used to mean Intelligence, Wisdom or Charisma modifier depending on if she follows the Path of the Mind, Will or the Heart, respectively. Upon failure she takes 1d6 damage per flux focused into the failed fusion. This damage cannot be prevented. The flux focused into the fusion goes back to its natural state, though it can be used the next time the flowist fabricates fusions.
- For example, a tenth level flowist with an Intelligence of 24 may safely focus up to 2 flux into external fusions but focusing 3 flux into an external fusion has a 5% chance of failure, upon which she takes 3d6 damage, focusing 4 flux into an external fusion has a 10% chance of failure, upon which she takes 4d6 damage, etc.
[i]Focusing flux and fabricating fusions: Flowists are unique in that they can focus their flux to be of use to them, forming fusions. Flowists may form as many fusions as they wish, limited only by their amount of flux. Unlike a psion's power points, flux is not consumed upon being focused into a fusion. A flowist's amount of flux changes with her dominant modifier and level, not needing eight hours of rest.
- First, for a flowist to fabricate fusions and focus her flux (these two actions happen simultaneously: for a fusion to be formed it must have flux focused into it) she needs a certain amount of time based on her class and level. She may do this while fighting or otherwise distracted. She makes a Concentration check (DC 10+flowist level) at the end of the time required to focus her flux. If she succeeds she may fabricate as many fusions as she wishes (which she knows) and focus as many flux into these fusions as she wishes (or the Fly and Gentle Touch abilities), up to her maximum flux, each individual fusion not having more than her flowist level. If she fails her flux goes back to its natural state, flowing throughout her body, and the fusions are not fabricated.
- After a flowist fabricates fusions and focuses her flux she may not do so again until a certain amount of time has passed, based on her class and level.
- All internal and surface fusions are passive. Once fabricated they provide a static bonus until the flowist refocuses her flux. Certain external and mental fusions are active and take effect in one of three ways, detailed in the fusion description: immediately upon being fabricated, discharged when the flowist wishes (in which case it must be fabricated again for further use), or used as many times as desired (essentially granting the flowist an at-will ability).
- After fabricating fusions and focusing flux a flowist may not do so again until the start of her next round.
Table 1: Bonus flux based on ability score
{table=head]Ability Score|1st|2nd|3rd|4th|5th|6th|7th|8th|9th|10th|11t h|12th|13th|14th|15th|16th|17th|18th|19th|20th
10-11|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0|
0
12-13|
0|
1|
1|
2|
2|
3|
3|
4|
4|
5|
5|
6|
6|
7|
7|
8|
8|
9|
9|
10
14-15|
1|
2|
3|
4|
5|
6|
7|
8|
9|
10|
11|
12|
13|
14|
15|
16|
17|
18|
19|
20
16-17|
1|
3|
4|
6|
7|
9|
10|
12|
13|
15|
16|
18|
19|
21|
22|
24|
25|
27|
28|
30
18-19|
2|
4|
6|
8|
10|
12|
14|
16|
18|
20|
22|
24|
26|
28|
30|
32|
34|
36|
38|
40
20-21|
2|
5|
7|
10|
12|
15|
17|
20|
22|
25|
27|
30|
32|
35|
37|
40|
42|
45|
47|
50
22-23|
3|
6|
9|
12|
15|
18|
21|
24|
27|
30|
33|
36|
39|
42|
45|
48|
51|
54|
57|
60
24-25|
3|
7|
10|
14|
17|
21|
24|
28|
31|
35|
38|
42|
45|
49|
52|
56|
59|
63|
66|
70
26-27|
4|
8|
12|
16|
20|
24|
28|
32|
36|
40|
44|
48|
52|
56|
60|
64|
68|
72|
76|
80
[/table]
Fly (Ex): Beginning at first level, all flowists learn how to fly. The speed at which a flowist moves is 5 per two levels of flowist, rounded up, with perfect maneuverability. Doing so requires her to assume a cross-legged stance with her hands on her knees to focus properly. While in this stance a flowist may not attack, cast spells, manifest powers or do any activity requiring the use of hands. This type of movement requires a standard action.
- Similar to Gentle Touch, a flowist may focus flux to improve their ability to fly, increasing the rate at which they fly by 5 feet per 2 flux focused, rounded down. In addition, with 5 flux focused she may fly without assuming the cross-legged stance. With 9 flux focused she may do this type of movement as a move action. With 13 flux focused she may incorporate this type of movement into her normal movement. When taking any action requiring movement, such as a five-foot step or charge, she may fly, using the lesser of the two maximum movements. For example, a level 16 flowist with 13 flux focused into her Fly ability and a base land speed of 50 feet can charge 100 feet on land (twice her land speed) or 70 feet flying (how far she can move with her Fly ability).
- Note Fly does not actually grant the flowist a flight speed and so is not improved by other feats or ability which increase movement speed.
Gentle Touch (Ex): Every flowist learns how to concentrate their flux into the tips of their fingers. Martial flowists also know how to do this to their melee weapons.
- Beginning at first level a flowist may use a standard action to make a melee touch attack against any foe within reach. This does not provoke an attack of opportunity. If she fails to touch her opponent, nothing happens. If she succeeds she deals 1d6 force damage (and so this can damage incorporeal creatures) per flowist two levels, rounded up. She can choose to have this ability deal an equal amount of nonlethal damage instead.
- In addition, she knocks her opponent back 5 feet per 1d6 damage dealt subject to the following constraints: for every size category larger than the flowist, the opponent is knocked back 10 fewer feet, and for every size category smaller than the flowist, the opponent is knocked back an addition 10 feet. If the opponent strikes a wall before being knocked back its full distance it takes an additional 1d4 damage per remaining 5 feet; this damage is bludgeoning if the surface is relatively smooth and piercing or slashing (or any combination of the three) otherwise, subject to the dungeon master's discretion. If she chooses to deal nonlethal damage her opponent is not knocked back.
- The opponent may make a Reflex save (DC 10+1/2 Flowist level+modifier) to reduce the distance knocked back, and consequently the damage received from being knocked back, by half, where modifier is used to mean Intelligence, Wisdom or Charisma modifier depending on if she follows the Path of the Mind, Will or the Heart, respectively (see Path of Mastery below). Exceeding the DC by 5 or more results in no knock back. Creatures with more than two legs or which are otherwise exceptionally stable (such as Dwarves) gain a +4 bonus on this save when standing on the ground.
- Due to the nature of Gentle Touch, the flowist and her opponent must both be on the ground or both be flying. For example, a flowist may not fly over a grounded opponent and Gentle Touch them from above, knocking them into the ground. Furthermore, the flowist and her opponent cannot be in the same square, making Gentle Touch of little use for tiny or grappling flowists.
- For example, Heib, a fifth level human flowist using Gentle Touch would deal 3d6 force damage to any opponent he successfully touches. A medium opponent would be knocked back 15 feet, a large opponent 5 feet, a huge opponent not at all. If Heib is flanking a large opponent with a spiked wall, the opponent would take an initial 3d6 force damage then 1d4 piercing damage because it was not pushed back 5 feet. If the opponent makes its Reflex save then it would not be knocked back at all and so not suffer the 1d4 piercing damage.
- Furthermore, Gentle Touch may be improved by focusing flux into it with the following effects.
For every two flux focused above half the flowist's level, rounded up, Gentle Touch deals an additional 1d6 force damage.
For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6+1 cold damage. If half the flowist's level flux is focused the saving throw to resist being knocked back is a Fortitude save instead of a reflex save. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6+1 cold damage.
For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6 electricity damage. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6 electricity damage and the saving throw to resist being knocked back is increased by 1.
For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6+1 fire damage. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6 fire damage.
For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6-1 sonic damage. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6-1 sonic damage. The sonic damage ignores an object's hardness.
For every flux focused up to half the flowist's level, rounded up, 1d6 of the force damage is converted to 1d6 acid damage. For every two flux focused beyond half the flowist's level, rounded up, Gentle Touch deals an additional 1d6 acid damage. The acid, unless somehow neutralized, lasts for another round, dealing another 1d3 points of damage per two flux focused in that round.
Path of Mastery: At first level a flowist must choose her approach to learning how to control her flux. In reality, all flowists use a blend of the three, but one is always their primary method.
-- Mind-Dina, the first flowist, mastered her flux through pure intellect, separating her imagination and feelings from her logic. The Path of the Mind is sometimes called the Path of Intellect or the First Path of Mastery, the latter because it was how the first flowist wielded her flux.
- Flowists who follow the Path of the Mind use their Intelligence modifier to determine their bonus flux. They add the skills Knowledge (arcana), Knowledge (nature) and Knowledge (the planes) to their list of class skills.
-- Will-Dina originally thought the only way to control one's flux was by one's intellect. She tried to teach some exceptionally unintelligent people how to master their flux, not expecting them to ever be able to advance very far. Much to her surprise, some of them did very well, doing much better than her brighter students. It turns out they were using their willpower, perception and intuition. The Path of Will is sometimes called the Second Path of Mastery.
- Flowists who follow the Path of Will use their Wisdom modifier to determine their bonus flux. They add the skills Heal, Sense Motive and Survival to their list of class skills.
-- Heart-The most recent and fewest flowists follow the Path of the Heart. They control their flux not using cold reason and logic nor willpower and intuition but something else. Not even followers of the Path of the Heart can clearly articulate how they wield their flux.
- Flowists who follow the Path of Will use their Charisma modifier to determine their bonus flux. They add the skills Bluff, Diplomacy and Intimidate to their list of class skills.
Flowist
"It burns through my veins like liquid metal."
-Dina, the first flowist
Adventures: Flowists typically adventure for one of two reasons: to perfect themselves or to better those around them. There are outliers interested only in their own gain, from mercenaries selling their skills to those who become wicked tyrants, but a majority behave more like neutral or good monks or even paladins and wouldn't acknowledge the former as true flowists.
- As flowists gain experience and accumulate wealth they naturally are able to handle more challenging encounters, though they main goal remains the same: self-perfection. Most flowists have other aims, such as doing good deeds for their communities, but the path of the flowist is one which demands self-reflective fusion.
Characteristics: Flowists are characterized by their unique ability to control their flux. Their two trademark abilities are Fly and Gentle Touch, allowing them to slowly levitate themselves around and knock foes back with a single touch, respectively. As flowists gain experience they master more methods of using their flux and become more versatile.
Alignment: Taught by Dina, directly or indirectly, most flowists are lawful good, though many neutral good and lawful neutral flowists may be found. Depending on how they approach mastering their flux some are drawn toward chaotic alignments, leading to any alignment being found among flowists.
Religion: While most flowists are naturally drawn to lawful and good deities, there is nothing inherent in learning how to wield one's flux which demands the worship of any deity at all.
Background: The first flowist was Dina. Dina grew up in a monastery, training from a young age to become a monk. Like any group of good monks, they strove to perfect their minds as well as their bodies, and Dina was no different; in fact, Dina's devotion impressed her elders. She surpassed all of her peers, developing abilities no other at the monastery possessed.
- Before long Dina left her childhood home in hopes of perfecting herself. She had many adventurers, gaining fame and followers. She taught others how to control their flux, and they others, leading to the dissemination of flowists into the world.
- Flowists aren't required to wear a certain outfit or worship a certain deity. While many take after Dina and are both lawful and good, the only truly unifying bond they have is their desire for self-perfection. Many people mistake some flowists for monks, though some flowists are nothing like monks. Flowists can be found all over the world.
- Regarding the name flowist, Dina originally called herself a flower until she realized there was an alternate and much more common pronunciation of the word 'flower'. Likewise, she originally called flux flow until she realized flow is common vernacular.
Races: Dina, the first known person to learn how to use flux, was a human living in a monastery of mostly other humans. As such, most flowists are human, though Dina traveled far and wide teaching those willing to learn and so flowists made be found in almost any race. The exception is that only living creatures have flux and can become flowists.
Other Classes: Most flowists interact well with monks as they understand each other, but they don't complement each other's abilities very well. A flowist works best in a party which already has a strong spell caster and skill monkey.
Role: Flowists are primarily melee offense. Their fusions provide them with some moderate utility and respectable defense, but their strongest feature is by far their ability to deal damage.
Game rule information
Flowists have the following game statistics
Abilities: While flowists are primarily a martial class, they may specialize in various forms of combat, some demanding a high Strength, others high Dexterity. To supplement their relatively low hit die, Constitution helps any flowist. All flowists benefit from having at least one high mental stat, chosen at character creation, reflecting their method of harnessing their flux.
Alignment: Any.
Hit Die: d8.
Starting Gold: 3d4x10 gp.
Starting Age: As monk.
Class Skills
A flowist's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Spot (Wis), Swim (Str) and Tumble (Dex). In addition, a Flowist gains access to additional class skills based on her Path of Mastery:
Path of the Mind: Knowledge (arcana) (Int), Knowledge (nature) (Int) and Knowledge (the planes) (Int).
Path of Will: Heal (Wis), Sense Motive (Wis) and Survival (Wis).
Path of the Heart: Bluff (Cha), Diplomacy (Cha) and Intimidate (Cha).
Skill Points at 1st Level: (4+Int modifier)x4.
Skill Points at Each Additional Level: 4+Int modifier.
Class Features
All of the following are class features of the flowist.
Weapon and Armor Proficiency: Flowists are not proficient with any weapons. Flowists are proficient with leather armor, but not with shields.
Table 2: Original flowist class progression by level
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Flux|Fusions Known
1st|
+0|
+2|
+2|
+2|Fly, Gentle Touch, Internal Fusions, Path of Mastery, Unarmed Strike, 10 minute focus|
2|
1
2nd|
+1|
+3|
+3|
+3|Surface Fusions|
6|
2
3rd|
+2|
+3|
+3|
+3| |
10|
3
4th|
+3|
+4|
+4|
+4|1 minute focus|
16|
4
5th|
+3|
+4|
+4|
+4| |
23|
5
6th|
+4|
+5|
+5|
+5| |
32|
6
7th|
+5|
+5|
+5|
+5|full-round action focus|
42|
7
8th|
+6/+1|
+6|
+6|
+6| |
53|
8
9th|
+6/+1|
+6|
+6|
+6| |
65|
9
10th|
+7/+2|
+7|
+7|
+7|standard action focus|
80|
10
11th|
+8/+3|
+7|
+7|
+7| |
96|
11
12th|
+9/+4|
+8|
+8|
+8| |
114|
12
13th|
+9/+4|
+8|
+8|
+8|move action focus|
133|
13
14th|
+10/+5|
+9|
+9|
+9| |
153|
14
15th|
+11/+6/+1|
+9|
+9|
+9| |
176|
15
16th|
+12/+7/+2|
+10|
+10|
+10|swift action focus|
199|
16
17th|
+12/+7/+2|
+10|
+10|
+10| |
225|
17
18th|
+13/+8+3|
+11|
+11|
+11| |
280|
18
19th|
+14/+9/+4|
+11|
+11|
+11|free action focus|
280|
19
20th|
+15/+10/+5|
+12|
+12|
+12|Flow Freely|
309|
20[/table]
Monk-like: Flowist counts as monk for the purposes of racial favored classes.
Flux: As detailed above. Refer to the original flowist's table to determine how long it takes her to fabricate fusions and focus flux.
Fly (Ex): As detailed above.
Gentle Touch (Ex): As detailed above.
Path of Mastery: As detailed above.
Unarmed Strike: At first level, a flowist gains Improved Unarmed Strike as a bonus feat. A flowist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a flowist may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a flowist striking unarmed. A flowist may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
- Usually a flowist’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
- A flowist’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
- A flowist also deals more damage with her unarmed strikes than a normal person would, identical to that of a monk of her level.
Flow Freely: At twentieth level a flowist has complete mastery over her flux. Double her total flux (this includes base flux, bonus flux from a high stat modifier and bonus flux from other sources such as the feat Bonus Flux).
- Also, rather than using Gentle Touch as a standard action, a flowist may incorporate it into her unarmed attacks. For example, when a level 20 flowist charges an opponent she receives the usual +2 bonus to attack for charging. If she hits her foe, she deals damage as normal and may also deal 10d6 force damage and knock her foe back 50 feet (in addition to any extra effects from focusing flux into Gentle Touch), subject to size.
Fusions
When likening fusions to spells, all fusions have a casting time of however long it takes the flowist to focus. The range of all internal and surface fusions are personal (and hence have no area) while the range and area of external fusions vary. For duration, internal and surface fusions persist as long as they have flux focused in them while passive external fusions either last a number of rounds per flowist level, after which the check to see if the flowist successfully fabricates the fusion must be made again (in the case of Antimagic Field) or their duration is instantaneous (in the case of Teleport).
- All fusions are extraordinary abilities.
Internal
Alacrity
Passive, internal
This fusion sharpens a flowist's mind and body, allowing her great speed.
- Fabricating this fusion has several effects. She gets a 5 foot insight bonus to her base speed per 1 flux focused up to a 20 foot bonus with 4 flux. Focusing 5 flux gives her the effects of the Blur spell in addition to the speed bonus. Focusing 6 flux gives an additional 5 foot bonus to speed. Focusing 7 flux gives her all the effects of the Haste spell except for the speed bonus. Focusing 8, 9 or 10 flux gives additional bonuses to speed at 5 feet per flux focused.
- Focusing 11 flux gives her an extra swift action. Focusing 13 flux gives her an extra move action. Focusing 15 flux gives her an extra standard action. Focusing 17 flux gives her an extra full action. Unlike other fusions, a flowist may get an extra action this way only once per encounter, and once flux is focused to attain an extra action it remains focused for the rest of the encounter.
- For example, a seventeenth level flowist may focus 10 flux to receive a 40 foot insight bonus to her speed and the effects of Blur and Haste. If she focuses 7 more flux into this fusion she receives a single extra full action but the 7 flux may not be focused into a different fusion until the encounter is over.
Flowing Initiative
Passive, internal
While often calm and contemplative, flowists realize acting first can mean the difference between life and death, and fortunately by sharpening their senses and bodies they can act more quickly than normal.
- A flowist may focus flux into this fusion to get a +1 insight bonus to her initiative per 2 flux focused.
Flowing Recovery
Passive, internal
One's flux is directly tied to their life energy. A flowist may use her flow to stimulate her body into recovering at an incredibly rapid rate.
- A flowist may focus x flux into this fusion to get fast healing x/4, rounded up.
Increased Strength
Passive, internal
A basic use of flux which all flowists learn is to make themselves stronger. Unlike spells and other effects which simply give the user bigger muscles, fabricating this fusion makes the muscles more effective, helping them to realize their true potential.
- A flowist may focus flux into this fusion to get a +1 insight bonus to Strength per 3 flux focused.
Increased Dexterity
Passive, internal
Like the fusion Increased Strength, flowists know how to make themselves swifter.
- A flowist may focus flux to get a +1 insight bonus to Dexterity per 3 flux focused.
Increased Constitution
Passive, internal
Like the fusion Increased Strength, flowists know how to make themselves hardier.
- A flowist may focus flux to get a +1 insight bonus to Constitution per 3 flux focused.
Increased Intelligence
Passive, internal
Like the fusion Increased Strength, flowists know how to make their minds clearer and work more efficiently.
- A flowist may focus flux to get a +1 insight bonus to Intelligence per 3 flux focused.
Increased Wisdom
Passive, internal
Like the fusion Increased Strength, flowists know how to grant themselves greater willpower, intuition and perception.
- A flowist may focus flux to get a +1 insight bonus to Wisdom per 3 flux focused.
Increased Charisma
Passive, internal
Like the fusion Increased Strength, flowists know how to improve their personality, persuasiveness and physical attractiveness.
- A flowist may focus flux to get a +1 insight bonus to Charisma per 3 flux focused.
Mental Bastion
Passive, internal
Flowists are known for great mental strength, whether intelligent, wise or charismatic. From early on in their training they learn to protect their minds from certain adverse conditions.
- Fabricating this fusion provides the flowist with immunities to certain mental status effects. By focusing 2 flux into this fusion she becomes immune to being dazzled. By focusing 4 flux she becomes immune to being shaken. 6 flowists gives her immunity to being fascinated, 8 to confused, 10 to dazed, 12 to frightened, 14 to feebleminded, 16 to panicked, 18 to any form as scrying (as per the spell Mind Blank). The effects are cumulative.
Powerful Strike
Passive, internal
Another offense-oriented fusion, by focusing their flux into their fists, knees, elbows and whatever else they strike with, this helps flowists strike harder.
- A flowist may focus flux into this fusion to get a +1 insight bonus to melee damage per 2 flux focused.
Sure Strike
Passive, internal
Primarily a martial class, flowists can fabricate numerous fusions which help them in combat. This fusion sharpens their mind and body for the purposes of striking unerringly.
- A flowist may focus flux into this fusion to get a +1 insight bonus to attack rolls per 2 flux focused.
Tough Stomach
Passive, internal
The chief concern of most flowists is self-improvement, both mental and physical. One thing all flowists are capable of is using their flux to protect their bodies from physical ailments.
- Fabricating this fusion provides the flowist with immunities to certain physical status effects. By focusing 2 flux into this fusion she becomes immune to being fatigued. By focusing 4 flux she becomes immune to being sickened. 6 flowists gives her immunity to diseases, 8 to exhausted, 10 to blinded/deafened, 12 to poisons, 14 to nauseated, 16 to paralyzed, 18 to stunned. The effects are cumulative.
Surface
Absorb Blows
Passive, surface
Not naturally the physically toughest of people despite often being thick in melee, this important fusion allows a flowist to shrug off considerable damage.
- A flowist may focus flux to get damage reduction x/-, where x is the number of focused flux. This does not allow her natural weapons to overcome damage reduction.
Amplified Offense
Passive, surface
One of flowists most impressive abilities, fabricating this fusion allows their fists, knees or other body parts function just like magical weapons.
- A flowist may focus flux into her fists, or whichever part of her body she wishes to make her unarmed strikes with, to get a +1 weapon bonus to her fists weapons per 2 flux focused. This bonus may be distributed among an enhancement bonus, up to +5, and special abilities such as Flaming or Speed, subject to DM approval.
- As usual, a weapon must have an enhancement bonus of +1 before it can have special abilities. However, this does not mean a flowist must spend flux to do so; for example, a flowist wearing a +1 Amulet of Mighty Fists +1 could spend 2 flux to make her fists +1 flaming fists.
- This fusion may also be used on other natural weapons, but for every natural weapon after the first it requires one more flux to be focused. For example, a Kobold using the web enhancement with six levels of flowist may focus five flux into this fusion making one her claws a +1 flaming claw and her bite a +1 keen bite or six flux into this fusion making all three of her natural attacks +1 flaming.
Fire Resistance
Passive, surface
By focusing their flux to the surface of their bodies, flowists are able to make themselves able to tolerate great amounts of heat.
- A flowist may focus flux to get fire resistance 2x, where x is the number of focused flux.
Cold Resistance
Passive, surface
Similar to Fire Resistance, fabricating this fusion allows a flowist to better handle cold.
- A flowist may focus flux to get cold resistance 2x, where x is the number of focused flux.
Acid Resistance
Passive, surface
Similar to Fire Resistance, fabricating this fusion allows a flowist to better handle acid.
- A flowist may focus flux to get acid resistance 2x, where x is the number of focused flux.
Electricity Resistance
Passive, surface
Similar to Fire Resistance, fabricating this fusion allows a flowist to better handle electricity.
- A flowist may focus flux to get electricity resistance 2x, where x is the number of focused flux.
Sonic Resistance
Passive, surface
Similar to Fire Resistance, fabricating this fusion allows a flowist to better handle sonic.
- A flowist may focus flux to get sonic resistance 2x, where x is the number of focused flux.
Power Resistance
Passive, surface
Somewhat similar to Spell Resistance, fabricating this fusion grants the flowist some defense against powers.
- A flowist may focus flux to get power resistance 2x, where x is the number of focused flux. This overlaps (does not stack with) other sources of power resistance.
Spell Resistance
Passive, surface
Similar to how flux flowists through all living things, magic can be found everywhere. They're not the same, but flux interacts with magic to a certain degree. This fusion grants the flowist some defense against magic.
- A flowist may focus flux to get spell resistance 2x, where x is the number of focused flux. This overlaps (does not stack with) other sources of spell resistance.
Tough Skin
Passive, surface
Like the fusion Absorb Blows, flowists can make their bodies tougher, but rather than using their flux to shrug off some damage, they toughen their skin, making them less likely to receive any damage.
- A flowist may focus flux to get a +1 insight bonus to her natural armor class per 2 flux focused.
External
Antimagic Field
Passive, external
With this fusion a flowist creates a bubble around herself which most magic can't penetrate and inside of which doesn't function.
- A flowist may focus x+12 flux to get an antimagic field of radius x/3 rounded down feet centered on her (a circle of radius 0 is the square(s) which the flowist occupies). This fusion lasts a number of rounds equal to her flowist level, after which she must either end the fusion or again attempt the check associated with external fusions.
Flowing Armor
Passive, external
This fusion turns a flowist's flux into an armor-like, invisible substance surrounding her body.
- A flowist may focus flux to get a +1 insight bonus to her deflection armor class per 2 flux focused. This fusion lasts a number of rounds equal to her flowist level, after which she must either end the fusion or again attempt the check associated with external fusions.
Gentle Ray
Active, external
With Gentle Strike a flowist focuses flux into her fingertips. It is possible to fabricate a fusion similar to Gentle Strike but rather than ending at her fingertips the flowist extends her flux outside of her body.
- This fusion works like Gentle Touch but with the following differences:
It is a ranged touch attack with a range of close (25 ft. + 5 ft./2 flowist levels) rather than a melee touch attack.
It deals 1d6 force damage per flux focused, up to a maximum of half her flowist level, rather than 1d6 force damage per two flowist levels.
In addition to focusing flux into this fusion to deal extra fire, cold, electricity, sonic or acid damage, a flowist may focus 2 flux to increase the range to medium (100 ft. + 10 ft./flowist level), though with a -2 penalty to attack. The flowist must be able to see her target.
It takes a standard action to make the aforementioned ranged touch attack. A flowist may do this as often as she wishes so long as this fusion is fabricated. To determine which direction the opponent is knocked back, extend the line segment centered on the center of the flowist and the center of the foe.
Gentle Blast
Active, external
By forcing her flux out in all directions, a flowist can damage and knock back all enemies within a certain range. This fusion works like Gentle Ray with the following differences:
It deals half as much damage (that is, 1d6 force damage per four flux focused, extra fire, cold, electricity, sonic or acid damage per four flux focused) and consequently has half the knock back.
The flowist makes a ranged touch attack against all foes within a range of close. This cannot be increased.
The flowist does not need to see her opponents.
It is consumed upon use and the flowist must refabricate it to use it again.
Telekinesis
Active, external
Similar to how Gentle Touch may be used at a range, a flowist may use the force of her flux to move objects.
- A flowist may focus x flux into this fusion to move an object weighing up to 5x pounds within close range (25 ft. + 5 ft./2 flowist levels). This movement is identical to the Sustained Force entry under the Telekinesis spell. It takes a standard action to do so and the fusion is consumed upon use; that is, if the flowist wishes to teleport again she must refabricate this fusion.
Teleport
Active, external
The connection between a flowist and her flux is very deep. In fact, they are near inseparable, though with intense training and much experience a flowist learns how to project their flux outside of their body. Her body and flux naturally wish to be reunited.
- A flowist may focus x+10 flux into this fusion to teleport 5x feet to a vacant square with which she has line of sight. It takes a standard action to do so and the fusion is consumed upon use; that is, if the flowist wishes to teleport again she must refabricate this fusion.
Mental
Hereditary Knowledge
Passive, mental
***???blurb about knowledge being in flux from parents
- Upon learning this fusion choose two skills. A flowist may focus x flux into this fusion to be treated as having an extra x/2 ranks, rounded up, distributed among the two skills. These ranks may exceed the natural skill rank cap but may not be used to satisfy prerequisites.
- This fusion may be learned multiple times. Every time it is learned after the first choose two more skills.
Reanimate
Active, external
Corpses have no flux in them. When a person dies and their soul departs, their flux dissipates. However, flux itself is the stuff of life and by putting some of her flux into a corpse a flowist can animate a corpse, making something similar to a zombie.
- ???
1 flux per HD, can do more to buff them
***??? say mental can be internal or external, has to do with knowledge, like for the Reanimate it's programming them or something
Also say all mental flows have to deal with mental stuff, like knowledge, but they're not necessarily contained in the body. Like Reanimate. In fact, you could call them like non-mental flows (3 subbranches) and mental flows (3 subbranches). So it's not like 4 branches.
???
Passive, mental
***???
- text